Showing posts with label critique. Show all posts
Showing posts with label critique. Show all posts

Wednesday, October 2, 2013

Superpowers are the glue that holds Saints Row IV together

On paper, Saints Row 4 shouldn’t work.

Originally conceived as an expansion to Saints Row The Third, it takes place in the same city, reuses some of the same jokes and gags, and has some of the same tired activities. But with a different premise, the introduction of new characters, and a varied narrative, Saints Row 4 feels like one whole cohesive game wrapped around the concept of superpowers.

Monday, September 16, 2013

Marvel Heroes is finally ready for you to play

When Marvel Heroes launched back in June, it had the same predicament as most MMOs when released. It was done and out of beta, but barebones. It lacked any features and systems that made players want to play beyond just the story. Gazillion Entertainment took that starting point and ran with it, growing and adding more in the months since to now finally make Marvel Heroes feel like a complete game.

Thursday, May 30, 2013

Lara Croft and the steady hand of death

Tomb Raider is easily my most conflicting game this year so far. Don’t get me wrong, the controls are precise, the transition from the old blocky grid-like movement to modern free form running is great, and the visual fidelity is outstanding, especially with TressFX enabled. But there’s one small section of Tomb Raider I’ve gone back and forth on, changing my mind whether it’s executed poorly, or its subtle nuances make everything fit together.

Tuesday, April 16, 2013

The shortcomings of Makeb

I’m not sure what I was expecting. Initially concepted as a content patch when Star Wars: The Old Republic was still using the subscription model, Rise of the Hutt Cartel released on April 14 and I’m already finished. I’m not level 55 though; I’m only about half way through level 52, but I’m done with Makeb. What seemed like a full, fleshed-out planet turned out to not even last 10% of length of the base game. Instead of something like Tatooine or Corellia, I got Quesh.

Monday, April 1, 2013

Defining atmosphere through BioShock

Games tell stories through dialogue, narration, and cutscenes, but it’s environmental storytelling, often referred to as atmosphere, that usually tells the most about a character or setting. One of the first things they teach in film study classes is the phrase, Mise en scène, translated from French meaning placing on stage. It means nothing in a scene is there by accident, everything is meticulously placed and serves a purpose.

Most games set up their environments effectively, but BioShock is one of the few games in recent years to do it eloquently, making the underwater city of Rapture feel not only natural, but real. From its art direction, taking on a retro 50s era aesthetic, to its inclusion of timely music from that era, BioShock created a unique place that, despite its dead and abandoned nature, felt alive and left its mark on players.

What makes up the atmosphere is a combination of art direction, sound design, and environmental details. The clip above encapsulates all these with the corpse of a Big Daddy sitting in the middle of the room, the wooden beam breaking from his dead weight, and the blood stains against the far wall, probably from the struggle between the Big Daddy and its attacker. But it’s the sound design that relies most heavily in this moment.

If you listen to the clip above and with your eyes closed, it’s amazing what you can interpret through just the audio. The voice of Dr. Tenenbaum realizing where her hatred is rooted from, the flooded area sways with the sound of water, the creaking of walls as water pressure pushes against them, the moan of the Big Daddy draws dread with each clamoring footstep, the mutterings of a splicer just outside the room looking for you. All of that is illustrated just with sound.

No matter how fantastic or unrealistic a premise might be, small details like stumbling uponwhat looks like a lived-in bedroom, rather than just a sterile room, helps create the sense of place. It’s one thing to find a crate lying around lifelessly that has no connection or context to it, it’s another to come across a half-played game of pool with bags of potato chips and bottles of liquor strewed about unfinished. It conjures narrative questions like, who was here, and what happened to them?

Friday, March 22, 2013

How Crysis followed in the footsteps of the Predator

February was a weird month for the Aliens and Predator franchises. Both have always played off each other since the aliens skull appeared in the trophy room in Predator 2, transitioning to books, comics, and two crossover movies. It came to a head last month in games, though. Dead Space 3 released to fairly warm reception, though not as the best in the series. The Dead Space series clearly took inspiration from the tension, dread, and horror of the Aliens franchise, creating its own world and fiction. Then, an actual Aliens game released.

Poised as the official sequel to the Aliens movie, Aliens: Colonial Marines, released to an almost industry wide panning that even made several outlets question the role of previews. It was fascinating to see a game that only took inspiration receive better than the series it took inspiration from. At the end of February came Crysis 3, the last in a series that takes elements of the Predator movies and flips it in reverse, casting the player as a super-powered solider taking out aliens.