July 30th, 2009
Gaming Made Me, Part 1: Discovery
![[I logged more total hours into this game than World of Warcraft. Believe it.] I logged more total hours into this game than World of Warcraft. Believe it.](http://toase.net/gfx/gamingmademe-d2header.jpg)
The “Gaming Made Me” series of video game retrospectives started by Rock, Paper, Shotgun came from games industry writers, journalists and the designers that make them. It’s become a kind of collective autobiography sourcing the video games that shaped who they are.
Of course, the cynical part of me expected this community-driven effort to consist of mostly name-dropping key titles from the history of video games. But I’ve been pleasantly surprised by the response of webloggers that have taken up the mantle where Rock, Paper, Shotgun left off[1].
So now I feel the need to contribute, because I think it is absolutely necessary for anyone who loves to play or write about video games to recognize the ones that got them into the hobby. Or in the case of game designers and professional writers, what made them get into the industry itself.
I have been into computers since very early on in my life, and playing computer games was a natural extension of that interest. However, I had no idea that this hobby would result in me creating a website to talk about them. I’m no industry figure, weblogging personality or budding game designer – I’m just a guy that loves to play video games, and write about them. For the people that truly love video games, they are as important as the books they read or the movies they watched when growing up.
For any game weblog, I’d say that writing something like “Gaming Made Me” is more essential than an “About” page. It’s important to let readers know where the author is coming from, and what games influenced their lives and opinions of what makes a great video game. It provides context for the reviews and criticism they produce.
At this point in my life, video games are no longer just a hobby. They have made me a writer, and they have taught me to be critical of things beyond video games. Both video games and this website have become such immutable aspects of my life, that I can’t imagine it without them.
It was hard to come up with this list. So hard, that I had to split it into two. I wanted it be a list of games that shaped me as a player of video games, as well as my viewpoints on what makes a great video game, instead of simply rewording a “favorite games of all time” list. So I’m not going to list off the Zeldas, the Half-Lifes, the Thiefs, or the Rainbow Sixes. That would be too easy for me. No name dropping of the classics and pretending as if they meant something to me in my early development as a gamer. The following list of games got me started in the hobby, tempered my opinion of the medium, and introduced me to the genres I love. Most importantly these are the games that eventually led me to write about them[2]. They are the ones that left an indelible mark. And for that, they must be recognized.
- Read the posts by Matthew Gallant, Michel McBride and Nels Anderson. Thanks for getting things going, guys. ↩
- Good or bad, the games that mean something to you always leave a lasting impression. Duncan Fyfe said it best in “Prometheus Unlocked”. ↩
July 23rd, 2009
Ghostbusters: The Video Game continues the assault on nostalgia
![[Who knew trapping a ghost would provide enough reason to play this game?] Who knew trapping a ghost would provide enough reason to play this game?](http://toase.net/gfx/ghostbusters-tvg-demo-01.jpg)
“If you loved the films then this is the game that you have been waiting for.” – Extreme Gamer
“If you’re a fan of the movies this alone is largely enough to look past the game’s failings.” – Total Video Games
“If you dug the movies, there’s no reason that you should be disappointed with Ghostbusters: The Video Game.” – IGN
Reading the recommendations[1] for Ghostbusters: The Video Game (2009) is infuriating; the reviews that avoid hauling out these useless tropes are in short supply. Though I can’t blame the reviewers entirely – it’s a function of the industry, and we’ve been programmed to tolerate it. The video game industry has an entire sector dedicated to parading our childhood out in front of us whether repackaged (just look any major XBox Live release), or bundled on some compliation disc. And it always seems to garner a wistful response from the video game media.
Yeah, I remember those times, too. They were great, weren’t they?
And we all know what happened with The Phantom Menace and Indiana Jones and the Kingdom of the Crystal Skull. After the initial euphoria wore off from years of waiting, we saw these endeavors for what they really were: cash-ins by creators who had lost touch with their creations a long, long time ago.
So why Ghostbusters? When you think about it, it’s been close to 20 years since a proper Ghostbusters game has even been made[2]. Ghostbusters is the next logical target, waiting like some vein of precious metal to be exploited. Is Ghostbusters: The Video Game intended for the demographic of gamers who are slowly losing interest in the hobby because it no longer speaks to them? Digging up a beloved franchise is the easiest way to draw this audience back in; it’s clearly working for Hollywood lately[3]. There was also plenty of turmoil surrounding who would actually publish Terminal Reality’s tribute. Originally to be published by Sierra, the merge of Vivendi with Activision in 2008 ejected Ghostbusters: The Video Game into publishing no man’s land. The internet erupted with righteous fury. It was obvious why people wanted this game: it represented their youth, a comeback of sorts for a franchise that never seemed to get the treatment it deserved.
The game was eventually picked up by Atari, and released last month. Which also happens to be the 25th anniversary of the 1984 theatrical release of Ghostbusters. I think the whole thing was staged.
- Go to Metacritic for more. The varations on this hackneyed praise aren’t tough to find. ↩
- Yes, I know about Extreme Ghostbusters Code Ecto 1. It was a side scrolling action game based on a cartoon nobody watched and was largely ignored by the gaming press. And with good reason. It was terrible. ↩
- Transformers, Astro Boy, and G.I. Joe, anyone? ↩
July 3rd, 2009
finding Wolverine
![[Was this the only promotional screenshot released for this game? Do a search.] Was this the only promotional screenshot released for this game? Do a search.](http://toase.net/gfx/xmow-demo-01.jpg)
On the surface, X-Men Origins: Wolverine seems like a single player verison of Raven Software’s own X-Men Legends/Marvel Ultimate Alliance, that focuses more on the immediate thrill of the action instead of stat boosting and party management. Most importantly, they have learned from past transgressions X2: Wolverine’s Revenge and X-Men: The Official Game [1], which were pathetic responses to fans who have been waiting for a proper X-Men action game since the 16-bit era.
In Raven’s previous action RPGs, Wolverine was just another character that had a few powerful melee attacks and a regenerating health bar. As a member of a party, the personality and feel of the character were lost among the others in the game through the party’s inherent interchangeability. Not to say that his witty remarks and added durability weren’t welcome in any party; rather, it was the overall game’s design that limited the character depth to present the mechanical essentials of each character so they would do exactly what you would expect of them.
With Origins, I get the feeling that Raven wanted to show Wolverine fans they haven’t forgotten about their favorite character. They have attempted to create an unflinching portrayal of Wolverine that is all at once bestial, ruthless and completely without fear. They wanted to give him moves that were previously only seen on two page spreads in the comics. That’s probably why they included the sequence where you leap into the air and stab a helicopter.
With each slice and thrust, with each severed body part and spray of blood, Raven is trying to tell us something: Wolverine is a vicious animal. He is a meat grinder, an unstoppable force that will level the opposition into bloody chunks. You will see heads being lopped off. You will see enemies skewered on adamantium claws.
But is it satisfying? It is not.
Ninja Gaiden II is one of the most violent and bloody video games created by man[2]. Even though you are using a sword, there is an affinity shared with the action on-screen. It subscribes to an ancient warrior philosophy: that the sword must be the extension of the body. The sound of a single steel blade blocking an attack, the visual feedback as sword meets flesh, the absurdity of blood spraying in every direction, the resultant thud of detached body parts – these are the expected outcomes of such activity. And they are exacted with such precision and ruthlessness that you can’t help but be drawn into the game.
And yet Wolverine, whose “swords” are in fact part of his body, yields nothing remotely similar. He could be punching the characters on screen for all I can tell. Considering how integral these weapons are to each attack, to the character’s very being, one would expect the level of emotional investment for each kill would increase exponentially beyond the use of a 30-inch piece of tempered steel. But this is not the case.
There are no mobs; instead, enemies are carefully placed around the level for you to use the environment (i.e. spikes sticking out of the ground), make Wolverine spin around in circles, or provides a launch pad for you to use the Lunge attack. One of my favorite additions to the genre, the Lunge attack is much more visually rewarding than jumping, an act that seems unnecessary in comparison. However, the Lunge simply reiterates the problem with this game: there is always distance between the Player and his objectives. There is time to think and decide about how to attack. There are combinations of claw attacks that can be used, and there are special powers that can be levelled up. Kind of like Raven’s other games.
But there was never a time where I was confronted with a horde of enemies, or felt I was in danger at any time. There was no risk or opportunity for this character who is famous for dealing with overwhelming odds, to excel. There is blocking, but there are no counter-attacks. The decapitations seem random and there is no equivalent to Ryu’s Obliteration Technique. Combat is procedural in Origins: go over here, attack, enemy takes some damage. Repeat. There is no fanfare. There is no real visual payoff.
Even in the demo, I can see how this approach to combat will fail in the long term. I know that it will be drawn out just to develop the missing chapters that the movie only refecences in passing. But despite these feelings (which are correct), I still want more. I want to be Wolverine because he is perfectly suited to such an endeavor. I want to repeat the connection I felt at Ninja Gaiden II’s most primal moments, where blade meets flesh and bone to produce buckets of blood. Origins seems to skirt the edges of what it means to have Wolverine’s claws to mete out his fierce vengeance, but the game never fully commits to this ideal.
The introductory film at the beginning of the game shows a Wolverine in a tattered X-Men uniform: attacking everything in sight, claws dripping with blood, spittle dribbling from his bottom lip. He was an animal that took pleasure in the act of killing. This is the Wolverine I grew up reading about. However, X-Men Origins: Wolverine doesn’t hold up its end of the bargain. It disheartens the player that has envisioned the displays of savagery that were reserved for the pages of comic books.
So I find myself incredibly angry at this game. And not the same as I was with Wanted: Weapons of Fate[3] – that was the result of a development team that completely mishandled a fairly new property. This is Wolverine, people. A character that has evolved over a period of years through comic books, cartoons, video games and movies. We know him and we know what to expect from him. So why did Raven feel the need to hold back?
Despite the association with the terribly received film, X-Men Origins: Wolverine could have been an excellent action game standing on its own alongside landmarks like Ninja Gaiden II. But because Raven’s restraint is clearly exhibited in the game’s core mechanics, there is no way it can ever fully emerge as a study of Wolverine’s darkest characteristic: his killer instinct.
- My review of X-Men: The Official Game remains one of the shortest ones I have ever written. ↩
- And one of the greatest games of 2008. Read the full review for more. Seriously, go do it. ↩
- I didn’t even have to play the full version to know it was terrible. And yet the biggest complaint among video game reviewers was that it was too short. And people wonder why I keep writing at this website! ↩
