Showing posts with label retrospective. Show all posts
Showing posts with label retrospective. Show all posts

Wednesday, October 2, 2013

#66: Prince of Persia: The Sands of Retrospective: The Two Thrones of Compromise

(Spoiler Alert for the entire Prince of Persia: The Sands of Time trilogy)
And so we have reached the end of this little series. The Two Thrones, released in 2005, had a major problem from the get go. While most fans of the franchise vastly preferred The Sands of Time, there was enough of a positive reception to some aspects of The Warrior Within that its fans also needed to be catered to. This new game needed to walk a fine line between calling back to what fans enjoyed about the first game while taking in the improvements and knowledge gained from work on The Warrior Within, a challenging prospect to be sure. The end result was a carefully balanced compromise that works surprisingly well, more than making up for its lackluster predecessor.


The Prince himself is one of the biggest symbols of this compromise that the Two Thrones embodies. Yuri Lowenthal reprised his role as the titular Prince, with a harder edge than in the Sands of Time. This is the Prince people knew from the Sands of Time, as he still uses his old regal speech pattern and rarely resorts to simply uttering curse words. He also has a fair degree of snark, self-awareness, and snide confidence. However, experience has made him a colder and harsher individual than he used to be. This is a man who is significantly less likely to go out of his way to assist others unless he has made some form of vow to them in the past. However, gradually as the story progresses, he learns the error of his ways and slowly, but surely, returns to who he used to be, going so far as to literally combat his darker self, appropriately referred to as the Dark Prince. It is as if the game is performing a sort of meta-commentary on how the Warrior Within's take on the character was so reviled compared to the Sand of Time's take, which I found to be truly fascinating.

The other thing that the story did right was bringing back the premise of being a retelling a story that has already played out. However, instead of the Prince himself telling the story to the player, who is revealed to be Farah, the sidekick from the same game (due to the Prince's complete rewind of time, she has no memory of the events that transpired). Rather, the story is told by Kaileena, the Empress of Time from The Warrior Within. Though this does give the game all the advantages that it gave the Sands of Time, it does not make as much sense. The Prince never dies in the series and is known to be a bit of a braggart, so it makes sense that he would be the one to tell the story even before the reveal that Farah is the audience. In The Two Thrones, Kaileena dies very early on in the game, so it is weird to have her tell anyone a story. Even though she is brought back to life by the end, she leaves to go to a different world so that the Sands of Time cannot be abused again, making it implausible that she is telling the tale to anyone. Though I appreciate the return to form, I wish that the conceit of a retelling of the story, like it was in the first game, was more plausible in the game's narrative context.

One last criticism that I would make towards the plot to the Two Thrones is that is it completely necessary to know the plot of the previous games in order to fully understand what is going on before playing. This is something that even The Warrior Within did better. One of the early cutscenes in the The Warrior Within took a few minutes at the most to explain why the Prince was on his quest and what happened not just in the Sands of Time, but in the time between the two games. The Two Thrones explains some of what happened purely through the implications of what characters say, but without any outside knowledge I am fairly sure it would be hard to follow. There is no attempt to summarize or explain what happened in the previous two games to catch new players up. I weep for the poor fools who went into the game with no prior experience with the trilogy.


The underlying compromise between the Sands of Time and the Warrior Within also extended to the gameplay in a number of ways, the biggest of which is the combat. Combat in the Two Thrones is taken wholesale from the Warrior Within, taking the systems of that game and refining them a bit more. However, the game included a very interesting addition not present in either of the other two games. In the Two Thrones, it was possible to sneak up to an enemy and silently dispatch them without them ever noticing you. Though it is technically a stealth system, in reality it is a method for allowing players to bypass combat sections by utilizing their platforming skills to keep out of sight of enemy groups, picking them off one by one. This accomplished several things. One, it forced enemy encounters to be in small groups of 3-4 enemies to avoid making any one section of the game last too long. Two, it gave fans who enjoyed platforming more than combat a way to either avoid the combat or make it a little bit easier by removing a few enemies from the equation.

The platforming also got an few notable additions. The most visceral of these was the springboard. While wall-running, the Prince will occasionally end up on a springboard, which he can use to leap off of in order to change direction and land in otherwise inaccessible places. The Prince is also now able to brace himself in narrow wall spaces, allowing to climb up and down them. Lastly, the prince is now capable of sticking his weapon into groves in the wall, keeping himself from falling. Like most of the returning platforming features, all of these additions also have stealth kills associated with them, allowing players to ambush enemies from many different positions. Including all of these new methods of transportation made the platforming feel much more interesting than it did before.

The game also ditched the open-world elements of the Warrior Within, opting to return to the linearity of the Sands of Time. This prevents the repetition that was present in the previous entry. Also, it allowed the developers to better focus and improve upon each area rather than worry about how a given area connects to the world at large. Linearity is not a bad thing, especially in the context of a platformer. Furthermore, since the Two Thrones had the same 6 sand tank limit that the Warrior Within had, there was still a lessened amount of wiggle room for players. However, the improved level layout and camera positioning made it so that the game was rarely impacted by it.


The big gimmick included in the Two Thrones is the Dark Prince. Due to the Vizier from the first game releasing the Sands of Time, the Prince became corrupted by the sands. Fortunately, he was able to grasp the Dagger of Time quickly enough that he did not completely succumb. Unfortunately, he was left partially corrupted, giving him a new, dark persona that manifests itself as both a voice in his head and a new, occasionally emerging corrupted form. Counter to what one would initially suspect, this is not some form that the Prince needs to gather rage to enter and gain a temporary boost to combat ability in. Rather, the Dark Prince will manifest itself at certain points in the story. Once the Dark Prince emerges, the Prince can only return to his normal form once he enters a body of water at the end of the segment.

While at first this seems like an odd choice for a super-powered dark side, it works in the context of the game. The Dark Prince has his own completely different move-set and gameplay style, separate from the Prince, and since the game has discreet sections of the story where he manifests, levels that include him are allowed to cater to his strengths. The biggest change that occurs in the Dark Prince's gameplay sections is that his health gradually drops as time goes on, which is lethal if left unchecked. However, he recovers full health if he defeats an enemy or acquires a portion of the Sands of Time. In that way, players have to work quickly in order to make sure that they get to their next fix of enemies or sand before they die. Although this could be a recipe for disaster, the Dark Prince levels space out enemies and sand just well enough so that getting to them can be a challenge, but hardly impossible.

The other thing that only the Dark Prince has is a chain attached to his left arm. Thanks to that chain, the Dark Prince does not have access to other secondary weapons like he normally would. However, the chain in and of itself more than makes up for it. Having a weapon with good range really changes combat by given players much more options on how to take down enemies. Furthermore, the chain is also useful when platforming. When making leaps across wide gaps, the Dark Prince can use the chain to latch onto hanging structure and gain enough extra distance to make it to the other side. This can also be done while wall-running to keep up momentum and stay on the wall for longer periods of time. It is only one small addition, but it does change the way players think about the area when going through platforming sections.



The Two Thrones had a lot to accomplish, bridging together its two radically different predecessor. Overall, it succeeded in that respect. I do not know if I would call it superior to the Sands of Time, but it is at least comparable in my opinion. Someone could make a case for it being the best in the franchise and I would be open to hearing it. There is a lot to like about the grand finale to the Sands of Time trilogy. It represents the combined lessons from the first and second games. If you guys out there were like I used to be, and avoided the trilogy for whatever reason, I would recommend that you play the Sands of Time, watch someone else play the Warrior Within, and then play the Two Thrones. If you enjoy platforms with light combat elements, you will enjoy this series.

Wednesday, September 25, 2013

#65: Prince of Persia: The Sands of Retrospective: The Blunder Within

Last week, I began a series of retrospectives on the Prince of Persia: Sands of Time trilogy. Starting with the original Sands of Time, I mostly praised the game for the many, many things it did correctly, including its gameplay, narrative, and setting. However, despite the great reception of the game, all good things must one day come to an end. Of course, I am referring to the direct sequel to the game, Prince of Persia: The Warrior Within. Released in 2004 as the second game in a soon to be trilogy, The Warrior Within had a lot to live up to. Sadly, it failed to do so it many, painful ways. For very good reason, this second entry in the trilogy has been labeled a black sheep by fans. Allow me to elaborate.

The very first thing that people noticed about The Warrior Within was that the Prince had undergone a severe personality shift somewhere between the two games. In the previous entry, our protagonist was a bit of a snark, but otherwise went out of his way to help those in need when he had the chance. His demeanor added a degree of levity to the preceding, helping to maintain the original game's fairly light tone. In its sequel, this was flatly not the case. Though he was technically the same Prince players knew from The Sands of Time, he acted in a completely different manner. As an example, one of the earliest lines in the game has our dear Prince calling a female lieutenant of an unknown enemy a “Bitch.” Now, to our modern AAA sensibilities, that is hardly a blip on the radar, since “Bitch” is such a common word that it feels tame. However, the Prince and a much more regal speech pattern in the Sands of Time, so this new personality was simply jarring, and the new personality permeates the entire game. Ubisoft even went so far as to get a new voice actor, Robin Atkin Downes to replace Yuri Lowenthal, who had voiced the Prince in the previous game, to sell fans on the new Prince.
If I am being honest, though. That was only a symptom of a greater problem. Overall, the Warrior Within tried to go in a much darker direction than the Sands of Time. The level design and graphics look noticeably bleaker than the much more vibrant locales of the original game. The original game's bright yellow sands, blue waters, and green grass have been replaced by dark caves, dark ruins, dark towers, and dark green gardens. Even the relative cartoon-like graphics of the original game were replaced with a more “gritty, realistic, mature” style (about 4-5 years too early, guys). This was so bad that the earliest female enemy was wearing nothing but a leather bikini with gauntlets and iron leggings in an obvious case of pandering. While Farah's outfit in Sands of Time was a little skimpy, it fit with the setting and her origins as a princess from India. This dominatrix leather outfit looked completely ridiculous, like the game was trying too hard to be mature.
Even the plot suffered from this new tone. To avoid spoiling the game for those who have not yet played it and for some reason still intend to, I will paint in broad strokes. With that said, after the time-bending antics of the Sands of Time, the prince is being chased by a Guardian of Time, called the “Dahaka”, because he was supposed to die in the “true” timeline. In order to save his own skin, the Prince embarks on a quest to the Island of Time with the purpose of going back in time to stop the creation on the Sands of Time. This will resolve the temporal paradox because he could never have fiddled with time had the Sands of Time never been created... or something. This element of the plot does not bother me too much because to some degree all time-travel plots have an element of “Just go with it”, being innately vulnerable to plot holes or logical inconsistencies. What bothered me was how the plot took all the light-hardheartedness and humor of the first game and replaced it with grim-dark upon grim-dark, since the Prince does little else but brood over his likely demise and complain to others about how unfair his circumstances are. I suppose that on some level, I can applaud the designers for daring to do something comparatively different. However, this was a bit of a slap in the face for series fans.

Not everything the Warrior Within changed was for the worse. Some of the things they tweaked were actually genuine improvements. The most notable of these improvements was with the game's combat system, fitting for a game called “The Warrior Within.” Now, the Prince has the ability to pick up secondary weapons for use in his off-hand. Though these weapons will break after enough use, the new combat system allowed players to very their attacks and perform different combos with them. In addition, secondary weapons can be thrown at enemies, permanently discarding them, but adding extra attack options to deal with ranged foes. Though I enjoyed the combat of the Sands of Time, even I must admit that this was an improvement. The combat has gone from a fairly hack and slash fest to a more visceral experience that skilled players can excel at.
Furthermore, even in the original game, ranged enemies could be difficult because melee combat was really the only option in a fight, meaning players had to either wait for enemies to come to them or find a way to close the distance. My biggest criticism of the Sands of Time was also answered, because enemies in The Warrior Within rarely exceeded 4-5 enemies, although there were points where they slipped into old habits. And yet again my praise is tempered with a handful of other issues. For example, while the game rarely threw large waves of enemies at the player, foes often had a large amount of health. I was no longer tired by the overabundance of weak enemies. Now, I was tired by the overabundance of health each individual enemy had and the sheer amount of damage they would soak up before they died. The series had gone from one extreme to the other, and neither one of them were exactly pleasant.

Other changes to the gameplay were made as well, aside from the combat. The most notable of these changes was the semi-open world of the game. In the previous game, the layout of the world was decidedly linear. Players would enter an area where they would then solve a puzzle, undergo a platforming segment, or fight a group of enemies. This would unlock a save point and the entrance to the next location and so on. The beginning of The Warrior Within follows this for a while. Then, the Island of Time opens up a little. Players are able to, with some restrictions, explore the island almost completely. Through sand portals, it is also possible to travel between the past and present versions of the island. This allowed the game to give players multiple objectives that they could tackle in any order in certain points in the story.
While this was an interesting little experiment with game design in a platformer, ultimately it had a number of problems associated with it. For one, it resulted in a major design oversight such that it a certain area of the game was not arranged in a specific fashion before it is revisited in the story, it would literally be impossible to finish the game. Another problem is that due to the similarities between past and present areas and the need to go back to previously explored areas, the Warrior Within feels like it is wasting the player's by literally forcing them to repeat already completed areas two, maybe even three or more times in the story in nearly the exactly same way.
Hardware limitations also stifled this pseudo open-world concept. As a special guest for nidoking042's Let's Play of the game, one of the developers stated that the original intent was to give players a series of shortcuts that unlocked once they completed an area in order to return to the central section of the Island of Time, similar to the way Skyrim always gave player's a secret exit at the end of a dungeon. However, the hardware of the PS2, Gamecube, and original Xbox were unable to load quickly enough to make this possible. As a result, when a player clears an area, they need to go back through it in order to make their way to the central hub which connects all the areas in the game. Speaking from experience, this added needless frustration to the game.
By comparison, other changes to gameplay are minor. For one, the amount of the Sands of Time players will be able to store is much more limiting than it was in the original. Though both games started the player off with three tanks of sand, the Warrior Within gives only an additional three through progression of the story, as opposed to the gradual upgrading via absorption of sand clouds in the original. Furthermore, the tanks are used to both fuel time rewind and the other sand powers obtained throughout the game. Unlike the previous game, where the tanks for rewinding time and for using powers were separate resources. While on the subject of sands, the Prince no longer has to absorb sand from enemies to finish them off, as he no longer possesses the Dagger of Time. Instead, sand is semi-randomly obtained through breaking objects and defeating sand creatures. These factors combined give the player a significantly smaller margin of error for making mistakes in the game. With less sand, players (myself included) would see the game over screen much more frequently.

In the end, this is easily the worst game in the Sands of Time trilogy. Fans of The Warrior Within do exist, but they are vastly outnumbered by the group who preferred the original game over it. As for myself, I ragequit the game when I realized how tired I was growing of constantly fighting enemies and dying while backtracking in platforming sections. I only know about what happens in the game thanks to nidoking042's Let's Play. This game was an experiment as to how to improve the Prince of Persia franchise, and for the most part a failed one. Even Ubisoft's developers realized that by the time development of the final game in the trilogy began. As loathe as I am to admit it, the Warrior Within is likely an important stepping stone to the grand finale of the Sands of Time trilogy as without it, Ubisoft would not have learned the lessons that they did. But we will talk about that in greater detail next time.

Wednesday, September 18, 2013

#64: Prince of Persia: The Sands of Retrospective: Where it All Began

(This article is spoiler-free, for those of you who, like myself until recently, have yet to play a game from 10 years ago.)
As a child gamer, I was told of the greatness of the Prince of Persia: Sands of Time trilogy. Despite the praise, I had never played the games because I had somehow convinced myself (with reasons that I can no longer recall) that I would hate them. Last summer, the HD collection of the franchise went on sale on the PlayStation Network for about $7.50. Even then, I was not terribly interested in the trilogy. However, this time I was much more open to the opinions of others. Hearing recommendations from a few people and considering how cheap the collection was, I decided to finally throw caution to the wind and take the plunge for myself. Now that I have played all three games in the trilogy, I strongly believe that they serve as an interesting case study in game design from the PlayStation 2 era. Because of this, I will be running a series of articles discussing each game in the franchise, along with its positives and negatives. There is no better place to start than with the game that started it all, so without further ado:

The Sands of Time trilogy began, fittingly enough, with the 2003 release of Prince of Persia: The Sands of Time. This game served as a reboot of the Prince of Persia brand name, since the original incarnations did not do terribly well in their day. Rather than shy away from its roots in difficult platforming, the game opted to embrace this tradition at the core of its design, setting the tone for the gameplay of the franchise henceforth. Death defying jumps, wall running, and various other feats of acrobatics and athleticism were par for the course. Fans of the platforming genre would be immensely satisfied by this element of the Sands of Time. However, the developers knew that they needed to do more than that.
Given that this was in the PlayStation 2 era, consumers were just beginning to shy away from the unforgiving style of older games. The mechanics of the game had to be updated in order to avoid the pain of constant failure states. This is likely what inspired the most well known mechanic from the trilogy: the ability to rewind time. In the beginning of the game, the titular Prince acquires an artifact called the Dagger of Time, which allows its user to absorb the Sands of Time into it and use them to manipulate time. With this weapon, players could rewind time up to 10 seconds into the past, allowing them to recover from receiving large amounts of damage in short periods of time and/or dying from a fall during a platforming section. In this way, players could recover from failure states, if only a finite number of times, and try sections again without getting a game over. Though this does not completely prevent the frustration caused by failing a difficult and long platforming section, it lessens the pain by giving players multiple chances to get passed troublesome obstacles with having to redo entire segments of play.
Another aspect of the game the seems geared toward limiting frustrations are the visions that the Prince receives throughout the game. Scattered throughout the game world are plumes of the Sands of Time that the Prince can step into. These plumes have two purposes. The first purpose is to provide save points for the player. The second is to give visions to the Prince. Visions give both the player and the Prince previews of future events, displaying a rough picture of what to do in order to complete the next section leading to the next save point. This removes part of the trial and error commonly associated with platformers of this type, especially when coupled with the ability to rewind time. As a result, the challenge of the game is preserved while stifling the unforgiving nature of constant game overs.

However, these elements cannot simply exist in a vacuum. Like any somewhat modern game, there needs to be a solid story to tie these elements together into a cohesive whole. Though I cannot be sure as to what the thought processes were behind the development of the game, I suspect the Ubisoft created the story to the Sands of Time in very much the same way that Naughty Dog created the story for the Uncharted franchise, which is the same way many industry veterans have done it. They created a set of mechanics and level designs, then wrote the story around them. Unlike many other stories generated in this fashion, it was very well received by those who played the game and stood out in its own right, for a number of reasons.
One of the smartest moves that the game made regarding the story was to present the entire narrative as a tale told by the Prince to somebody else after events have already unfolded. This alone serves multiple purposes. First, it allows the Prince to explain details of the plot that needed to be elaborated on, but the developers lacked either the time or resources to delve into. Like any good storyteller, the Prince is willing to fill in details and lampshade otherwise absurd notions in the story through his narration. Second, this gives an in-game justification for all of the countless deaths a given player will receive in a playthrough of the game. Although the game does a lot to keep players from reaching such a state, it is still possible, and quite likely, that players will achieve a game over at some point. When this happens, the Prince says something along the lines of “Wait. That's not right. I didn't die. Let me start again.” and the game gives the player the option to retry the section they died on. Instead of doing what most games do and making death something that never truly happens, The Sands of Time acknowledges the fact that it can happen and framed the story in a way that allowed it to account for player death.
Another intelligent choice made by the writers of the game is to only have a small cast of three major characters with only one or two minor characters. The Prince, his captured princess turned unlikely partner Farah, who players meet and befriend fairly early in the game, and the evil vizier are the only real characters who drive the plot. This allows the plot to be basic enough that any form of level or gameplay design can fit around it. Rather than complex politic intrigue and reputations with large factions, The Sands of Time chooses to focus on interactions between these characters and how their relationships and opinions of each other evolve throughout the course of the game. Instead of a global, world-spanning story, it is a personal one that, except for the prologue, takes place entirely with the Sultan's Palace. The way Farah and the Prince grow to respect one another is interesting, especially since they both have a snarky attitude that makes it nearly impossible for them to just come out and admit that they respect one another. Like the time reversal mechanics mentioned earlier, this lack of characters would grow to become a recurring element in the trilogy.
Lastly, the narrative is bolstered by a strong Arabian theme that is present throughout the entire game. Areas in the Sultan's Palace seemed ripped straight out of One Thousand and One Arabian Nights. From the castle terrace to the caged gardens, and even the top of the Vizier's Tower all look distinctive in their own right while retaining a continuity of theme and setting. Another notable way that the Sands of Time establishes the Arabian theme is through the game's very impressive soundtrack. While many tracks utilize an electric guitar to an extent, they weave together Indian and Arabian instruments and sounds, resulting in a musical score than further immerses players into the story. Further selling the setting is the fact that the Prince can only regain health by drinking out of bodies of water. There are even special magical bodies of water players can stumble onto throughout the game that will increase the Prince's maximum health. In the desert, having a steady supply of water is very important. Making water a resource that players will need to seek out in order to keep themselves alive is a nice subtle touch that adds a layer of plausibility to the world. Together with the titular Sands of Time, these small, seemingly minor details form the gestalt of a believable Arabian setting.

However, despite the vast amounts of praise I can levy towards the game, there are a couple of problems. The biggest issue I have with the Sands of Time is its combat. The way combat works is that in certain areas of the game, Sand Creatures, humans and animals possessed by the Sands of Time, will spawn and strike out at The Prince. The easiest way to defeat these enemies is to attack them until they are downed, at which point The Prince can use the Dagger of Time to extract the Sands of Time from them and add those Sands to Dagger's supply of sand. Players can attack enemies with their scimitar in order to inflict damage, but they also have access to the usual arsenal of blocks, counters, and dodges. Since the Prince is an acrobat at heart, he is able to dodge over most enemies and strike at their blind sides. Furthermore, the Dagger of Time is given more uses than simple extraction and time reversal, which can be used to recover from battles that are not going in the player's favor. Other time powers that utilize the Sands include a freeze attack that leaves the afflicted foe open to an instant kill 2-hit combo and a move called Mega Freeze that drastically increases the speed and power of the Prince, allowing him to dispatch numerous foes in a short time.
Despite common criticism, I do not have a complaint with the combat system itself. In fact, I think it works. Enemies are not “bullet-spongy” and can be downed in a few combos (at the same time, so can players if not careful) and the system is enjoyable enough to make these sequences entertaining. The problem I had with the combat is the sheer amount of it that was thrown at players at any given time. While the system itself is fairly solid, anything can become a problem in excess. One of the first things I noticed when fighting Sand Creatures is that the moment I had finished dispatching of two or three enemies, another group had spawned in almost immediately. This would continue on until I was defeating at least 20 and possibly even 30 enemies in the same area in the exact same fight. Often times I was getting tired of fighting at around half that number of foes. The nature of the game's lethal play makes combat seem like it goes on for far longer than it actually does, giving off the feeling that combat is padding out the game. Although this seems like a minor issue, over time it makes an otherwise interesting combat system grow dull and repetitive very quickly.

The other issue is, by comparison, not as big of a deal. Towards the beginning and the end of the game, The Prince does not possess the Dagger of Time. As a result, the time reversal mechanic is not available to the player during these sections. This is an issue that is not particularly noticeable towards the start of the game. Since the game assumes that a given player has either no knowledge or limited knowledge of the game mechanics, the platforming in that section of the game is fairly easy to pull off. However, towards the end of the game, the game no longer has these expectations. In fact, some of the platforming segments towards the ends are some of the hardest in the game. When cut off from the time reversal mechanics that made failure states less of an issue, an otherwise simple platforming section becomes needlessly frustrating. While it is an interesting narrative and thematic choice to strip the Prince of his time bending powers in the climax of the game, the gameplay itself suffers as a result.


Overall, the Sands of Time was a fantastic game released during the PlayStation 2's lifespan. There are many, myself included, who would go so far as to call it the best game in the trilogy, if not the Prince of Persia series. So many things, both big and small, were done correctly in this game that the things it and its sequels did wrong strongly stand out simply by comparison. Going forward, all Ubisoft really had to do is refine the template laid out here and continue providing excellent platforming in an Arabian-inspired setting, with some slight refinements to the combat. Unfortunately, that is not what happened. As we will see in the next article, the sequel decided to go in another direction. A very annoying and stupid direction. Until then, see you next time!

Wednesday, December 26, 2012

#51: Medievil 2: Going Medieval on London

(Spoiler Alert: Both of the Medievil games are up for discussion in this article. You've been warned.)

Last week, I wrote a piece on the original Medievil game from the PlayStation era. As I promised at the end of that article, this week will be dedicated to the game's sequel, which was released two years later in April 2000. Comparing these two games from the same series is rather interesting because when these two games are compared to each other it is possible to draw parallels to the design of sequels to modern games, but that will become more clear once I have finished the comparison. Before we begin, you should know that I expect you to have read my previous article on this first Medievil game or to have played the game for yourself as a point of comparison. Since this is a sequel to one of my favorite games for the original PlayStation, it invites such comparisons. With that in mind...

The premise of Medievil 2 is a little easier to understand than the original game's. After defeating Zarok once and for all, Sir Dan returns to his crypt and finally rests in peace. Fast forward 500 years later, in 1886, Fortesque's remains have been moved to the Medieval exhibit in an old museum in London. At the same time, someone else in the city has managed to acquire Zarok's now-legendary spell book and has begun to use it for his own end, casting the spell of Eternal Night and placing London square in the throws of an age old curse. Once again, Daniel rises from the grave in order to combat this new threat, which is where the player gets involved and the game truly begins. From there he meets the ghost of a ten year old kid who was summoned to guide him to Professor Hamilton Kift, who is an expert in both scientific and magical pursuits. The professor points Dan to the Kensington district of the city in order to look for clues as to who is behind recent events. There, he investigates the site where the spell was cast and finds a few clues to take back to Kift. Before leaving, he sees an anthropomorphic lizard and dog leave the museum, lamenting the inability to enter the tomb in the King Ramses exhibit. This leads Sir Fortesque into the tomb himself (after a few puzzles), where he finds a young mummified woman named Kiya, who was one of King Ramesses II's 200 wives. After Daniel discovers that the villain is an English noble by the name of Lord Palethorn and thwarts a number of his schemes, the Professor receives notice of two sites of psychic disturbance, one in an old mansion and the other in Whitechapel district. Kift suggests having Dan and Kiya split up, but Fortesque argues against it, saying that it is too dangerous for Kiya to go off on her own.

Eventually he concedes, going to the mansion and allowing Kiya to go to Whitechapel. After returning, the Professor tells Daniel that Kiya has yet to return, sending him to go look for her. Unfortunately, Sir Daniel was too late and by the time he arrived, Jack the Ripper (who is a demon in Medievil 2) has just finished draining the soul from her body, leaving her for dead. Rather than fight to avenge her second death, Fortesque falls into a depression and runs away into the sewer system, where he meets a tribe of warriors who make their home down there and worship him as a god because they found a statue of him. They tell him that they need help because a sewer monster kidnapped all of the women of their tribe, which killed their will to live. Being the medieval knight that he is and desperate for a way to prove himself, Sir Dan rescues the women and slays the beast. Along the way, he is given a poster to the Time Machine exhibit in the Museum and safe passage back to the surface, courtesy of the tribe. As he is leaving, the tribe's chief makes a passing mention of the Time Stone that is in their possession. Once back in the professor's lab, Daniel and Kift have a talk where Kift reveals a few things. First, he tells Fortesque that he knew Palethorn was behind the second coming of the Eternal Night and that his time machine only partially works in that it moves through space, but not time.

With this information in hand, Sir Fortesque once again ignores the threat of Palethorn in order to use the Time Machine to rescue Kiya. After returning to the Museum and finding the prerequisite parts, Daniel uses the machine to head back into the sewers. As previously noted, the machine can only travel through space, not time. In order to get it fully functional and return to Whitechapel in the past, Fortesque steals the Time Stone from the sewer tribe and disguises himself as the tribe chieftain to escape and get back to his Time Machine, now in complete working order. Traveling back to the past, Daniel fights Jack the Ripper and kills him before history repeats itself. Once the battle is over, Dan meets the Dan from the past, where they shake hands and fuse together, giving the new merged Dan a new suit of magic armor. Resuming where he left off before Kiya's death threw him into a spiral of stupidi... I mean depression, the Professor has discovered that the final page of Zarok's spell book is located in Cathedral Spires. After braving the horrors of the Cathedral, Sir Dan finds the final page. It gets stolen by Palethorn with the help of a levitation spell he apparently has, and used to summon a powerful demon to begin his subjugation of the world. Successfully goading the demon into attacking Palethorn, Daniel defeats them both and finally saves the day.

Like in the first game, the plot starts off fairly strong. But as the game goes on, the story begins to feel padded out for no reason but to lengthen the game and provide additional levels to explore. For a game that is already short, lasting for about four hours, this is pretty bad. One level that perfectly illustrates what I am talking about is a two part level, the first part called “Dankenstein” and the second part “Iron Slugger.” In one of Palethorn's miscellaneous schemes in the first half of the game, he builds a mechanical monster with the intent to kill Dan, Kiya, and Kift in one fell swoop. To combat this creature, the professor and Kiya devised a plan to create a creature of their own to fight it. Dan's job for the first part of the level, “Dankenstein,” is to head into the London underground in order to collect limbs to use from the results of the professor's previous experiments in creating a superhuman through magic and science. As they are about to finish up and attach the head to it the creature, the professor trips, dropping and destroying it. With no other options, Fortesque affixes his own head to the creature in order to pilot it to fight Palethorn's monster. In the second part of this level, “Iron Slugger,” the creature named Dankenstein (Get it?) fights the Iron Slugger in a boxing match. This level and plot point seems completely out of place because it breaks the (admittedly rather loose) continuity of the game. It does not make sense for these two sides to just take a break from one-upping each other in the search for Zarok's spell book pages to have a boxing match. This not only breaks continuity, but it also inconsistent with the tone of the game. Medievil has always had a bit of comedy to it, but this crosses into the truly ridiculous.

The other example I could point to of the plot being weaker than the first game's is the whole subplot regarding Kiya and Sir Daniel's romantic interest in her. Honestly, aside from her death in Whitechapel which leads to Dan's depression and the whole Time Travel arc, Kiya does not serve much of a purpose in the overarching story. I hesitate to use the label of “sexist” because I find that the label is thrown around far too much, but it is hard to deny the fact that the only female character's major contribution to the plot is to die and postpone the conclusion of the game because Daniel had a romantic interest in her and wanted to act as her chivalrous knight. It does not help that the whole section with the Sewers and the Time Machine contains some of the game's weakest writing, approaching the levels of bad fan-fiction. Even worse is that this whole depression that Fortesque falls into detracts from his development in the original game, where the entire point is to prove himself worthy of being a true hero. It turns out that the moment where humanity needs him the most to save the day, Dan can only think of a girl he just met and how she was killed, damning everything else. I am not kidding in this either. When the professor tries to get him back into the game by saying “If we don't stop Palethorn, he'll take over the world” before he runs into the Sewers, Sir Dan mumbles (He still lacks a jaw) “He can have it, I don't care.” As a child, I just went with it because I did not know any better. As an young man, it infuriates me that they shoehorned in a love interest and completely negated the entire point of the first game.

Before I conclude in my analysis of the plot to Medievil 2, I want to note that I feel that in the designers failed to really utilize the central premise of the game effectively. What I mean by that is that I think it would have been interesting to see a resurrected medieval knight come to grips with the new reality of Victorian London. When Dan comes back to life in this new world, he does not seem to have any questions regarding the technology, society, or anything really. This is a minor point to make, but I think acknowledging and poking fun at the differences between the two societies would be entertaining while staying true to the feeling of the original Medievil, which combined humor and horror quite effectively. As it stands, Daniel has no questions regarding Victorian level technology and instantly understands everything he comes across. For a brief example, the very first ranged weapon Fortesque gains is a pistol, which he instantly knows how to use. This is not necessarily a complaint, but it is something that I feel could have been used effectively by the developers.

Now enough with the plot comparisons, it is high time we went into the gameplay and how it changed from the original. For the most part, it plays very much the same and the controls would feel very familiar to a fan of the original Medievil playing for the first time, but there are a few key differences. The first of these differences is the addition of analog stick support. However, since this was when the pressure sensitive nature of analog inputs were still in their infancy, it was difficult to use the analog stick to just walk around and for the most part it would result in just running everywhere, which made precision platforming difficult at times. While the gameplay was still similar, the level design proved to be much more lethal. Medievil 2 remains as one of the few games that I have been completely unable to beat without the use of cheat codes. (Remember those things?) There were a higher concentration of levels that involved platforming in Medievil 2. Given the health system of the series, which is the exact same system of health bar and Life Bottles from the first game, this means that unless players were willing to exit and replay levels over and over to perfection, they could lose lots of health on platforming. Even worse is that getting health back is harder in Medievil 2. I did not talk about it, but it the original Medievil there were Fountains of Rejuvenation in every level, which healed players and refilled Life Bottles when standing in them until they ran out of health. A popular way to replenish lost health was to replay the first level repeatedly because fountains “respawned” each playthrough of a level. In Medievil 2, they clamped down on that by tracking how much health was taken from each fountain even when players left a level and came back, meaning there was a finite amount of health in the game's world. Paired with the difficult platforming, this could potentially leave players in an unwinnable state without cheating.

Combat also became much more difficult with a reliance on enemies that either become invulnerable during certain attacks or just cannot be killed conventionally. This is especially true of the levels Wolfram Hall, which contain vampires that can only be killed by moving them into sunlight, and the Sewers, which have creatures that possess the tribals and goad them into killing the player. These creatures cannot be slain until they are removed from their host and the tribals themselves can only be dazed. The puzzle element to Medievil 2's gameplay was still at the same level of the original games, but made more interesting. One of the additions that helped keep puzzles fresh was the addition of the Dan-Hand mechanic, where Sir Daniel can put his head on a reanimated, undead hand and control it remotely, separate from his body. Dan can also place his head in many different places in order to help him solve puzzles. It was a refreshing an interesting way to add variety to the game. But as a general rule, while it still plays very much the same, Medievil 2 is a much harder game than its predecessor.

The last returning element from the original game that returned is the Chalice of Souls. Just like in the first game, most of the levels of Medievil 2 contained a Chalice that would fill up with the souls of defeated enemies. Redeeming this Chalice at the professor's lab after completing a level would reward players with a new weapon. The problem with this mechanic is that it seems out of place in Medievil 2. In the original game, the Chalices came from the Hall of Heroes as a challenge for Sir Dan to prove himself. In the sequel, there is no real justification for these magic cups to be scattered throughout the world. They are just lying there waiting for the player to collect and redeem. As for why Fortesque wants to collect them, there is a small reason. The professor asks him to collect magic energy to help power his lab so that he can craft new equipment. Unlike the original game, the Chalices are no longer a central element and seem to be only a vestigial mechanic whose purpose is to make the game a “true” Medievil game. They seem to have no real bearing on the actual story. I say “seem to” because the ending is actually determined by how many of them out of a possible ten the player has collected. The good ending can only be acquired by NOT getting all ten Chalices and beating the game. In that ending, Dan and Kira return to Kira's tomb in the Museum and rest in peace together. Should the player beat the game with all ten Chalices, and thus a full arsenal, they will be treated to the game's bad ending, where Dan and Kira take Kift's time machine back to the past... and land in Zarok's arena in Gallowmere from the first game. They look up and see the giant monster Zarok transformed into at the end of the first game, except Palethorn's head will be there instead of Zarok's, and the screen fades to black. I cannot figure out how the ending could be determined in universe by the number of Chalices collected. The time machine does not need magic energy to work, it already works because there was a whole segment of the game dedicated to fixing it and getting the Time Stone. It just seems like they did it this way because the original games also did it this way, without thinking about the logistics of it.

Back in the year 2000, when Medievil 2 was first released and I was a seven year old playing a game I was eagerly awaiting for a long time, I though that this game was a great game in its own right, even if it was not as good as the original. Now that I have replayed and reflected on both of them, I have to say that this game is pretty lackluster. It had a mediocre story and extremely difficult gameplay. The game shows what happens when designers reuse old mechanics for the sake of reusing them without considering why they were used in the first place and whether or not they still fit. Developers of the game also really failed to properly play test the game since among fans of the franchise, the second game is notoriously harder than the first in an almost unfair way. Lastly, Medievil 2 suffered a major mistake by overwriting key aspects of the protagonist established in the original game's bare-bones (pun intended) plot by forcing elements like a major love interest for no benefit to the overall storyline. Since many major releases from modern gaming often have similar problems in their writing, it is still worth pointing out these kinds of mistakes when they happen. Overall, as a life long fan of this franchise, it is pretty painful for me to say this and when I went back to replay these games that was not my intent. I still hold the original game up as a classic, but I have to rethink where I place the sequel. It is just not as good as I remember.

Wednesday, December 19, 2012

#50: Medievil: When Being Goth Meant Something Completely Different


(You probably don't care, but there are spoilers for Medievil, an old PS1 game. I guess you've been warned.)

A few weeks back, I went ahead and purchased PlayStation All-Stars: Battle Royale. I am still having a great time playing the game and reconnecting with old characters from games past. One of the characters in that game was my good old friend Sir Daniel Fortesque from the Medievil franchise. As a child, I adored these games and loved playing them. It got to a point to where I was able to play through the original Medievil from start to finish in a four-hour long play session. Anyway, seeing Sir Dan make a return made gave me the excuse to go back and replay the two games in this old franchise. While they still hold up relatively well to the test of time, they also serve to demonstrate the necessity of many of the conventions that became popular in both this console generation and the last. I think this retrospective will serve as a good lesson for both gamers and developers.

First off, what is Medievil? Medievil is a old Gothic-themed platformer released for the original PlayStation in 1998. It takes place in the fictional kingdom of Gallowmere in the late 14th century. The actual story begins in the century prior. In the year 1286, Gallowmere was in the midst of an era of peace and its citizens were quite prosperous. During this period, the court wizard Zarok was caught doing heinous experiments in resurrecting the undead and was sentenced to exile. As vengeful as he was, Zarok began to wage war upon Gallowmere, summoning an army of shadow demons to begin the onslaught. The King of the nation responded by sending his army to fight the sorcerer head on, led by Sir Daniel Fortesque, who received his title by spinning interesting stories for the King to hear (it was an honorary position as no one seriously expected to go to war). Sir Dan ran head on into enemy forces... and died in the first wave by being shot in eye with an arrow. The army fought on without him and Zarok's body was never found. Knowing the truth would cause unrest with the people, King Peregrin altered the history books to give Dan the title of Hero of Gallowmere for dying valiantly after slaughtering Zarok. Peace returned for 100 years, until Zarok was finished nursing his hatred and began his revenge. He successfully cast a very powerful spell, cursing the land to Eternal Night, robbing the townsfolk of their free will, and resurrecting the undead for his new army. Unfortunately for him, his spell brought old Sir Dan back from the dead as well. Hoping to redeem himself of his past mistakes, Daniel takes this chance to save the land of Gallowmere from Zarok for true and become the hero in undeath that he could never be in life, finally taking his place in the Hall of Heroes, where dead heroes gather to boast, feast, and arm wrestle for all eternity.

As the description above might show, this is a game that is equal parts horror and humor, and it uses both to great effect. Playing this game in my childhood, many of the enemies in the game, from the Stained Glass Demon trapped in the Hilltop Mausoleum to the Shadow Demons in the Enchanted Earth, and even minor enemies like the scarecrows in the aptly named Scarecrow Fields filled me with a mixture of dread and excitement. Seeing a monster formed of stained glass be released from his prison to terrorize me was horrifying in a compelling sense. It is a hard feeling to explain as it has been so long since I felt that way. As an young replaying the game for the first time in years, it is only now how funny that game was. Medievil has humor on both a small and large scale. Small little gestures like Sir Dan removing cobwebs from his empty eye-hole when waking up are very good moments. Other larger, repeating gags are the constant mockery of our would-be hero. Throughout the game, players can visit the Hall of Heroes to pay homage to the heroes there and earn rewards. Nearly all of them bear a grudge against Fortesque and/or mock him constantly, saying the they do not think he can succeed and will likely not be the hero. The gargoyles scattered around, who serve as the tip dispensers for the game, also constantly chastise Daniel. The other recurring gag is Sir Dan's missing jaw, which fell off in the 100 year time span since his death. This is repeatedly acknowledged and lampshaded throughout the whole game, and Daniel speaks in mumblings with subtitles helping the playing understand him.

The game also had very interesting and varied level designs. Despite taking place in a decidedly Medievil (pun intended) setting, they used more than the usual fare when designing the game. The game has many different levels including a graveyard, a mausoleum, an enchanted forest, an hedge maze, a cursed medieval village, an insane asylum, and flooded battlefield, a pumpkin patch, and a pirate ship. These areas are more varied than in just their backdrops. Each area also tends to emphasize one of Medievil's three different styles of play: Puzzles, Platforming, and Combat (much like other 3D platforming games of the time). For example, in the hedge maze level, the theme of that level is puzzle solving. The maze is ruled by a unique gargoyle named Jack of the Green. He will only allow the player to exit when they answer four of his riddles by searching the maze for the answers. While he thinks his riddles are so clever that no one can solve them, the game acknowledges that they are not hard at all and lampshades it quite effectively. The challenge comes not from answering the riddles, but from discovering what task the player has to perform to complete the riddle through Jack's growing irritation. It is pretty intuitive though, so most players will not have trouble. This puzzle heavy level leads to the asylum, which is a combat heavy level in the form of a gauntlet where players have to kill all the enemies in a room before proceeding. Lastly, there are platforming levels like the pirate ship, where the emphasis is on timed jumps and making it from the beginning to the end of the level. Each level is well planned to fit its theme, giving players much appreciated variety.

All of these levels have one thing in common, though. In every stage, there exists a Chalice of Souls from the Hall of Heroes. While defeating Zarok is certainly the primary goal of the game, the secondary goal for Sir Daniel is to prove himself capable of being a hero. To this end, the champions of the Hall of Heroes have issued a challenge: To gain standing in the Hall and prove his worth, Dan must collect the complete set of Chalices and then defeat Zarok. While every level contains one of these Chalices, Fortesque cannot simply collect them. They are powered by the energy contained within malicious souls. In order to materialize the Chalice of a given level, it is necessary to dispatch enough enemies to fill the Chalice to 100% capacity. Once that happens, the Chalice can be collected. There are also stages where the Chalice starts off partially filled. This is both a blessing and a curse. While it means that players have a kill fewer enemies, it also means that there are innocent souls in the stage. Should an innocent person die on Dan's watch, their energy will reduce the level at which the Chalice is filled. This can make it impossible to collect the Chalice in most cases. Again, this makes sense because Dan is trying to prove his worth as a hero, so letting people die is directly opposed to that. Completing a stage with Chalice in hand grants the player an aforementioned trip to the Hall of Heroes, where they can pay homage to one of the great warriors of the past. While few respect Fortesque and fewer still among the greats in the hall even like him, they all will offer him aid on his quest. This aid can come in the form of money, health, a Life Bottle (which can be use as an extra life), or most likely a new weapon which can make the player's life easier going forward. Also, the good ending where Daniel ascends to the Hall of Heroes can only be obtained by completing the game with every Chalice in hand. I liked this whole system of collecting the Chalices and still do because it encourages players to stand their ground and fight all of the enemies in a level instead of rushing to complete the game, which is entirely possible in most levels.

As much as I loved this old game though, it has a problem: A major problem. As with many platformers of the era, the camera practically conspires to kill the player at every turn. Replaying the game from my modern perspective, there were more than a few instances where the platforming of the game was made unnecessarily difficult by the camera putting itself in odd positions that made it difficult to perceive distance between Sir Dan and the platform he needs to jump to. The combat is also worsened by the camera's tendency to move around mid-fight and force players to adapt to a new perspective while enemies are beating on them. This different perspective often reoriented the directional controls, which further complicates what should be a simple confrontation. Also, the game was created before Ape Escape on the original PlayStation made dual analog sticks standard for most control schemes, so the camera was awkwardly controlled by the shoulder buttons and it does not work quite as well as the “left stick controls movement, right stick controls camera” style most games utilize today. This lack of dual sticks also makes platforming itself unnecessarily difficult. The directional buttons do not allow for the same level of precision that analog sticks can provide, so certain jumps are made harder because of technological limitations. This is even more painful since Medievil comes from the era where all game protagonists were completely unable to swim in water and drowned instantly, even if it makes more sense for this to affect a skeletal knight in heavy armor. I am willing to forgive it for these issues, often brought on by growing pains and worsened by the camera, simply because 3D platforming was still just starting to take off at the time. Your enjoyment of this is largely, but not entirely, dependent on your willingness to forgive the rather archaic (by modern standards) control scheme. The rest of the game has aged rather well by comparison.

Medievil was a great game and a fantastic case study for the use of Gothic architecture and themes in video games, combined with a healthy sense of humor. Few games since then have re-imagined this period of history in the same way. Luckily for everyone in North American (and I think Europe), the game is available for download and use on the PSN store for the PS3 and the PSP. It only costs around $6, so it may be worth trying out (and the PC crowd among you could probably just pirate it and use a PS1 emulator). Next week, I intend to go over the sequel*, as it has a list of pros and cons that are related, but altogether different from the original. This is a series I adore and Sir Daniel is one of my favorite protagonists in video games. I hope that one day it can see a another sequel, taking the elements that made the first one and its sequel so great, but re-imagining them using conventions and systems brought on my developments in modern game design. While still not as well known as other PS1 games, Medievil still has a huge cult following and it would be worth revisiting.
*This statement is subject to change.