March 9th, 2010
Ghostbusters The Video Game: Nostalgia is a Dangerous Weapon
![[Just wait until they get the bill THIS time.] Just wait until they get the bill THIS time.](http://toase.net/gfx/ghostbusters-rev-01.jpg)
Including the New York Public Library as a playable mission in the demo[1] should have been a dead giveaway. As one of the signature setpieces in the film Ghostbusters, allowing players to take part in a second trip to this locale with familiar faces in tow, is essentially what Ghostbusters: The Video Game entails. It collects a series of touchstones for players to reminisce about, while attempting to tell a new story. Except the story reclaims entire sections of the film and its sequel, patching together plot points, locations and famous adversaries in what amounts to playing inside a world of Ghostbusters: Greatest Hits. You are constantly harangued by Walter Peck and the new Paranormal Contract Oversight Committee. You have to fight the Stay Puft Marshmellow Man (again). You get to destroy the Sedgewick Hotel (again). About the only thing interesting is the encounter with Ivo Shandor, the Architect of Dana Barrett’s apartment building from the first film, who remained a legend that was never really explored. In Ghostbusters: The Video Game, you discover how obsessed with the Gozerian cult he really was, as the Ghosbusters slowly uncover a plot designed by Shandor years ago, to bring about the coming of The Destroyer.
This brief incursion into Ghostbusters lore comes too late in the game, and it’s frustratingly obvious that the previous missions were filler to relive everyone’s favorite moments from the films. But as you play the game, its intentions are clear: this is not meant to be a video game as much as it is intended to be those Greatest Hits, as it was not designed for an audience who plays video games. Rather, it was created to placate fans of the movies that also happen to play video games.
As a result, both Terminal Reality and Atari are banking on this brand recognition to give the game a passing grade. Any critic or reviewer that has been paying attention over the last eight years would see this game for what it is: old, outdated, unnecessary. So why the relatively high scores[2], respectable sales performance[3] and praise as wistful recollections? The answer is simple: Nostalgia is a dangerous weapon used to great effect in the video game industry. It will beat people senseless – especially in a hobby that helped many people through their childhoods.
- “Ghostbusters: The Video Game continues the assault on Nostalgia”, July 2009. ↩
- Metacritic shows Ghostbusters: The Video Game with a 78% average for the XBox 360 and Playstation 3 versions, which should be considered the “complete” versions (the PC port didn’t have multiplayer). The Playstation 2 and Wii versions (ported by Red Fly Studios) has an average of 64% and 76%, respectively. The mobile versions (Nintendo DS and PSP) are the pariahs of the group with their 55% average. ↩
- In July 2009, it was reported that Ghostbusters: The Video Game sold over one million units worldwide, across all platforms, within the first month of release. This tapered off very quickly, of course. ↩
December 14th, 2009
Borderlands: Genre Pollution
![[Quick, everyone pose for the camera.] Quick, everyone pose for the camera.](http://toase.net/gfx/borderlands-scrn-01.jpg)
With Borderlands, a game described as a “role-playing shooter”, developers Gearbox hope to capture the audience that spends many sleepless nights wandering through forgotten strongholds while pillaging corpses and undefended treasure chests. They want to make the grind of the modern Fantasy role-playing game appealing to those repulsed by the thought of more swords and sorcery and Siberian tiger mounts. Gearbox is going post-apocalyptic wasteland on this formula. They’re going to make this grind cool.
Borderlands is influenced by games that are second jobs thinly veiled as “entertainment.” There are enough trappings in most that the player does not immediately recognize it until they are separated from the system. Maybe the rewards are frequent enough; the increase in character abilities more steady and immediately gratifying. But Gearbox fails to dress up Borderlands to hide from the player the laborious byproduct of the genre. As a result, Borderlands merely resembles a mechanical facsimile of its influences.
November 13th, 2009
Prototype: With Great Power Comes No Responsibility
![[Alex Mercer fears no one.] Alex Mercer fears no one.](http://toase.net/gfx/prototype-scrn-01.jpg)
Prototype is excess. It is what happens when game designers grow up with American comic books post-comics code and the type of Japanese animation that is more interested in overblown displays of power than telling a story. It is a game with rules that are designed to be broken at every turn. The player is rewarded for brazen and barbaric tactics. In Prototype, there are too many abilities and limitless power, yet no loyalty to an ideal. Like X-Men’s Dark Phoenix, Alex Mercer is granted godlike status with no one to stand in his way. The game revels in bloodshed and in selfish pursuits that amount to little more than breadcrumbs on the trail of some government conspiracy. Prototype is advertised as a “superhero” video game. But Alex Mercer is no hero. He isn’t even an anti-hero. He is a plague on humanity. And at the end of it all, after everything he has wreaked upon the city of New York, this descriptor proves to be the most accurate.
After a few hours of play, Prototype will come across as a patchwork of unfinished concepts. On the one hand, it offers up such a varied selection of powers and skills that it will suit any playing style, and in theory adds levels of complexity to completing the tasks that are presented to the player. Yet on the other, Prototype provides two completely overpowered vehicles that will get any job done a lot faster, without the strategic use of Alex’s talents. This is a game that needs rules put in place. While I wanted to figure out other ways to approach Prototype’s challenges, the winning strategy was to cause enough havoc to summon a strike team, and then steal their vehicles. Aside from some fairly engaging boss battles where vehicles were not options, the challenge in Prototype is the player’s own restraint.
October 15th, 2009
Prince of Persia: Epilogue
![[The Prince and the Fallen King] The Prince and the Fallen King](http://toase.net/gfx/pop08epilogue-scrn-01.jpg)
This is the second part of a two-part review of Prince of Persia (2008) and the “Epilogue” (2009) downloadable content. There are spoilers, but you already knew that. This review examines the “Epilogue” adventure and its relationship with the original game. The review of the original game can be read in Part 1.
Whether fans of Prince of Persia (2008) want to accept it or not, Epilogue (2009) is canon. At its core, it is a meandering journey through the corrupted Underground Palace that adds neither depth to the original story, nor game mechanics of any real consequence to the original game[1]. So what was the purpose of this new content? The cynical answer to this question would be “to get stupid people to pay for the intended ending to the original game.” And while I can agree with that statement, there are parts of Epilogue that skirt the edges of something great – something that should have formed the basis for the original game. Epilogue implores us to keep the candle burning for this series, in a last-ditch attempt to convince us that UbiSoft hasn’t lost their touch with the franchise they resurrected so successfully six years ago. Prince of Persia (2008) was just the beginning; we can expect more from the obviously planned sequels. Except Epilogue fails to convince us that there is anything worth waiting for.
- Just to be perfectly clear, when I refer to the “original game”, I am always talking about Prince of Persia (2008) – not Mechner’s game from 1989. ↩
October 8th, 2009
Prince of Persia: Destiny or Inevitable Conclusion?
![[Under the watchful eye of Elika] Under the watchful eye of Elika](http://toase.net/gfx/pop08-scrn-01.jpg)
This is the first part of a two-part review of Prince of Persia (2008) and the “Epilogue” (2009) downloadable content. There are spoilers, but you already knew that. Taking UbiSoft Montreal’s intentions at face value one should be able to review both as a complete game, but I don’t think it would be fair to the intent of the original…but I’m getting ahead of myself.
When I finished Prince of Persia (2008), I was left feeling incredibly disheartened. The game’s ending made me question what I had been spending the last seven hours trying to achieve; it basically undoes everything you have been setting out to do for the entire game. But I did not feel frustrated; rather, I felt the ending was necessary – and the game brilliantly makes you a willing participant in this sequence of events. It does not give you a choice because it is something that you know, deep down, needs to be done. Prince of Persia is not an action game. It is barely an adventure game. It is a roleplaying game without the choice and the number crunching and the inventory management. You are given the role of the reluctant hero, thrust into a situation that clearly requires significant physical and emotional investment, and ultimately tasked with making a decision that has but a single response.
As a storytelling device, Prince of Persia excels. In fact, if this was a review for an interactive storybook, Prince of Persia would be the best and most beautiful interactive storybook of 2008, The End. But it is not. It is a video game.
As a video game, Prince of Persia leaves me wondering whether this is yet another milestone on the road towards the future of video games that I have come to dread. It leaves far too much out of the hands of the player, and instead relies on a few button presses to initiate the marvelous acrobatic moves that take place on screen in the march towards an inevitable conclusion. Prince of Persia manifests every video game enthusiast’s complaint about linearity and player freedom. And because it is so overt, it is identified as the greatest fault committed by this game.
Should Prince of Persia be held to a different standard because it simply illustrates what we all know is true about video games that rely on narrative? The way it showcases the story as the main driver behind the action is no different than the most linear of first person shooters, but there is a degree of skill involved in running whatever gauntlet a FPS would present. Prince of Persia is flexible in its controls, easily forgives failure, and yet when it tries to offer complexity in the form of Player-initiated exploration and a structured combo system for combat, they are in such sharp contrast as to be superfluous to the game’s design. Prince of Persia is in constant struggle with what is expected of it, and what it wants to achieve. And the game ultimately suffers for it.
