Is this what 90%+ looks like?

Within the first fifteen minutes of playing a video game, I can tell if it will be good. I have yet to decide whether this is a useful skill in the context of adult life.

Services like Steam and the XBox Live Marketplace have effectively streamlined the process of consuming game demos, often before a game is available for purchase. This strategy is part of any publisher’s winning marketing plan. Let the masses jump on the game to provide free word-of-mouth advertising, and then watch them argue ad infinitum in every corner of the internet, since no one can be proven wrong. This is the ideal way to arrive at launch day. The review scores hit the usual aggregate sites based on the media’s preview copies, and people rush to the stores not just to get their hands on the game, but to prove everyone else wrong.

I am not usually such a person.

I have played and reviewed many demos since the inception of this website. In fact, I find myself relying on them more for the 360 than when I was solely a PC gamer. New PC games don’t stay expensive due to the high shelfspace turnover at electronics and even specialty retailers, whereas console games seem to retain their price a lot better[1]. When I’m thinking about a new game purchase, reading exaggerated reviews and watching video samples of the game in action aren’t enough.

This makes the demo extremely important to someone like me. And once I start making notes on my first impressions of a game, it’s hard to stop. Most demos I’ve bothered to play provided me enough information to settle on an opinion. I knew the games weren’t going to get any better. And in the case of Ghostbusters: The Video Game, I was ensnared by nostalgia in the hopes that I would be playing Ghostbusters III. I wish I could say that was true.

Then there was Batman, a license that wields even more brand power, arriving in the form of Arkham Asylum last month to an unsuspecting audience. There was suprisingly no hype to speak of; no previews out of the usual. The demo was made available two weeks prior to the full version’s release. It caught a lot of people off guard, myself included. Everyone was excited over the possibility that a video game starring Batman was actually good. Naturally, the initial impressions were positive – and they spread.

I played the demo the week it was available for download and was prepared to post a negative review based on my impressions. There is no way the game should be receiving overwhelming praise. Except something held me back. My experiences with the game felt unfinished.

Surrounding myself with the opinions of people I know and who had played the full version, my suspicions were confirmed: the Arkham Asylum demo was terrible.

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  1. Fallout 3 is a great example. Trying to find the game for the 360 is hard enough, and it still holds its $70 launch day price tag. The PC version can be found for less than $30.

Who knew trapping a ghost would provide enough reason to play this game?

“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.

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  1. Go to Metacritic for more. The varations on this hackneyed praise aren’t tough to find.
  2. 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.
  3. 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.

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.

  1. My review of X-Men: The Official Game remains one of the shortest ones I have ever written.
  2. And one of the greatest games of 2008. Read the full review for more. Seriously, go do it.
  3. 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!

A game that understands its strengths.

When Red Faction: Guerrilla’s friendly tooltip “Hit LB while near a wall or an obstacle to take cover” popped onto the screen, my eyes were rolling to the back of my head in pre-emptive disinterest. But I played through the demo anyway, and discovered there is something more to this game. Or at least, developers Volition deserve a lot of credit for making it seem that way.

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March 25th, 2009

Ninja Blade: regression

Don't bother jumping, we'll push you.

It has ninjas and big swords, so it must be cool. Right?

At least, that’s what From Software is hoping. Trying to come up with a list of “must have” games for the 360 in 2009, I came across the platform exclusive Ninja Blade. In concept, it sounded great: standard hack ‘n slash action starring a ninja, and it’s by the same team that brought us the Otogi series for the original Xbox. When the demo was posted on Live a couple of weeks ago, I was pretty excited to give it a try.

Until Ninja Blade revealed its first Quick Time Event (QTE) mere seconds into the game. After hearing some kind of pep talk from the leader of a group of sky-diving ninja, you jump out of plane and are immediately asked to “Press X to attack!”

What are you attacking? It’s not really obvious until after you see the animation of the winged demon-creature crumbling to molten ash under the stinging blade of your sword. At this point my hopes for the game suffered the exact same fate.

I imagine it was what I felt after being presented with the “dodge a boulder!” scene from the beginning of Resident Evil 4. Though Capcom had the audacity to mix up the buttons on each attempt, at least. And I think that’s what bothered me about Ninja Blade’s approach to QTEs. There’s always a second chance. In fact, there are unlimited chances: Ninja Blade will reset the scene and you can try it as many times as necessary to get it right. No dropping back to the previous checkpoint and having to repeat entire sections of game to get better at it. It just lets you try again.

Quick time events should be abolished. They do not belong in video games, especially as a core mechanic for an action game. Instead of skill to complete a sequence of moves, it requires you to obey what is shown on the screen and possess a meager collection of electrical signals shooting from your brain to that thumb on the X button. All of a sudden some complicated animation is shown and the gamer is happy. Look what I did!

None of this feels natural, because the player is no longer in control of the action. There are inherently limits in video games; there have to be rules to limit the scope of any game. But with QTEs, you are directly at the mercy of the game’s pacing, and are effectively being told how to play the game.

This is particularly prounounced in the fight against the giant spider Boss. Some video games still adhere to the conventions of boss fights. There is often an attack that must be dodged by recognizing the boss’s “tell” that he going to launch it. Or learning an attack pattern to find the weak spot and exploit it. It will take many tries to get this right, and then ultimately defeat them. But not in Ninja Blade. Not only did it focus on the target areas in a brief cutscene before the fight, they were the only areas that were accessible to hit. It may as well be another scripted event; it leaves no decision making on the part of the player. Just keep whacking that hot spot, you’ll defeat him eventually.

Ninja Blade isn’t completely uninspired, however. There are sequences where you can go wild with a katana or that big stone sword. It provides a sequence where you fly down the side of a skyscraper to get from one combat area to the next. The sense of scale and speed were perfect through this part of the demo.

But the enemies are far too generic, and while they’re some kind of infected horde they might as well be the burlap sack creatures from Devil May Cry 4. They feel too random, like a pack of wandering skinbags for you to slice up. Not an unstoppable force bent on your destruction. The enemies in Ninja Gaiden II (2008) are varied, and always on the attack whenever you appeared. The game was relentless. It presents bottleneck after bottleneck where you are the only obstacle in their way. Why do I feel like I have a choice to fight the creatures in Ninja Blade?

Nevertheless, the action in Ninja Blade is well scripted and fun to watch. The fight with the giant spider contained some action events involving a wrecking ball on top of a skyscraper. I’ll readily admit it elicited a “holy shit” from me. However, reading the limited number of reviews on the Japanese import, this is pretty representative of what the rest of the game has to offer. But I don’t want to watch a video game. I want to play it1.

I really had this game built up in my mind (reawakened ninja obsession?), but after experiencing it I couldn’t figure out what this game was selling me. There was nothing there. Like Afro Samurai, it takes a winning concept (extremely violent swordplay) and panders to an audience that doesn’t want this type of game. If anything, Ninja Blade taught me to appreciate the stubbornness of Tomonobu Itagaki and Team Ninja to stick to classic video game design. It provides challenge in its purest form, and certainly a more entertaining experience than waiting for my turn to press the button.

Ninja Blade represents a corruption at the heart of video games. It is not part of a new genre, but an actual path forward for those that think games are too difficult, too long, or do not provide an easily digestible story (and for those that are keeping track, Ninja Blade has no story worth pursuing). It’s slowly happening, so those that think this is a legitimate entry into the action genre will accept it and move on to the next one, not even realizing they have been pressing the “Next” button in a slideshow.

Why shy away from a design that demands mastery of the controls and the core mechanics? This is what we grew up with, what we lived for. This reduction of player investment is not a noble pursuit. It is regression to a new mean.

1. Once again, I refer you to my review of Resident Evil 4. To this day I still cannot get over the praise heaped upon the game that effectively broke the franchise.