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.
September 21st, 2009
The Video Game Demo: advertising catalyst or legitimate demonstration?
![[Is this what 90%+ looks like?] Is this what 90%+ looks like?](http://toase.net/gfx/batman-aa-01.jpg)
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.
- 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. ↩
August 7th, 2009
Gaming Made Me, Part 2: Critical Mass
![[One of the reasons I still write here.] One of the reasons I still write here.](http://toase.net/gfx/gamingmademe-vtmbheader.jpg)
This is the second part of a two-part series. Read “Part 1: Discovery”
I started thinking about writing full length reviews of video games in late 2001. I was still at University. I was going to make a website and came up with some generic name I thought was edgy and reflective of what I wanted to accomplish. It was going to cover more than video games. I had some things to say about popular culture.
After talking to some friends at school about my vision, there was some interest in this collaborative effort. There was already a zine floating around our faculty, but it was horrible. It was a soapbox for people frustrated with school and mostly contained their annoyingly priveleged views on an “oppressive” society. Instead of being provocative or insightful it was lampooning popular culture with pedestrian observations and half-baked philosophy. I could do better.
Of course, when you rely on friends to produce something for free, it doesn’t happen unless you get on their case about it. And I wanted to keep my friends. Plus, the whole “trying to graduate from University with a degree” thing. The project died on the vine, and I gave up the dream. For the time being, anyway.
I graduated from school the next spring, and started playing video games while I looked for work. My comptuer was getting old, and at this point the most it could muster was Unreal Tournament and Civilization III. I read the issues of PC Gamer that were mailed to me to keep up with the industry and the hobby I loved. I hung out on the internet a lot, and read too many terrible reviews that people actually got paid to write. My head started filling with ideas again. I could do better.
I started thinking about another website. Something that would capture my love of video games and provide an outlet for my brand of scathing commentary. I would call it “Tales of a Scorched Earth”, because I am an insufferable Smashing Pumpkins fan. I would adopt the handle of “Gatmog”, because it sounded cool and it provided the mystery any good internet handle should have[1].
During this time, I started playing and thinking about video games as if it were research. I built a new desktop PC after I got a job and some money. I had a new purpose: I would record my thoughts on video games, write some reviews and share them with others. The availability and ease of use of self-publishing tools made this easier than I expected. I thought I would be doing something different than the typical weblog, and I used that as inspiration.
I wrote a lot of reviews and embarrassing posts during that time[2]. I published most of them. It was a start.
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”. ↩
