Saturday, 26 September 2015

Doctor Who is fucking boring and I don't care any more


My eyes are incredibly sore from rolling too much and spewing tears out from crying of laughter, so that much mean that it's Saturday night and Doctor Who just finished airing! Specifically the second part of the Series 9 opener just finished airing, and there wasn't anything special about it other than it's probably the last episode of Doctor Who I will ever watch on broadcast television. I don't care any more.

I wanted to write this last week to be honest, but it would have seemed rash to declare "YAWN" during the first half of a two part episode so I stuck it out. I tried to have a good time too! After an opening scene where two women talk about how amazing the Doctor is for five minutes, one of the first things that happens is the Doctor uses a Dalek weapon to threaten Davros into giving him his chair under the logic that he knew he could drive into the middle of a pack of Daleks with it as it would have defences against Dalek weaponry.

THAT'S FINE! I like the fact the episode admits incredibly early that "logic" is one of the words Daleks don't have in their vocabulary and wouldn't be making an appearance tonight. I appreciate the honesty! Then the episode kept going, I cringed, I laughed (a lot), I got confused, I started looking out the window and sighing when it was revealed Davros had an incomprehensible plan that incomprehensibly the Doctor foresaw and allowed to happen so the Daleks could drown in their own sewer poo. I don't understand what the Doctor and Davros actually did at all or why, and the show doesn't have much more to say about it than "look you know they're both geniuses DON'T WORRY ABOUT IT".

Doctor Who in general doesn't seem to know how to have fun with the fact its main lead is a genius any more. He just knows stuff whenever he needs to which makes it frustrating when he falls for something obvious (like for example, a Dalek begging for its life and pleading innocence on KILLING SOMETHING), it's like Sherlock Holmes' art of deduction but without the part where he brags and explains how he did it.

That's about as far as I can be bothered to make fun of this episode, I made a joke on Twitter about how the scene with the Doctor and Davros crying was like if Wolfenstein ended with BJ Blazkowicz and Mecha-Hitler having a little cuddle which was so good I felt like typing it out again. Other than that I've pretty much already forgotten most of it, and I'm not even angry about it. 3 years ago I would have wrote 3000 words on how every grain of that story made no sense, I probably would have also been crying a lot and proofread it before putting it on the internet. But times change and so must I, and all I have to say in summary of that episode is it was another boring addition to the mythology of an increasingly bad television show.

It's been a heavy criticism of Doctor Who (and my biggest one for several years now) that Doctor Who is too obsessed with itself and its own lore and mythology. Some people have been ragging on it for being a bit fanfictiony even since the Russell T. Davies days, but it's gone completely overboard now. We're at a point where the show isn't just consumed with its own history, it's relying on it for intrigue. This series opener was entirely reliant on the fact that it's DOCTOR WHO and if you watch DOCTOR WHO then you know what the Daleks, Davros and Sacro are so therefore you're excited to see them again...whatever they happen to be doing. Story? Was there even a story? All I remember was a bunch of established characters having pseudo-intellectual conversations about philosophy and their relations/parallels to each other, kind of like The Dark Knight but performed by the cast of The Wiggles.

It's an inherent frustration I have with what Doctor Who is now. I don't think Doctor Who has ever been consistently an AMAZING show, but it does have an amazing concept. Back in the 60s they lucked into the concept of regeneration and accidentally came up with something that would allow the show to continue theoretically FOREVER. What you have then is a television show with a back catalogue of recognisable characters, with a concept that can do any story, any genre, anywhere, you can make up whoever or whatever you want or even include real historical people! On top of that it has a fantastic device built into it where you replace the main leads with new actors and freshen things up every few years and can re-explore things from a different angle. It could attract our best writers from all kinds of backgrounds to present all kinds of fresh stories with enough continuity and canon to tie things together so people keep coming back and every now and then you have a big EVENT happen comic-book style. Then we export that all over the world. It wouldn't be incredible television all the time, but it would certainly wouldn't ever be boring. 

Or instead, you give the show to an ageing fanboy, and he concentrates all his energy into making all his childhood fantasies for a Doctor Who fairy tale to come to life. The show now feels like it's exclusively aimed at people who just like this show, and are automatically excited by returning familiar faces or anything that can be added to the CANON(!) Some people have love for these characters and will endure any old shit the Doctor goes through as long as he makes quips about liking custard creams or whatever. But it's so goddamn fucking boring. How do you manage to make all of time and space feels so tiny and insular and lacking in possibilities? Answer: you centre it around one old dude who kind of already knows everything, and he's a real fast learner for the stuff he doesn't. Even the refresh from Smith to Capaldi didn't give the show any new energy this time, we all know what this show is now and nothing's going to change until someone new is in the captain's chair.

Even the current boring companion Clara Oswald (I sat around trying to think of words to describe her and all I could come up with were "fantasy girlfriend") is "important" because she fell into the Doctor's timeline or whatever. God even Capaldi's Doctor doesn't seem to have a personality outside of he's a collection of bits and pieces of other Doctors, he's a fantastic actor but I'm really starting to worry that he was only cast because he's a Scottish and has mannerisms slightly reminiscent of Tom Baker. Now the new series starts with an episode that has no point other than pointing out how 1) the Doctor is cool 2) the Doctor killed people HE'S SORT OF LIKE THE DALEKS AND MAYBE HE ALSO KIND OF MADE THEM WOAH which is the fourth or fifth time the new series has done that now and it's starting to feel like a joke at the expense of people who are still watching. 

Basically Doctor Who at this point feels like Batman crossed with a Star Wars prequel. Don't worry you're not missing anything, that wasn't funny or clever or anything, I'm just figuring out a way to end this while simultaneously pretending there was a point to writing it. Let's go with "Doctor Who will continue its transition from Saturday night entertainment to cult show for fans and will still receive tremendous critical and financial success, and maybe it'll accidentally be good once in a while."

Or..."I don't care any more."


Wednesday, 9 September 2015

Metal Gear Solid V is the Ear-Puncturing Scream of a Dying Industry


At time of writing it is September 8th 2015, exactly one week after Metal Gear Solid V: The Phantom Pain. I feel it is necessary to declare that writing anything at this time on a game of this scale is utterly pointless.

For Metal Gear fans this will surely be remembered as a bizarre and controversial addition to the series.

For the type of person who has a ranked list of the Assassin’s Creed games from best to worst in their head this will be declared “the best one” and perhaps even “one of the best games EVER (bro)”.

For everyone else; Metal Gear Solid V: The Phantom Pain is a game that got perfect or close to perfect scores from every single person who is paid to review videogames. I won’t lie, the initial critical response to MGSV is nothing short of embarrassing, and I expected nothing else. Most review scores make more sense when you consider them to be grades based on how well the game in question syncs up with its own marketing. For example:

Metal Gear Solid V: The Phantom Pain is the newest addition to a long running series that has a lot of fans and it also features returning characters. It’s an “open world stealth game”, and the open world is big and has lots of stuff to do in it, and the stealth gameplay basically works and there’s TONS of content that utilises it. On top of that it has a heck of a lot of graphics in it, like at least 12 or 13, and a STORY.

All boxes are ticked, of course the game gets perfect 10s. As a bonus, something on the scale of MGSV has so much stuff in it that every single sentence in a 1500-2000 word review can be dedicated to explaining a different feature that the game has. There you have a giant checklist of things that back up your perfect score without having to actually engage with or challenge the game whatsoever.

But hey ho, we’re not here to complain about reviews, as much as I think there’s serious problems with the current psychology of them they’re more of a symptom than a cause. The point is we’re yet to escape the chokehold that MGSV hype has on the current discourse. The reviewers say “yes”, the consumers say “yes”, the Metal Gear fans says “uh, I don’t know what to think yet…maybe”.

Ultimately Metal Gear Solid V: The Phantom Pain is an absurdly huge entry into a nearly 30-year-old franchise; an extremely complicated franchise that means a lot to people for many different reasons. It’s a game dense with thematic, literary and mechanic elements layered with a near implausible amount of stuff. It’s going to be impossible for any one person to tackle this game so soon into its lifespan on a level significantly higher than the reviewers who threw 10s at it and ran away screaming.

On the other hand, we live in the online age of instant gratification where any old jerk can throw their opinion in the wind and have it slam into at least one poor soul’s windshield. This particular jerk currently doesn’t have a working internet connection and can’t post cryptic non-spoiler thoughts on Twitter, and I did already pay £10.99 to own this ridiculous domain name for two years, maybe as well make some memories while we’re here!

So here we go, Metal Gear Solid V: The Phantom Pain. It’s big, it’s sort of brilliant and it’s sort of an abomination. It might end up being a videogame that is essential for everyone to play, but only for the saddest reasons imaginable.

Metal Gear Soulid

Is anyone else weirded out by the fact that Metal Gear Solid in general is celebrated as a “stealth” series?

The series is often talked about and featured on “best stealth game” lists, dudes who don’t like it bash it on the grounds that “the stealth actually sucks you NOOBS”, people suckered in by the endless parade of perfect review scores for The Phantom Pain tweet things like “should I get MGSV? I haven’t played any of the others because I don’t like stealth games!”

Maybe it’s because the original Metal Gear is credited for inventing the stealth genre (this isn't true).

Maybe it’s because the original Metal Gear Solid is credited as the most influential 3D stealth game (this also isn't true).

I replayed the original Metal Gear Solid earlier this year and it blew my mind how little stealth there is in that game at all. Seriously, at least 80% of it is cutscenes, set pieces and boss fights, and most of what’s left is backtracking through the same areas you know inside and out. Metal Gear Solid 2 had a little more thought in that department, but quickly turned into a game of “find the radar map for this area as soon as possible” and then became just as trivial. Metal Gear Solid 3 actually tried to be a stealth game and slammed its fat wallet bursting with innovation on the counter with the camouflage system, but this mostly served to slow the game down and the separation of areas and checkpoint made it easy to run and gun through most of it. Metal Gear Solid 4 pretended to be a stealth game for about 5 hours then broke down into the scripted sequence we all secretly want these games to be.

I know there are people who take pride in beating these games over and over again and getting every rank, including the one for never being seen ever or setting off an alert. Quite frankly, those people terrify me, and their time would probably be better served if it were dedicated to learning video poker or pachinko, they might get something out of that.

Metal Gear Solid as a series is a bizarre yet wonderful mix of earnest attempts at tackling military and geopolitical themes with complete anime nonsense. Its plot is the lowest possible tier of overcomplicated incoherent garbage that falls apart the second you think about any of it, but its characters provide a fascinating mythos that could be potentially explored and re-explored forever. Metal Gear Solid 3 contains the single greatest moment in interactive storytelling EVER, where the ludic and non-ludic elements get sewn together beautifully in a way that perfects Telltale’s The Walking Dead method of storytelling before it was even invented. On the other hand, Metal Gear Solid 4 contains a mechanic where you can pause the game during boss battles to magically buy guns from a man with a pet monkey who wanders around in a diaper drinking a can of coke.

All of this is just a portion of the stuff that makes up “Metal Gear”, there’s a lot to be said for the series both positive and negative, but no one can deny it’s got some god damn fire in its belly. Yet some people want to celebrate the game as a classic based on the parts where you hide in a locker for 30 seconds waiting for the guy to walk away so you can go to the place to trigger the next cutscene?

Well good news jerks, whoever you are and if you really exist, Metal Gear Solid V: The Phantom Pain is all stealth all the time. There are now hundreds of stealth missions for you to sneak your way through where you can Play It Your Way™ , even travelling through the open world involves taking paths to avoid enemy outposts, and what few boss battles there are all involve some form of hiding where most Metal Gear bosses of the past were straight up action.

I’ll briefly touch on what I think of the stealth mechanically I suppose; it’s okay. It’s certainly “good enough” for whatever that’s worth. There’s a ton of good design into all the enemy outposts and on missions there’s obviously been a lot of conscious thought put into letting the player tackle things however they want to, even going so far as to have changing guard posts for day and night essentially offering the player a choice of level design. There’s a decent sense of being able to figure out when you’re visible or not and your spatial relation to the guards…as long as you have them marked on your radar first which gives you incentive to scout out the situation before making your approach. It works well at first and feels like a natural evolution of the “find the computer to unlock your radar” idea from Metal Gear Solid 2, although I have to admit when I got more used to the game I completely stopped bothering with it. The enemy AI is still extremely “gamey” and in general still feels like Metal Gear as opposed to anything resembling realism. “Whose footprints are these” might have blown minds back in 1998, but guards noticing a choked out colleague collapsing to the ground but not the choker still standing directly behind them is too silly to not be funny in 2015. What’s less funny is the kind of bad slow motion mechanics that are incorporated whenever Snake gets seen or seriously injured. I say “kind of bad”, they’re perfectly functional, but there’s something off with a stealth game when the best strategy involved seems to be getting seen on purpose so the slowdown gives you a free headshot with the tranquillizer dart before the alert goes off. Incidentally, there are some “EXTREME” versions of missions later into the game where this mechanic is removed, and there you start to gain an appreciation of how slow, frustrating and not fun The Phantom Pain would have turned out to be if it didn't have this cop out built into it.

MGSV does have the best stealth of the series so far, but again I don’t really play these games for the stealth in the first place so it’s not a deal maker. This is another part of what is so frustrating about the reviews for this game, because the question of “is the stealth good this time?” isn't as important as “what has Metal Gear lost in its ambition for stealth?”

The Open Road

Metal Gear Solid V has gone all in on being open world, and it’s gone in as hard as you could possibly imagine.

There’s two huge maps to explore; a desert in Afghanistan and a jungle in Africa. There’s also a disgustingly and pointlessly huge hub world called Mother Base that you have to manage, build and gather resources for as you play. There’s a ludicrous amount of weapons and items to that you have to order to be developed, despite constantly developing weapons as often as I possibly could and playing the game for 60 hours I couldn’t ever get the amount of items to develop to drop below the “99” maximum. This is kind of cool because every Metal Gear Solid has contained some mechanical strangeness where you’re given a whole bunch of stuff to play around with and perhaps find awesome situational uses for, but there’s just so much here that you barely know where to start. Every time you complete a couple of side quests the game immediately replaces them with incredibly similar brand new ones. While you’re managing all of this in your “Aerial Command Center” the game taunts you by pasting your “Overall Completion” score on the screen.

At time of writing my overall completion is 51%, if you find that unimpressive you probably haven’t played the game yet (hey thanks for reading, watch out for the SPOILERS on the way soon!) It's possible there's major events and scenes in this game I've yet to see as I haven't completed all the EXTREME remixes of past missions and I have no intention to either as this game has taken away enough of my life.

“Gathering resources” for your Mother Base also including gathering staff, which you do by extracting soldiers you defeat in battle. The idea of “extracting” enemy soldiers (via knocking them out and sending them back to base by strapping a balloon to them which you’ve probably seen some hilarious gifs of) is a bizarre method of deterring a player from killing enemies, but regardless of whether you kill or kidnap you’re still taking ownership of someone else’s life. All the soldiers who get sent to Mother Base also have names and can be assigned roles via the “Staff Management” menu. There’s no room for arguments about abstraction or metaphors here. You are literally kidnapping the soldiers you fight in the field, they are “convinced” to join Mother Base (considering the game contains several interrogation and torture scenes the word “convinced” is a little sketch) and then they work for you, inspired by the legend that is BIG BOSS.

I’m sure thinkpieces are on the way if they’ve haven’t already arrived about how Mother Base is an allegory for capitalism and the game thematically and mechanically is about constantly wanting MORE. I’m not going to get deep into that here, since in this time of reflection on MGSV as a recent thing I’m more interested in overlooking it as a complete work. There’s no doubt that this game is deliberately designed to be exhausting, stretching out key plot moments and cutscenes with hours of faffing around in the field and doing what some people would describe as literal work as you manage your base navigating through layers of menus. It almost broke me, there was a time where the story was moving so slowly and Metal Gear felt so far away that my 14% completion rate staring back at me was cause for despair.

Not just that but everything is so slow. The game insists that you hop back and forth between the field and Mother Base and waiting for helicopters to pick you up and drop you off would be a bathroom break moment every single time if the game didn’t force you to hit the X button to continue from the loading screen. Travelling across the open world via horse or vehicle always feels slightly longer than you want it to be, and Afghanistan especially seems to always have a huge mountain blocking you from where you want to go so you have to constantly consult the map to work your way around it. Ammo and weapons drops involve waiting, dispatching new buddies involve waiting, developing new weapons and bases can take literal real world hours. Hell, just the fact the core mechanic for passing missions is stealth involves a lot of waiting in itself.

There’s a part in the story where an epidemic with unknown symptoms breaks out across the staff at Mother Base, and you’re told you should send anyone to be quarantined who shows any potential signs. Of course, later on its revealed there are no clear symptoms whatsoever and trying to determine who was infected was a pointless exercise, but it’s thrown in there to force you to look through all your staff and consume the information and be taken aback by how much stuff you’re supposed to be monitoring and in charge of.
Between the interface, and the sheer amount of missions of content, and the constant waiting MGSV is trying to overwhelm you with its sheer size.

Despite there being so much stuff it all feels weirdly empty. I got a feel and familiarity with specific enemy outposts but not the terrain itself, basically both Afghanistan and Africa feel like a bunch of disjointed videogame levels floating in a sandy/swampy void that I have to constantly travel through if I want to do anything. The game’s beautiful but I don’t enjoy exploring or hanging out in it, the part of my brain that will happily go hiking by accident in Grand Theft Auto V for hours is constantly numbed by the fact there’s always so much work to do and I have to get there now. It’s the kind of game where after a while I start playing it for the sake of it and start to feel numb, and that’s when the TV volume goes off and the podcasts and headphones go on. I cannot begin to explain how much I can’t believe I just wrote that last sentence about a METAL GEAR game.

*FROM HERE ON OUT THE SPOILERS ARE GOING TO BE COMING IN HOT AND HEAVY, THIS NEXT LITTLE PART IS ABOUT A MAIN CAMPAIGN MISSION, SPECIFICALLY EPISODE 18, THE SECTION AFTER THAT WILL REVEAL HUGE PLOT DETAILS ABOUT SOME MAIN CHARACTERS. THEN THE SECTION AFTER THAT WILL LITERALLY RUIN THE ENTIRE GAME AND YOU SHOULD NOT EVEN VAGUELY GLANCE AT IT IF YOU HAVE NOT BEAT THE PHANTOM PAIN YET

YOU HAVE BEEN WARNED*

We could talk about how much the jump to open world causes a shift in soul that threatens to burn MGSV from the inside out for hours, but there’s one mission in particular that sums up for me how the change to “open world Play It Your Way™” is openly toxic to Metal Gear.

In Chapter 18 you are given a relatively simple mission objective; eliminate six targets for a client in two locations. You’re only given one of these locations immediately, you go into the enemy camp, identify which one of the guards is the target, then you either kill him or extract him to Mother Base. I chose the latter because 1) I want to extract everyone I can for the perks and 2) I don’t interpret Big Boss as someone who would kill needlessly.

After you've made your choice the game reveals your second location, and it’s immediately weird that there would be one target in one location as a guard, and five targets in the second location. Anyway, you head over to the second location, it’s a huge dome but the guards are relatively spread out so it’s not too tough. Personally I went around the edge of the camp and cleared out/extracted everyone I could find methodically, almost all the guards were gone by the time I got to the targets.

That’s went the game gives you the gut punch, the “targets” are five child soldiers who are currently prisoners. Snake points a gun at the children, they reach through the bars clutching diamonds, offering them in exchange for their lives. Miller screams at Snake through the radio to do the job, Snake fires with the camera turned away from the children, then turning once again to reveal he shot a bucket to make noise for a recording that could be sent to the client to convince them the job was done. Snake chooses to save the children.

That’s all well and good, but if you recall, on my playthrough I chose to extract the other target who was an enemy guard. Once I did that Miller called me up on the radio to tell me that he trusts my decision to extract rather than exterminate. With that in mind, why in god’s name was Miller screaming at Snake to murder children? There’s lots of cases where Snake/me would choose to interpret a “job” differently and Miller would lie to the client, what’s got him so hot for child murder all of a sudden?

It gets weirder though, one of the children is injured and Snake is forced to carry them while the other run ahead. The children have a set AI path but they will stop or go at Snake’s request. My head is steaming with rage as the children run out of their cage to the left for their set piece, as opposed to the right where I so meticulously cleared out the entire base. We could walk out the front door.

What follows is a transparent use of level design, the kids run straight for a rock, which clearly leads to a bunch of other rocks in a path that coils around and zig zags around some enemy guards. Clearly you’re opposed to give the kids commands to navigate them around these guards. I knew that, but on the other hand, my brain is in open world Play It Your Way™ mode, so I opted to tell the kids to wait, put the sick kid down with them and took out the guards first. Now in this entirely cleared out area, the kids continued to run across their scripted AI path, including a part where they stumble over a couple of burned out corpses. I’m not going to lie, it’s pretty hilarious to watch animated cartoon zig zag their way around an imaginary threat only to fall into a pile of their burned up friends. (I swear I’m not a psychopath, I just consider child soldiers stumbling into burned up bodies as an emotional moment to be extremely manipulative and cheap so I enjoy the fact I accidentally ruined the attempt).

Don’t you judge me, it’s not my fault, these kinds of sequences where a very specific thing happens in response to a very specific threat do not work once you give the player the tools to neutralise them and put them in the mindset to do it. Also, it’s a really bad and frustrating escort mission in general, I understand that kids would be scared and perhaps freak out in a tense situation, but on my playthrough all they ever did was run from complete safety directly into a man with a gun for no reason. There’s already at least one article on the internet arguing this level is brilliant and “one of Metal Gear’s finest moments”. Maybe it is brilliant if it actually works, but it’s not going to work for a lot of players because MGSV’s structure undermines its attempts to build a memorable interactive moment.

Quiet, Skull Face and Characters You Actually Care About

Going into Metal Gear Solid V: The Phantom Pain the universally agreed “most worrying part” of it was going to be Quiet; the horrifically designed, completely silent, basically naked female sniper. Kojima talked some smack in interviews about how people were too quick to judge her, and that he was going to make us care about her. I think it’s fair to say her design is somewhat deliberately antagonistic, an attempt to score some pre-release heat and backlash so Kojima could prove some kind of point about something once the game was actually released.

Well let’s go ahead and drop what the REVELATIONS are about Quiet, bearing in mind that my save file is still at 51% so it’s possible that there’s some scenes I haven’t seen even though I'm reasonably sure the “plot” of this game is wrapped up now. Either way, here’s what I understand about her; she can’t speak because she’s infected with vocal cord parasites that will breed and spread an epidemic through Mother Base if she talks in English (put your hand down we don’t have time to explain it (I KNOW that doesn’t make any sense don’t worry about it (please stop screaming at me))) and she can’t wear clothes because she breathes through her skin and she would suffocate.

Um.

Mr Kojima, have you got a second? Come over here I have a couple of feedback notes for you:

1) Your characters are fictional.
2) We, as the audience, understand that your characters are fictional.
3) The characters you create are, to some extent, a product of how you see the world.

With that in mind, I'm not entirely sure what you were trying to prove by thinking backwards to see how you could narratively justify a character design like Quiet. Taking a character and working backwards is honestly pretty easy, it’s a well-known improvisational exercise, so it’s hard to see what your point was supposed to be. Your explanations don’t cover why Quiet refuses to communicate in any other fashion, or why she has little to no ability to express any personality whatsoever, nor why she seems to deliberately style herself as some kind of military themed stripper.

You can try and explain Quiet as some kind of backwards counter argument against people crying “sexist” against the depiction of female characters in videogames, but that would imply Kojima doesn't understand or care that those kinds of arguments are more about the industry that produces the characters than the characters themselves. Regardless, there’s no escaping the mental image I have of some poor character designer keeping held back in the Konami employee work cages with Kojima anxiously jittering behind them whispering in their ear “dude…*inhales*…the tits need to be like…15 per cent bigger…”

Let’s just say that the fact Kojima thought he was making some kind of subversive point about characters and people judgments of them with Quiet, combined with his already not great track record with female characters, has filtered him in my mind as one of those people who were bursting with volatile rage at Polygon’s 7.5 out of 10 review for Bayonetta 2.

That’s not to say you can’t enjoy Quiet as a character, I don’t think there’s much to her but she does a few cool things and has one or two character moments that could make you care about her. She’s just not exactly a high point for the series. Then again, she’s probably more interesting than the villain of this game, Skull Face.

I'm probably horrifically offending someone here but Skull Face might be the least interesting Metal Gear villain ever. The Phantom Pain is weirdly honest about it too, when Skull Face’s plan fails he has a line of dialogue referring to how he’ll be deleted from history by Cipher, as if the game is admitting that it’s a midquel set in a bit of the timeline when not that much of interest happens and it made up a new villain to keep things together. His backstory is okay I suppose, but he doesn't feel like he belongs, there’s not a single thing about him where you think “maybe this guy was planned to be part of the story all along”.

The parade of villains and adversaries brought out for The Phantom Pain seem to be a deliberate cop out. Quiet doesn't speak, Skull Face isn't interesting, and the rest of the cast contains a 12 year old Liquid Snake, the rotting flesh of Volgin from Metal Gear Solid 3 walking around as a “The Man On Fire” and an early crappy barely operational version of Metal Gear Rex both of which are controlled by a young Psycho Mantis from the first Metal Gear Solid. It feels like a joke at the expense of the player, as if Kojima is saying “you REALLY still want another Metal Gear after MGS4 where we tied up every conceivable loose end possible? Okay, here’s what you get!” And what we got was the ghost of Metal Gear Solid 3, two made up boring characters and the villains from Metal Gear Solid appearing as children.

The Kojima Moment

It’s worth pointing out at this point that I don’t hate this game.

However, I do feel somewhat detached from it, as it barely feels like a Metal Gear game.

I'm not a fan of David Hayter personally, I agree his voice is “iconic” but it’s mostly iconic due to him performing every single line with the exact same inflections (slightly growly gargled voice, with an extra bit of growling for the last 2 or 3 syllables). Still, it’s bizarre to see him gone and replaced with Kiefer Sutherland, especially when Kiefer Sutherland isn't actually much better. I'm uncertain whether the change of voice actor was a purposeful attempt to distance us from Snake since the voice actor went unchanged in the Japanese version.

However, it is off putting how little Snake talks in this game. I’m in the camp of people who think Metal Gear cutscenes do often go on a little too long for their own good and it would be nice if Kojima had an editor (or at least a better one). Still, I couldn't stop noticing how many scenes would play out with Snake just standing there and doing nothing. In the late game scene where Snake finally confronts Skull Face, he gets escorted along to visit the Metal Gear, where Skull Face sits opposite him in a Jeep and explains the plot of the game to him. Once they arrive the Metal Gear is activated by babby Psycho Mantis and starts attacking everyone, and in the entirety of these scenes Snake does not say a god damn word.

The cinematic language of Metal Gear is completely changed too, with the pretense to emulate movies replaced with a TV show “episodic” format and a moving camera so everything plays out as one long shot. Every mission has opening and closing credits, which list all the characters that appear under “starring” (which actually spoils a bunch of missions). It’s a completely different feel, and it created some sad moments when every now and then I would hear the infamous exclamation mark alert sound and be reminded that YES this is a Metal Gear game.

I played this game for 60 hours and Revolver Ocelot twirled his gun once, and it was a little baby twirl that lasted about 2 seconds, heck I could have twirled a gun like that.

Of course, this is all setting up the KOJIMA MOMENT, which is something that’s losing its power a little since I go into all of the Kojima-directed games expecting one now. Yes, the attempts to exhaust and overwhelm the player, the dull filler villains and the disconnect from Metal Gear were all absolutely deliberate.

*SERIOUSLY I KNOW THERE’S ALREADY BEEN A COUPLE OF SPOILER WARNINGS BUT THIS IS THE BIG ONE, YOU ABSOLUTELY SHOULD NOT READ THIS NEXT PART IF YOU HAVEN’T FINISHED EPISODE 46. OKAY? OKAY.*

The Phantom Pain kicks off with what Jackson Tyler accurately describes as a Dead Space level. Snake wakes up from his coma nine years after the events of Ground Zeroes (which blows by the way). After having his condition and situation explained to him the doctor insists that plastic surgery must be made to hide Snake’s identity so that he can leave alive. The game allows you to make an avatar, a name and a date of birth, but after you’ve done that the doctor is assassinated and MGSV tells you “NOPE! You’re Snake DEAL WITH IT” (although it later gives you the option to dispatch as other characters if you feel like it).

From there a tightly scripted sequence of events plays out as a weak recently woken up Snake is helped out of the hospital being stormed by soldiers by his neighbouring patient whose face is concealed by bandages. A whole bunch of action scenes and murder play out as Snake regains strength and you’re introduced to The Man of Fire and mini-Mantis. Snake and the bandaged man appear to escape, but their vehicle is attacked and the man in the bandages appears to have been killed as Revolver Ocelot extracts Snake from the wreckage.

About 50 hours later, after Skull Face is dead, the dramatic “We are Diamond Dogs” scene, Liquid has escaped with the Metal Gear and Otacon’s dad is floating on a raft through the ocean, the game bumbles around for a little bit offering you more side missions and a few remixes of missions you’ve already completed albeit on a much harder difficulty. Then your mission list will be updated with “Episode 46 – TRUTH: The Man Who Sold The World” where you replay the first mission in the hospital, albeit with some minor changes:

1) When the doctor shows the patient his face in the mirror, you don’t see Snake looking back at himself, but instead your created avatar from the start of the game
2) You’re headed a photo will your name and date of birth printed on it, the doctor moves his finger to reveal your created avatar starting next to Snake and Miller
3) At the end of the sequence, the bandaged man has recovered from the crash and is completely fine, and is having a conversation with Ocelot
4) The man is revealed to be the true Big Boss, with the Snake in the crash the one selected to be his replacement.

There you go, there’s the gut punch you waited 50 hours for, you were never Snake, you were never the true Big Boss. The real Big Boss was out somewhere else doing cool stuff while you took up all his odd jobs. In one serve the game pulls out some hard hitting commentary on the sidequest spewing “open world” game. When you insist on making your own story in a videogame you take away the creator’s ability to give you one. You cannot be the real Big Boss you can only be an imitator, the guy who stumbles around a map following waypoints to clear out minefields while the real thing is off having real adventures. The game was meant to wear you down, then instead of giving you an ending it takes away the beginning. The game lays it all out for you; this wasn't a story worth telling, not one worthy of Big Boss anyway.

It’s worth pointing out that the reveal isn't done in a flashback or a quick scene, the game forces you to replay the entirety of the incredibly scripted opening which with the exclusion of some minor changes at the beginning and the end is exactly the same. The game wants it to sink it that yes, this is how it really was, this is how is always was, you were never Big Boss, and Big Boss is still cooler than you.

After Skull Face is defeated and the Diamond Dogs have got their revenge, the game keeps stumbling on incoherently and without destination, as Miller screams at Snake “we need to be bigger! We need more men!” In the end, Miller finds out the truth too, the real Big Boss has abandoned him to chase his own dream. Miller wanted more and more, and in the end he was left with nothing, mirroring the player experience.

They missed an opportunity to have the real Big Boss voiced by David Hayter in his one scene where he pulls out a cigar (the fake Big Boss smokes e-cigarettes) and rides off on a motorcycle with a smirk in what is designed to be the coolest possible image. Then again, a lot of people were predicting they would pull something like that so maybe they felt that would be too obvious.

It really is admirable how much faith Metal Gear Solid has always had in its franchise player. Metal Gear Solid 2 knew taking away the ability to play as Snake would frustrate the player, Metal Gear Solid 3 knew a game about Snake’s predecessor becoming the world’s greatest soldier would work because that’s what we want him to be, and Metal Gear Solid 4 knew tying the series’ climax into the unavoidable demise of Snake would give the climax the proper weight (even if it was too scared to actually pull the trigger). Now with Metal Gear Solid V, we are given so much Snake we can barely take any more, then it takes it all away so all our work was for nothing.

It’s calculated, it’s confident, it’s kind of brilliant, it’s also completely, miserably pointless.

Here’s the thing, I'm not going to say I “called” the ending because I didn't, but I caught on to the joke pretty dang fast though. That “Overall Completion” prompt on the screen kept taunting me, and all I could think about it how much I don’t like this kind of game, and how much I wish Metal Gear Solid wasn't this kind of game. Here’s the thing Mr. Kojima, I already agreed with you on open world games before I played The Phantom Pain, and I liked you because I thought you were different. As brilliant as your game occasionally is, you've put me through another 50 hour triple-A experience that killed more brain cells than it simulated.

If The Phantom Pain is a joke, then it’s a prank phone call that goes on long enough to be prosecutable harassment.

The Sad, Sad, Sad Conclusion

For the record, Metal Gear Solid V: The Phantom Pain has a lot of great stuff in it. There’s some great level and mission design, there are fun and memorable moments, and as exhausting as it can be I can’t imagine someone who cares about Metal Gear actually giving up on it. I can’t say that I didn't have a heck of a good time playing some of it.
When I started writing this piece I asked myself “Do I like Metal Gear Solid V?” and my answer then was “I don’t know”.

Now that I'm writing the conclusion, my answer is “I don’t care”.

It’s impossible to separate this game from the drama that surrounds it, and remove it from context from the industry that it simultaneously exists within and comments on. Within that context it is a sad, disappointing and distressing thing.

Konami is dead. Okay, they’re not really dead, but they’re dead in all the ways that matter. Silent Hill is dead. Castlevania is dead. Now with Kojima’s escape to the wild Metal Gear is dead. Games with these franchise brands attached to them will probably continue to be made, but all the major talent has jumped shift and those who remain are suffocating under the terrifying Konami work environment.

Hideo Kojima will almost certainly continue to make videogames, he loves them too much to stop, but he’ll never make a game approaching the scale of The Phantom Pain ever again. As Kojima departs he takes the unique triple-A videogame blockbuster with him. I'm not a fan of Metal Gear Solid 4 personally, but there will never be a game like that ever again, it is its own thing, is it a Metal Gear game. Maybe the videogames of old died with Metal Gear Solid 4 and no one noticed at the time. We say goodbye to Metal Gear as it shoves itself full of side missions, bloated worlds and menus and #content. As intentional as it was, it’s hard to shake the disappointment that Metal Gear Solid V exists and it’s essentially a god damn Ubisoft game.

As things stand the middlecore tier of games that populated the PlayStation 2 and Wii libraries a decade ago have almost completely died out. In 2015, your choice is between huge big studio productions and significantly smaller in scale digital stuff. There’s all kinds of limitations, struggles and pitfalls with the latter, and the former barely makes money any more as the industry led push for graphics and hardware have forced the games to trade in most of their artistic conscience for bling, addition content plans and micro-transactions. Whether the fact all this stuff is deliberately in The Phantom Pain is some kind of statement or Konami pushed for it to be in there which fuelled the falling out and drama doesn't matter. It’s still a damn shame to see Metal Gear consumed by everything it never was during its last dance. It’s the end of an era, and it’s not a graceful ending either.

That’s what I meant at the start of this piece that Metal Gear Solid V: The Phantom Pain might be an essential play for anyone who has an interest in videogame whether they have good time with it or not. You've got to see how it all ended, man.

Don’t confuse this with some kind of endorsement for auteur theory, Metal Gear may be a machine driven by one man’s vision but it’s a product of the hundreds of work hours that a huge team puts into it, but how many “names” in games do we have left that we can put on the front of a box in the same way movies do? Sid Meier creates games for a very specific audience, nobody buys Swery’s games, Shigeru Miyamoto has been out-shined by his own creations and the kids don’t know who he is. Who do we have left after that? David Cage?????

Oof.

Kojima’s final contribution to videogames of this scale was to spend an absurd amount of Konami’s money creating the bloated Metal Gear all-stealth-all-the-time experience his detractors claimed they wanted. All the Metal Gear stuff in it there, and a lot of it is pretty great, but the characters feel less important, they talk less, exposition usually reserved for the codec has been buried into cassette tapes which are positioned suspiciously out of the way on the menus. The Metal Gear moments you want exist in this game, but they've been diluted and stretched out, clawing for sunlight under the weight of a huge open world mechanics-focused mission structure. The Phantom Pain is yet another entry to throw on the pile of games that will eat entire weeks and months of people’s lives, with 80% of that playtime to be purged from memory and any meaning soon after.

Kojima has dived off the top of the Konami skyscraper as it burns to the ground, flipping off his people below him “this is what you want games to be right? Well I made Metal Gear into that now DO YOU LIKE IT?”

And we the people have screamed back to him “YES. OH MY GOD. YEESSSSSSSSSSSSSS!!!”

I have one comment on that, and it’s borrowed from my friend Veerender Jubbal; videogames are garbage.


Only it’s important to remember it’s not just the games that are the problem.

Monday, 15 June 2015

WWE Continues Impressive 2015 with Money in the Bank

As someone who embraces all around jerkiness as part of their #brand the usually easy-to-ridicule WWE product has been frustratingly consistent since April. Seriously, the build to Wrestlemania 31 was one of the worst ever, the card contained an internal contradiction which undermined WWE's recent youth movement and was near impossible to get excited for, yet somehow they miraculously pulled out a great show. What's even more surprising to me than Wrestlemania being good was the fact WWE actually have managed to capitalise on their own momentum for once, something of a rarity in the modern era. There's been plenty of exciting events in recent memory, the debut of the Nexus, the Summer of Punk, the Yes movement etc. but all of these events were squashed either by WWE creative themselves or outside forces. You might be thinking to yourself "Wrestlemania was only a few months ago they haven't kept it up that long", and I'm saying the fact they've made it this far is remarkable in of itself.

I hope that opening paragraph communicates how much faith I have in WWE creative and contextualises the positive feelings I have towards them right now.

But seriously, although not without flaws (obviously) the WWE product has been on good form lately, and I'm not even talking about NXT! Seth Rollins is a fantastic and credible champion as well as a much needed regular fresh face at the top of the card, none of the major storylines have been embarrassingly mishandled (yet) and WWE have even been handling their troublesome Roman Reigns situation with some intelligence and grace. The main appeal for me however is how much more of the roster actually has STUFF TO DO. Valuable but floundering talents from last year such as Sheamus, Kofi Kingston, Big E, The Miz, Wade Barrett, Cesaro, Tyson Kidd and others all feel part of the show again and some of them are doing the best work of their career. Of course, the influx of great new talent from NXT and the indies making big splashes on the main roster isn't hurting either.

If you've only started watching recently I don't think you can appreciate how much better things are, and how unbearable getting through an episode of Monday Night Raw was. In 2010 WWE used to only announce about 2 or 3 matches for each Pay-Per-View and make up the rest of the card on the night because the non-main event guys were that boring. I'm dead serious. I'm not saying the overall product is amazing or even close to perfect, but it's nice that a 3 hour episode of Raw now has about 2 hours of stuff on it worth watching as opposed to just the opening and closing segments.

That leads us to WWE's most recent Pay-Per-View event (I don't know how much longer we're going to be calling them those, we should probably get used to "Network Specials" or something) Money in the Bank. Ironically the gimmick of the show was one of the least interesting parts of it, with WWE stalling Roman Reigns once again on his quest for title glory and instead opting for long game option Sheamus. WWE don't want to squash Seth Rollins thunder by dunking another briefcase into the title picture just yet so I'd expect Sheamus to hang on to that thing for a while or possibly even have an unsuccessful cash in.

The two highlights of the show were the two main events, and both matches were direct results of what you get when you put your focus on fresh and exciting talent. First, NXT Champion and king of the indies Kevin Owens against the old guard modern-era representing John Cena, and also Seth Rollins Vs Dean Ambrose, two stars made by WWEs best non-NXT youth project The Shield.

Kevin Owens Vs John Cena was a simply fantastic match, with their past match a mere two weeks ago they cut the slow feeling out process of the Elimination Chamber bout and got straight into it. It definitely felt like more of a contest than the first match, the Elimination Chamber match was good too but it also kind of felt like a Kevin Owens highlight reel to show him off during his debut...which was someone undermined by Cena kicking out of the vast majority of it. John Cena wins, a result I think most people predicted even if they didn't want to believe it. Look, it doesn't make business sense to have some new guy who hasn't been road tested yet kick down the door and beat your money maker consistently. Once? Sure. It's a hell of a way to make a debut, it gets people talking and Cena can take a loss every now and then, but twice is throwing the baby out with the bathwater. I mean at that point you're firmly establishing the champion of your developmental system is better than the guy you've built your entire company around for the past decade. It's a silly risk to take just to appease some nerds on the internet who will complain about whatever you do anyway.

Having said that I wish WWE hadn't done the rematch two weeks later, allowing Owens to run with it a bit more and save his first big loss on WWE television for whoever takes the NXT title off him. A Owens/Cena rematch with a couple of months gap would have done wonders for Owens, NXT AND Cena, it certainly would have made the US open challenge thing a lot more interesting. But if you are going to hit the panic button and immediately give Cena his return win, they picked a good way to go about it. Cena barely beats a highly game Owens, Cena gives respect to Owens and acknowledges that Owens is where he belongs, something you'd think is everything Owens' character secretly wants, but instead Owens buys into his own shtick so hard he refuses to accept his own loss and turns Cena into just another one of his victims, claiming glory that isn't his. Owens is the best character WWE have right now, it's incredibly simple and restrained but contains enough depth to make any matchup against him interesting.

I suspect I may be in the minority on this, but I loved the WWE Championship ladder match EVEN MORE. Ladder matches for the most part have turned into demolition derbies since the Money in the Bank concept was created in 2005, and when you start gimmicking gimmicks things start getting real silly. Don't get me wrong, I'm not saying a multiple man ladder match isn't a bucket load of fun, but it's essentially a stunt show and all logic goes out the window. I was 1000% ready for a classic one on one ladder match that was a real MATCH that just so happened to contain ladders and a couple of high spots.

You know a match is great when both guys come out of it better than they went in. For Seth Rollins, he showed off a nasty and capable side of himself and legitimised himself by finally getting a big win by himself. I suspect WWE put effort into giving Rollins more edge because they're setting him up for a match against Brock Lesnar for Summerslam. Heels like Rollins should be cowardly and cheat to win, but it's also important to establish they're GOOD. I think WWE were making a mistake and overdoing the Authority thing too hard but flat out admitting on television they PUT the title on Seth Rollins effectively diminishing any value that belt could have, I'm glad they made it a point that they chose Rollins because he really is one of the BEST.

But it was Dean Ambrose who truly made his career last night with one of the best performances I've seen out of anyone in WWE of recent years. I was wincing at the face he made when Rollins powerbombed him on the ladder, you could feel that the match was slipping away from him but also how much Ambrose still wanted to fight back. The art of "selling" isn't Dolph Ziggler doing three flips off the mat whenever he takes a bump, it is selling people the match and the emotions they should be feeling at that moment. Ambrose coming back and coming back, combined with the visual of him continuing to crawl up the ladder and over Rollins only for them both to fall and the title belt barely slip away from him was a finish anyone could connect with.

And then of course, there's this face;


LOOK AT THAT. The disappointment might be a performance, but the sweat, exhaustion and pain in his eyes sure aren't. That's rasslin' daddy.

Searching the #MITB hashtag on Twitter for reactions to the match you can see how well it worked, it's amazing in a performance that everyone knows is pre-determined you can still provide a heartbreaking result. Although let's face it, the folks who ridicule people who care about wrestling matches because they're "fake" probably have no understanding of any form of storytelling.

I hope WWE keep their hot streak going into and beyond Summerslam and continue to build and explore their wonderful pool of upcoming talent. If things keep going like this we're going to have some real exciting fresh main event matches going on by the end of the year. Mostly I hope that if WWE do start botching everything again they don't do too soon and make me look like a complete jerk for writing this.

Monday, 18 May 2015

Sherlock Holmes: Crimes and Punishments Review - The Game's Abore


Let’s make it absolutely clear from the start that the only reason I played Sherlock Holmes: Crimes and Punishments was because it was free on PlayStation Plus. Had I been inclined to purchase this videogame with my own money I certainly wouldn’t have gone for the PS3 version seeing as it performs like total garbage. That might seem like the jerkish way to start off a review, but technical complaints are the most boring kind so I wanted it out of the way as soon as possible. Just to say, I did notice, because it’s impossible to ignore, this game runs like complete shit.

Anyway, something that does interest me is the world of murder-mystery fiction, so regardless of reputation if a videogame with the “Sherlock Holmes” branding falls into my lap for free I’m going to give it a go. Of course, I say “branding”, but Sherlock Holmes is a public domain character free to use by anyone, so McDonalds could call those crayon mazes kids get with Happy Meals “Sherlock Holmes and the Hamburglar’s Smuggling Route” and no-one could call the cops on them. In other words, no-one’s enforcing standards here and nobody had to break out the chequebook to make it happen in the first place, so you could be getting yourself into anything.

Still, I have faith in projects such as Sherlock Holmes: Crimes and Punishments for two reasons: 1) murder-mystery fiction is near objectively great, even the absolute worst IQ lowering episode of CSI can get your brain to limp along with it for 45 minutes simply via the appeal of “maybe it was that guy, or he was working with that other guy!” regardless of how unsatisfying the actual conclusion might be. 2) The concept of the Sherlock Holmes character has tons of appeal built straight into it that’s hard to completely screw up.

I’d go so far as to describe the character of Sherlock Holmes as a power fantasy (Disclaimer: this is not a criticism). Here in the West we embrace the idea that being more intelligent that others makes us superior human beings, and although this is somewhat gross, it is highly ingrained into our culture and language. Even if you’re consciously aware of the issue of this it’s still difficult to avoid, I couldn’t think of a snappier way to take a slight dig at CSI than a gag about how its badness lowered intelligence. It’s something that’s difficult to unlearn, but it does create this fantasy where people want to be the smartest person in the room. That’s where the appeal of Holmes comes in, he can walk into any room, tell you your entire life story from your bowtie and stun people into babbling incoherence just via his sheer brilliance. He’s also sort of a jerk and a weirdo, making him enough of an outsider to society where he transcends life’s petty annoyances (like sex) but also establishing that deep down somewhere he has a heart so we know he’s not a complete psychopath. He uses his intelligence regularly to show how he’s superior to other people, but it’s usually at the expense of the police (establishment) or murderers as opposed to the disabled or uneducated, so we don’t get too down about it. Also he punches people.

Sometimes I wonder if it’s even possible to make a truly great Sherlock Holmes videogame, there’s all sorts of issues with it. Problem one is that the “Science of Deduction” is, and always has been, complete nonsense. Which is fine! Fiction can have a lot of fun with that sort of thing and most of the good Holmes adaptions do, but trying to translate that into a videogame probably means a weird adventure game puzzle where you have to follower a designer’s path of logic to one determined conclusion. Crimes and Punishments cops out on this but having you deduce character’s profiles by scrolling the cursor over their body and then the game does all the work for you, it’s little more than a cute visual gimmick.

The second problem is a deeper more form based one, where by virtue of being a videogame you have to give the player some essence of control, and videogame players are not Sherlock Holmes. There you have the internal conflict that a game where you play as Sherlock Holmes might come with the unspoken obligation to make the player “feel” like Sherlock Holmes. So what do you do then? Either you make the puzzles extremely difficult and leave a significant portion of your audience in the dust, or you make your puzzles “accessible” so that players might “feel smarter”. Look, puzzles shouldn’t be hostile towards the player, and asking them to solve something without clear instruction and/or context for what they’re actually doing is an unforgivable sin that will achieve nothing other than triple the hits of your game’s GameFAQs page. Still, puzzles shouldn’t cater to the player, as in they shouldn’t exist purely to serve their ego. If you present me with a locked door, then immediately had me a key, I don’t feel smart because I unlocked the door, I just think “WHY WAS THE DOOR LOCKED?!”

So there’s your two options, both inherently and perhaps fatally flawed on their own merits, and finding some kind of balance between the two nearly impossible. It’s times like this where I wonder if those Professor Layton games are onto something with their decision to have all the puzzles in the game have next to nothing to do with anything. You basically lead the Professor around to where he needs to get to next in order to advance the story, and later on he’ll figure out all the mysteries by himself but in exchange hand you one of those McDonald’s Happy Meal maps to work on while he does it. This might be as close as we ever get to a true Holmes in videogame fiction.

Sherlock Holmes: Crimes and Punishments on the other hand, is here to serve you. It’ll let you choose the (usually obvious) murderer and what to do with them, but other than that it’ll happily handle most of the work of the investigation for you. You have “Holmes abilities” and certain places to go at certain times, but the game flat out tells you with visual prompts when to use them so that no man is left behind. There’s weird little experiment, logic and puzzle minigames to take care off, but you can skip them entirely with a tap of the select button if you don’t want to do them. And boy, did I not want to do them any more when the game shoved that lockpicking minigame in my face for the fourth time within an hour. It’s possibly the worst sin a game like this can make, I find myself skipping puzzles immediately because I don’t care.

Something I do like however is the deduction board, the game will handily note down any clues you come across in your investigation (sometimes there’s a lot of them!), then you can mash these clues together to make deductions. There’s no punishment for getting them wrong, and absolutely nothing to discourage you from simply smashing every combination together until they work, but I found myself not doing that more often than not and actually trying to solve the case so we can still chalk this in the “success” column. Once you’ve made deductions, they appear on a grid and link together to map out a wider understanding of the case, sometimes you can interpret deductions differently and form multiple conclusions off the same bits of information, which is pretty neat!

All of this does a decent job of scratching my brain in the places where I’m liable to be itchy during this sort of thing. I can’t say I’m engaged however, my brain is active but only in a “30-year old businessman solving a Sudoku puzzle on the train” sort of way. Crimes and Punishments feels distinctly flat, and we need to go deeper here to explain why.

Look up to three paragraphs ago you’ll notice the words “choose the murderer and what to do with them”, the second part of that statement was probably confusing if you’ve not played the game. You see, Crimes and Punishments has one of those binary moral choice systems sewn grossly onto its undercarriage, something I thought gaming was growing out of by now. Binary moral choice systems are garbage, a fatal blow to any argument that might try to convince anyone that videogames are “more sophisticated” these days, and the ones in Crimes and Punishments might be the most misguided I’ve ever seen. After picking the murderer (I got it right in all six cases for the record, I’m not sure what happens if you get it wrong because I’m too cool for that) you are offered a choice between “absolving” or “condemning” the criminal. “Absolving” usually means some act of compassion, which sometimes means lying to the police and excusing them of their crime entirely. “Condemning” means just that, and to quote the game itself verbatim; “they deserve the rope.”

I’m not going to get into a long tangent about how utterly ridiculous I think it is that this a moral choice forced upon Sherlock Holmes in all six cases of this game, a guy who solves puzzles for fun and cares more about his ego and his work more than politics or most living people. What I am going to get into however, is Crimes and Punishments’ weird morals and flat fiction. In all six cases, the victim turns out to be some horrible person who probably deserved to die, probably because this is the easiest way to contrive reasons for every other person in the story to have a reason to murder them. Well, in the second case you don’t realise it’s a murder case until near the end, and even then the victims are a bunch of Chileans who you never see or talk to who are implied to have also done some terrible things. In any case, this is still pretty lazy, and leaves us with no connection to the victim or indeed any of the characters. It leaves the entire affair in its rawest form; a puzzle. Which I suppose is how Sherlock Holmes would see things, but that makes it all the more bizarre to throw in the morals at the end.

It’s honestly sort of creepy how this game views 5 out of its 6 suspects as worthy of absolving, regardless of the brutality of its crime or how selfish the intentions were. One case involves Holmes forgiving a guy who killed another guy because he was taking credit for a sword that the murderer found, I mean what? The game seriously expects you to accept that murder isn’t that much of a big deal on the grounds that the victim was sort of a dirtbag and I don’t like it! Please don’t show me your game’s heart if it’s this twisted and confused, just let Lestrad take the guy away in chains and let me think about it. If you’re wondering how I seem to be similar with the content of both choices, it’s because the game allows you to watch your ending and then change it if you don’t like it. So what’s even the point of the choice? L.A. Noire made you feel like dirt when you made a bad decision at the end of a case, sure that was mostly because of bad design on the game’s part which was frustrating, but at least you felt something. All Crimes and Punishments feels like is reading two copies of the same Choose-Your –Own-Adventure book at once.

This really is the death blow as far as this game is concerned, there’s no fun or feeling in anything. The characters are deliberately left lifeless shells so that you can force your own humanity and morals onto them in one meaningless choice of ending cutscenes. Sometimes the game tries to have jokes, but the voice acting is so flat and the animation too limited for me to even notice them until 15 seconds after the punchline’s missed. Note earlier how I said “5 out of 6 criminals can be absolved”, well the one who can’t is one of only 2 non-white characters in the game. The other non-white character is a “comedy” Asian stereotype, while the murderer in the second case is a Mexican who smokes cigars who literally has no name other than “The Mexican”. Neither of these characters are given real names. For god’s sake, at least have some fun with your fiction, I’m not saying I would excuse the casual racism but I would at least have some grains of respect for you if I believed you were trying. Two of the six cases are shamelessly near identical, and the only one that even attempts to turn into a Sherlock Holmes style adventure story bogs itself down in awful adventure game and illogical valve turning puzzles. Then after six cases and about 12 hours it ends on a whimper with some barely mentioned terrorist plot being solved in one scene by one more silly moral choice.

At times Sherlock Holmes: Crimes and Punishments is decent enough brain food for people who like this sort of thing, but it only seems to be starring Sherlock Holmes because calling the game Barry McKnowitall: Jerk Detective Extraordinaire probably would have lowered sales. The only time this game appeared to show any signs of personality whatsoever was whenever the textures wouldn’t load in and Holmes walked around with a puffy monster face. There might be some decent puzzle designers working under the hood here, but they express no love for Holmes or his hyperbole, and not really for humanity either. What you’re left with is a detective adventure game where you play some jerk who wishes he was Sherlock Holmes, and believe me I don’t need a videogame to experience that. 

Saturday, 11 April 2015

Azure Striker Gunvolt Review - Neither Mighty Nor Mega


Regardless of your opinion of the first Mega Man X there's little arguing that it nailed what it was going for; an evolution of the core Mega Man formula in all ways that were possible in 1993. Despite the foundation of the series remaining strong, none of Mega Man X's sequels were able to surpass it in any meaningful way. Some people vicariously patrol internet message boards constantly petitioning for Mega Man X9. However, it seems like it should be a low priority considering the guy behind the series has long since left them in the dust, they apparently hate him and he already failed to blow people's minds again within the series with seven attempts. To people who desperately want another Mega Man X from modern day Capcom I must ask; did you play that horrible remake of the first game they put out on the PSP years ago? God, they don't know how to make a good Mega Man game any more even when literally 100% of the work is already done for them.

Well anyway, Inti Creates have put out their own attempt to shake up the old Mega Man X magic with Azure Striker Gunvolt exclusively on the 3DS. It has Mega Man daddy Keiji Inafune on board as "Action Supervisor" (a perfect title for him) and some other guy in the director's chair. The results? Now, instead of finding cleverly hidden Heart Containers with earned equipment and weapons you just play the game a bunch to level up and have your health extend automatically. Also, you don't get anything for defeating bosses other than a rank based number of materials you pick at random, which you can use to craft new equipment. Also, you're not a robot fighting other robots (lovingly) designed for practical purposes to benefit society who have gone rouge, now you're just an anime kid with superpowers fighting other anime kids with different superpowers.

In other words; they didn't shake it up as much as they...uh...ruined it.

Okay that's not entirely fair, Azure Striker Gunvolt does come with a focus on speedruns and perfect runs. You receive a rank every time you beat a level, and you can also activate specific level-based challenges in the "faffing around menus" in between levels to earn extra cash and crafting materials. Getting through each stage itself is moderately easy, but achieving top ranks demands knowledge of the game. It's not a bad system by any means (assuming that you're the sort of person who cares about speedruns and perfect ranks, if you're not it makes the game duller if anything) but it does highlight how this game has too much going on under the hood for its own good. 

First off, if the game 1) has stages that are for the most part, pretty easy to clear and 2) had a focus on speedruns and perfect ranks, then what exactly is the point of having a level up system that awards you with health bar extensions? It benefits neither the novice or the perfectionist. Secondly, in my relatively competent run of the game (got mostly B ranks, and cleared a couple of the bonus challenges) I wasn't able to craft ANYTHING with the materials I obtained until I was two stages away from the end of the game. Perhaps this was bad luck on my part, but if it was bad luck then my bad luck turned one of the game's systems in a superfluous chore that I simply ended up ignoring entirely. Maybe you shouldn't have randomly generated awards in a game this short?

This all speaks to my core issue with Azure Striker Gunvolt, it's a perfectly nice little 3DS eShop title that is stretched and padded and prodded to give the illusion that it's something more sophisticated than it really is. Stages are inflated with non-animated cutscenes and melodramatic dialogue which reads like it was translated over a lunch break. Fun quirks such as defeating bosses to utilise their weapons in stages is replaced with grinding stages again and again to get stuff you might not even want or find useful since you have no control of what you receive. Exploring stages with new toys to find more cool stuff is replaced with "hey man, just keep playing the game a LOT and it'll happen automatically". That's all you really want out of me isn't it Gunvolt? To play you over and over and over until I get my money's worth.

Is the game that I'm being demanded to play over and over to perfect actually fun? Yes and no. You can tell Inafune kept his "Action Supervisor" business card in his wallet, and put said wallet in his shirt pocket so it was as close to his heart as possible because "action" is the best thing Azure Striker Gunvolt has going for it. It's Mega Man X run n' gun action with dashes and wall jumps and changeable weapons as you'd expect, but it has the bonus twist of "tagging". Your core weapon doesn't do much damage, what you need to do is shoot enemies in order to "tag" them. Depending on your choice of weapon you have a limited amount of tags you can have on screen, you can shoot enemies multiple times to tag them harder, and you can tag several enemies at once too. Once tagged, pressing A will activate your fixed electrical attack which autolocks on and does damage to tagged enemies, the more tags the higher the damage. Your electricity regenerates, but if you use it all up you'll overheat and get locked out of using it which can leave you in a bind.

It works well! In situations where you're in tight spots against multiple enemies you have to make snap decisions on how you're going to tag enemies and how many would be optimal to get you out of the situation. Otherwise, it also helps the game maintain a decent flow as you can run head on into enemies, tag them, leap over them and take them out with electric attacks are you descend. Using the electricity also causes you to float down to the ground, causing satisfying encounters as you glide in between a pack of enemies obliterating all of them with one single attack. The boss battles (even though they mostly go on too long for their own good) also make good use of this system, giving you incredibly small windows to tag them and forcing you to learn patterns and when to strike.

Unfortunately, the level design lets it down. Not only does Azure Striker Gunvolt pad itself with superfluous ideas, it also lets it's genuinely good ones flop around and achieve little. The action I've just described might sound fun, but there's too much of the game where that's basically all you do. Levels are pretty long, there's not a huge enemy variety, and a lot the level design is running through the same packs of robots over and over again. One of the last stages in the game forces you to fight a boring and incredibly easy miniboss from the opening stage four times without shame. This is the kind of game where I often forget I have a dash and wall jump abilities because it does nothing interesting with them. The stages all have vague gimmicks related to their end bosses, but again very little is done with them. For example, there's a stage set in an underwater base, it has a section in the middle where you have to run from rising water that's done well. That's all well and good, but that's 1-2 minutes of a 7-9 minute long stage. The boss of this stage can manipulate space and create portals which also show up in the level. What does the game do with this? It throws you through a portal, you come out another portal into a straight corridor with two robots in it. You run to the end of the corridor and another portal takes you somewhere else. This stage does that THREE times.

To sum that up in a way that gives you an impression of how not interesting the level design in Azure Striker Gunvolt is; the only use they could think of for a portal in a videogame was to use it as a door. 

In the end, Azure Striker Gunvolt didn't hold me, I blew through all the stages with few deaths in about two hours and that was in about four separate sittings. Not that there's anything wrong with that mind, a speedrun orientated game for a portable system where you play it in bitesize chunks is perfectly fine. Personally, I don't know if it's wise to focus your game on speedruns, because you know what game people love to speedrun? Mega Man X. It might not have a built-in timer or a ranking system, but it's an interesting and fun game and people sure love learning it inside and out. I think you should be more interested in making your game fun first so then people want to speedrun it. 

It's a well-produced decent 2 hour action game with a few ideas loosely jingling around, the problem is that it presents itself as a game that you should be playing for 20 hours. The deviations from the Mega Man X formula only serve to distract and bore, but it looks good, it feels good and some of the bosses are good, so if you're into this sort of thing you still probably won't hate Azure Striker Gunvolt.

Then again, Mighty No. 9 is coming out VERY soon...