This weekend, I had joined a discussion with two friends of mine, Marc Price and Javy Gwaltney, over the recently released Bioshock: Infinite. All three of us had finished the game at least once and we all had our own thoughts on the game. (Warning: There were a LOT of spoilers.)
The resulting two hours conversation was a delight. I hope you guys out there enjoy listening to it as much as I enjoyed having it.
You can listen to it, here:
http://www.vgrevolution.com/2013/04/behind-the-bits-bioshock-infinite-spoilercast/
Showing posts with label critique. Show all posts
Showing posts with label critique. Show all posts
Tuesday, April 9, 2013
Wednesday, November 21, 2012
#47: The Dilution of Game: A Close Look At Assassin's Creed 3
Judging by my previous bodies of work, you may assume that I play
only RPGs and very little else. This is a perfectly logical
assumption and one that you would be forgiven for making, yet it is
not exactly true. I play a variety of games of diverse genres and
with different expectations for each one. Recently, I purchased and
beat the third main installment of the Assassin's Creed franchise. In
the early writings for my blog, I had a few
things
to say about the franchise, and it is about time I returned to it.
While I am a huge fan of the series and enjoyed my time with the new
protagonist Connor Kenway from the time of the American
Revolution, I noticed that the game was not without flaws which
may pose a danger to the series going forward. This is not intended
to be a review of the game, rather a collection of thoughts about it
that have a general theme. Also, I will not be discussing multiplayer
in any shape or form: Assassin's Creed will always be a primarily
single player game to me, with an added (but welcome and enjoyable)
multiplayer component. Lastly, I intend this to be spoiler free, yet
I acknowledge that what I say may come with implicit spoilers, you
have been warned. With that in mind, here is my critique of
Assassin's Creed 3.
The first thing I really began to notice towards the middle of
Assassin's Creed 3 was the vast quantities of side stuff to do.
Normally, I would be all for the inclusion of more content in a video
game to help justify the $60 purchase price. However, in this game
many of the optional missions feel decidedly arbitrary and pointless.
Many of them are, and I mean this quite literally, a series of
checklists of tasks to perform in order to build rapport for various
factions in the game that the player will rarely see or interact
with. Things like “Kill X amount of enemies with Y weapon,”
“Perform a Leap of Faith X times,” or “Use Z gadget to perform
X perfect hunts.” The game asks the player if they want to perform
these tasks, yet offers no incentive to do so. While I have not
actually completed the tasks myself, as far as I am aware there is no
reward besides a useless achievement/trophy for completing them.
Players are also invited to explore the underground network of
tunnels built by the Free Masons in Boston and New York to unlock
fast travel locations. However, the game already offers a sizable
number of fast travel locations by default, so this again seems like
an empty, pointless gesture, even if the tunnels themselves are very
interesting in their own right. There is also an optional moneymaking
mechanic in the Davenport Homestead. Connor has to renovate the
Homestead and bring enough people to come to live there in order to
build a thriving community. The characters and subplots introduced
through this quest-line are very well done and help to flesh out
Connor as a character (and I have to stress that this does wonders
for making Connor a much more relatable protagonist). The problem
with this is that the ultimate use for the Homestead is to craft
goods and make money by shipping them to various vendors. While
players can use this money to purchase new weapons and equipment for
use on missions, it is ultimately superfluous because Connor's
initial inventory is more than enough to take the player from the
start of the game to the end of the game. Lastly, the player can take
part in a series of collection quests. They can gather up feathers
from the Colonial Frontier, open treasure chests scattered throughout
the game world, and reclaim the pages to Benjamin
Franklin's legendary
almanacs. Yet again, these do not seem to manifest into any
tangible gameplay benefits: Collecting feathers nets the player a
Native American tribal outfit, opening chests grants the player money
and recipes for the Homestead they do not need since the economy
confers no real benefit, and the Almanac's again give more recipes.
All of these extras are included in the game and provide extra
length, yet they all (with the exception of the Homestead) feel
tacked on and serve no purpose in the context of the game besides
lengthening a playthrough's running time. An average player will
have no need to do most of this.
Another observation I made when playing Assassin's Creed 3 is that
the game has many different gameplay types, to the point where it may
seem somewhat scattered and disjointed. Throughout the game, the
player is introduced to a number of different mechanics that are only
used once or twice and then never used again. Players will be asked
to direct Patriot troops in battle in the middle of a Loyalist siege.
In another mission later on, they are tasked with firing a cannon
into Loyalist troops in order to stop them cold. At another point in
the game, players are forced to cross through no man's land in the
middle of a shootout, learning the timing and ducking from cover to
cover avoiding the shots. All of these gameplay styles are only used
in their respective sequences and never make repeat appearances.
While they serve their purpose in breaking up other sections and
providing a bit of a breather, the side quests and other missions
should be doing that while the main quest sticks to reiterating on
their core mechanics in interesting ways. There is one last mechanic
that deviates from the standard Assassin's Creed gameplay style, but
it is more ingrained into the game: The naval missions. As a part of
the story, Connor gains his own ship with which he can sail the sees
in pursuit of the Templars and other things. Ship combat sections
appear a few separate times in the story and there is an optional
quest-chain surrounding naval combat, and they are all very well done
and deserve praise. However, it again seems like a distraction from
what should be the main mechanics of the franchise. All of these side
mechanics seem to get in the way of what should be a game about
stabbing dudes in the throat.
Speaking of killing dudes, the arsenal Connor has with which to do
so is a fairly decent one. He has access to Hidden Blades,
Swords/Axes/War Clubs, Tomahawks/Daggers, Pistols, Bows, Rope Darts,
Poison Darts, Trip Mines, Muskets, Snares, and Smoke Bombs. This is
quite the inventory. But the problem is that most the this equipment
feels completely useless. In my playthrough of the game, I basically
only used the Hidden Blade and Tomahawk in combination with Smoke
Bombs and Bows. I rarely used the Pistol and NEVER used any of the
other pieces of equipment. The game bills Connor's inventory as a
toolbox the player can use to solve any problem in any manner they
please. However, this is not the case. Due to the optional objectives
and constricted, occasionally linear level design, any decision the
player might have made with tactics is immediately thrown out the
window. Due to the nature of the story, with the player playing as
Desmond Miles, who is reliving Connor's memory through the Animus
device, the player is given optional objectives in order to
improve synchronization with Connor's memory by doing things how he
did it. It will give players objectives like “Kill X amount of
enemies from a hiding spot” or other such tasks to complete
mid-mission. So while the player in theory has a multitude of way to
go through many missions, they will in actuality only have one or two
“best” ways of successfully pulling it off. Also, many of the
missions have the player moving from waypoint to waypoint to waypoint
in a decidedly linear fashion. Even without these constraints, just
going in and having an all out brawl to kill everyone is generally a
tactic that works. The way levels and set-pieces are arranged, there
is either very little challenge or a great deal of challenge
(depending on whether or not the player chooses to go after optional
objective and what those objectives are at times) without much of a
middle ground or room for experimentation.
When all of these points are combined, it results in a game that,
while well-intentioned, feels like it does not truly know what it
wants to be. The game is lacking in an underlying core than binds
everything together. It feels like it is juggling too many balls at
once and is destined to drop a few of them as a result, even if the
vast majority remain in the air. These mechanics dilute the game and
keeps it from shining in the way it really should. For future
Assassin's Creed games, I recommend making a return to the simplicity
and purity of the first game where the goal is to kill targets in
creative and sneaky ways, but with the advancements made in the
systems by subsequent games. The first game allowed players to
research their targets and learn all about their habits and routines,
giving them the information to plan their assassinations. I would
love to see them weave this investigation into the story-driven plots
the series has come to be known for. The story would take players
through the investigation, but loosen the leash during the actual
assassinations, giving players much more freedom in that respect. It
may be wise to kill the concept of optional, mid-mission objectives
as they tend to hinder the game more than they help. Go back to the
core of the franchise. For all the talk of Assassins vs. Templars,
there is very little in the way of assassination that goes on in more
recent games in the franchise. Assassins apparently tend to do more
faffing about then actual killing.
That is not to say that Assassin's Creed 3 is a bad game by any
means. In fact, after the Ezio trilogy, it is a step in the right
direction. The game has returned the series to the interesting gray
on gray dynamic between the Templars and Assassins over the Chaotic
Good vs. Stupid Evil conflict of Assassin's Creed 2. In fact, the
plot in general is very well written, even if the rewrites to history
done in order to shoehorn Connor into the American Revolution feel a
little like Forrest Gump. The improvements they made to the parkour
systems really help to improve the overall game. This is a very good
game. I am just somewhat disappointed as a long time fan of the
franchise that it may be falling victim to the sin of trying of
please everyone. This franchise can work, but it needs to be planned
more carefully. I do not want to see it fall to the wayside.
Wednesday, August 29, 2012
#36: Game Reviews and the Gaming Press: Why Do They Suck?
The gaming press is a pretty powerful entity in this industry. The
consumers go to them for the latest in gaming news, including what
is about to come out, what companies are partaking in less than
consumer-friendly business practices, and other news a gamer might
want to know. The publishers rely on them to get information to their
customers and effectively spread the word on projects they are
working on. However, the press also has one critical function to
serve: To review video games. Game reviews are supposed to be an
important part of the gaming ecosystem. It is, theoretically,
immensely helpful when contemplating the purchase of a game to have a
collection of opinions regarding it. They should help to distinguish
between bad games, average games, and good games, but how effective
are they in that capacity and why do they sometimes get called into
question? This week, I attempt to figure out the answer.
Before we get to that, we need to understand the process behind most
reviews on major game review websites. More often than not, major
review sites receive copies of the games they are to review a couple
of days to a week prior to the scheduled release date. The reviewer
in question then has to use their free time (I am not aware of a
review outlet that actually allots time for its staff to play games
on the job since they have other duties to attend to, though I am
sure they exist.) to play far enough through the game to get a good
understanding of it (since it is rare that they play through to the
end) yet leave enough time to gather their thoughts and write a
review about it. The pressure will be on them to finish the review as
quickly as possible because the faster it gets uploaded to the site,
the more page views it will get and more advertising money the site
recieves.
Obviously, this style of reviewing, which is commonplace in the
industry, is not very condusive to writing reviews of the highest
quality. One of the biggest issues in this is time. Reviewers are
rarely given an adequate time to write very good reviews. First off
all, games nowadays usually take around 10-12 hours to beat (30 or
more for an RPG). For someone who has a job, a social network of
people they communicate with regularly, and many of the responsibilities life throws at us, playing through a game that long
in so short a time while trying to analyze it critically is asking
for a lot. It is not likely that the person in question will be able
to throughly explore a game and look for pros and cons beyond what is
immediately obvious. Any extra moment they spend playing the game
reduces the amount of time left over to gather their thoughts and
write the actual review, which is already lacking enough. In the
remaining days before the deadline, they need to structure their
thoughts on the game and all of its aspects. Then they need to plan
out and compose a written review that encapsulates all of those
thoughts as best as it can. Considering the timeframe often required
to write these reviews, it is a miracle that they are anywhere near
coherent. The amount of time to write and proofread those reviews is
nowhere near enough to do anything more than list-off what the game
does and whether they think it is good or bad. Going into any real
detail is almost completely out-of-the-question.
The
less obvious, yet more critical problem is the window in which the
review is released. Many people would, quite logically I might add,
say that the best time to release a review of a game is somewhere
around 3-4 days before/after it is released. However, I disagree with
this for a couple of very important reasons. The first reason for
this is that a review published within the release window for a game
will not sway people who are on the fence about buying the game. When
a game is released, the only people who buy it on the very first day
it comes out will be people who were already eagerly anticipating the
game. Regardless of how positive or negative the review will be, they
will buy the game. All the review will do is reinforce the decision
in their head (even
a negative review will be seen as a personal attack
and will not be recognized as a legitimate opinion). The same can be
said about negative reviews and people who will not buy the game.
Anyone who is on the fence regarding the purchase of a video game
will not be immediately swayed. They will often wait for anywhere
from a few weeks to a month because of my second point regarding the
window of time: Real good conversation on a video game only arises in
the weeks after its release. It is only then that people have bought,
fully-played, and digested a game and all of its parts. This is when
people can critically analyze the minutiae of the game in question and
figure out exactly why the game is as good or bad as it is. We saw
this with the Mass Effect 3 ending controversy. Most reviewers, in a
rush to get their reviews out on release date, did not get the chance
to play through the entirety of the game and reach the ending. A few
weeks later, after the game was out, many people actually had the
chance to experience the finale of Mass Effect 3 and... react
to
it.
It was only then that people were able to look into it and think
about what worked/did not work about it. People do not form opinions
in a vaccum. Since we are social creatures, we think and form
opinions by talking with other people. By gathering information from
different viewpoints and perspectives, we gain intelligence and form
better opinions. This is why I do not think releasing reviews on the
same day a game comes out is a good idea. It is difficult for a
reviewer to form detailed, well-informed opinions when they have not
had the time or even the ability to discuss the game and gain the
necessary prespectives of other people nor have they the time to
fully comprehend and analyze their own prespective. It is a recipe
for disaster.
Another
serious issue, though one I suspect is blown out of proportion, is
the fact that game reviews are supported by advertisers within the
games industry. Everybody knows that major game publishers like
Activision or EA buy ad space on review hubs like IGN or Gamespot.
Because of this, there is a perception that these reviews are being
bought by publishers in order to make their games look better. It is
not that hard to suspect when sites like IGN release an article
titled “Why
Do People Hate EA?”
and only ask Peter Moore, Chief Operating Officer of EA, the reasons
behind it instead of asking the aforementioned people. Again, I do
not believe this is as serious an issue as people make it out to be.
I think that the people who write these reviews generally stand
behind them. However, it is still a issue worth bringing up and
discussing as it does have the potential to impact reviews and how
the gaming press thinks with regards to the games they talk about.
There are well-known cases of reviewers being forced into embargos as
a result of receiving review copies of certain games, like how Konami
forbid
mention of the cut-scene length and install times
of Metal Gear Solid 4. It is not an easy problem to solve and there
is no simple solution beyond not showing game advertisements, which
would cut into profits.
One
last problem that I am far from the first person to make note of is
the over-inflation of review scores. A scale of 1 to 10 is often used
to indicate the overall quality of a game in comparison to other
games. On this kind of scale, 5 is often denoted as average simply
because it is in the middle. Anything above a 5 is above average and
below a 5 is below average. This makes sense and is intuitive for the
most part. However, this is not necessarily how review scores (which
are a terrible way to handle reviews, but have been accepted as
commonplace simply because of the fast-paced nature of today's
society) work. If you were to go to review-aggregate site Metacritic,
you would find that there are many more average or
positively-reviewed games than there are negative ones. This is
simply not possible mathematically. If there are more positive
reviews than average or low reviews, then the praise becomes the new
accepted standard for average and the review scores should be placed
back in equilibrium. We are not seeing this and I think I know the
reason why. The reason for this inflation of review scores (and
resulting decrease in credibility and weight that reviews carry) is
that the fans of franchises cannot tolerate reviews that are neither
perfect nor near perfect. We saw this when fans of the Uncharted
series lashed
out
against reviewers for giving the upcomming-at-the-time (as in, they
had not played it yet) third game an 8 out of 10, which is well-above
average on a 1 to 10 scale. The game was not ever released, yet
people claimed that the reviewers had “no clue what they are
talking about.” It is a huge testament to the source of many of the
problems with game reviews.
In fact, upon very close scrutiny, many of the other problems that plague game reviewers and the reviews they write come down to the
fans who read them. The reason they are rushed to finish these
reviews before a game is even out is because fans do not want to
wait. They want to see opinions on upcomming games as soon as
possible. Fans cannot wait until popular consensus has arisen and
critical analysis can be had because fans do not want that. It is a
desire for instant gratification and someone to support their
opinions of the serieses they love and hate that drives them. A
critical eye and valuable insight into the fine details of a game is
not wanted by the masses. The request is for a “You are right” or
an “I think you are wrong” (which will be preceived as a “selling
out”). The only problem that does not come down to the fans is the
issue of advertisers, and that is complex enough as it is. This is
frustrating for people like myself who want insight and critique of
the medium. To improve the quality of reviews from major gaming
journalists, we need to fundamentally alter the culture driving them.
This is not an easy thing to do as it would require much work and be
met with much resistance. I do not even know if the effort would be
worth it. But at the very least, this is discussion worth having.
This is something that needs to be said.
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