Devil May Cry 5 has been out for quite a few weeks now, and by now there's been enough time for most players to complete the story and start on some of the higher difficulties.
With that in mind, I requested a few of my friends, ZeroAsher (Sam) and AShadowLink (Matt), join me for a discussion about the game in its totality.
That's right: This is a full spoiler, comprehensive run down on our combined thoughts every single aspect of Devil May Cry 5. From the story to the casts and the gameplay, everything is fair game.
I apologize for the poor audio mixing for the first part of this recording. Once we were made aware, it was addressed.
Showing posts with label spoilers. Show all posts
Showing posts with label spoilers. Show all posts
Tuesday, March 26, 2019
Sunday, July 12, 2015
#94: Batman: Arkham Knight: The Ghost of Confidence
(Spoiler Alert: This
article contains major spoilers of crucial plot elements in Batman:
Arkham Knight.)
Though I do not
talk about them much, I am a huge fan of the Batman: Arkham games. So
when Batman: Arkham Knight came out on June 23rd, I was eager to
purchase and play through what developer Rocksteady states to be the
final entry in the Arkham series. With all of the spare time that I
had that week, I completely finished the game. Ultimately, I was very
happy with the game that I had played, and the way it ended the
series. Despite fulfilling the promise of a satisfying conclusion to
the franchise's story, there is an underlying problem with the
writing of Arkham Knight.
To be blunt,
Rocksteady's inclusion of the Joker was not necessary to the game's
story. For those of you who haven't finished the game and don't care
about spoilers, one of the early reveals is that Batman is slowly
turning into the Joker. Back in Arkham City, Joker injected his
Titan-infected blood into both Batman and a large supply of blood
bags going to hospitals across Gotham City in order to motivate the
Dark Knight to develop a cure of Titan-poisoning. Though the cure was
eventually developed for the Titan half of the infection, Joker's
blood acts as a virus that transforms those infected with it into a
clone of the clown prince of crime, taking on many of his physical
and psychological traits.
On its own, Batman
has enough willpower to resist the mutation and still retain his
moral code, albeit with slightly sharper edge. However, when
Scarecrow gases him with a powerful dose of fear toxin, the
combination with the virus manifests as visions of the Joker himself.
Because Batman's greatest fear is succumbing to baser instinct, every
hit of fear toxin strengthens the Joker's hold on him, leading to a
climactic battle in his mind.
While these plot
elements are fine, and there is nothing inherently wrong with them,
they are unnecessary when both Scarecrow and the titular Arkham
Knight are both effective villains with their own schemes and
set-ups. At the very beginning of the game, Scarecrow is able to
force authorities to call for a mandatory evacuation of Gotham's 6.3
million citizens with the threat of literal terrorist attacks via
fear toxin. Proving himself to be one of Batman's most capable
adversaries, he then manages to convince Penguin, Two-Face, Harley
Quinn, and even the Riddler to unite together in an effort to finally
destroy not only the Batman, but his legend and legacy. In the game's
grand finale, Scarecrow succeeds at apprehending and publicly
unmasking Batman, revealing his secret identity to the world.
Yet Scarecrow isn't
the only character whose limelight is stolen by the inclusion of the
Joker. The Arkham Knight also loses out on screen time, despite being
two-thirds of the game's title. Even before his true name is
revealed, it is obvious that the Knight has a grudge against the
caped crusader. Most of his lines to dedicated to exactly how badly
he wants Batman dead. Furthermore, he has a clear in-depth knowledge
of Batman's gadgetry, skills, and tactics. When Batman battles his
militia forces, he will often coach them on, directing them to avoid
Batman’s most common tactics.
Even if the game
does make his identity fairly obvious about half-way through, this
element of mystery is an important plot point. However, it isn't
until the mask comes off that this plot is allowed to develop beyond
a mere "Who is the Arkham Knight?". For those who are
unaware, Jason Todd, the second Robin, is the Arkham Knight. Having
been tortured by the Joker for an entire year before even the events
of Arkham Asylum, he grew to blame Batman for all of his pain,
assuming the guise of the Knight in order to take his revenge. During
and after his boss battle, the two reconnect and reconcile, leading
Todd to realize the error of his ways and don the persona of the Red
Hood. During the finale, after Scarecrow has revealed Bruce Wayne to
the world, he uses this new identity to swoop in and save the day.
Both of these story
arcs are strong on their own, and each serve to examine the mind and
psyche of Batman. Scarecrow helps us, as the audience, to better
understand what drive Batman and what he is truly afraid of. With the
Arkham Knight, Rocksteady is able to illuminate some of his previous
failures, adding extra context and forcing the narrative to be more
introspective. Putting the two together gives Scarecrow a powerful
advantage by giving him access to knowledge of and the ability to get
at the most important people in Bruce Wayne's life, like Commissioner
Gordon and the Oracle. At the same time, the fact that Jason Todd
does care about those same people affords a justification for why
they aren't brutally, systematically slaughtered in order to break
the bat. There is an odd chemistry between these two characters,
their abilities, and their motivations that works to drive the events
of the game.
And then, the Joker
comes in with his signature dark humor. While his writing is solid
and the legendary Mark Hamill once again delivers on the voice
acting, I cannot help but feel disappointed by his inclusion. The
moment the clown prince of crime makes his first appearance on
screen, he steals the show. Almost every story beat is punctuated by
a quip about current events or his past misdeeds and relationships
with various characters. Since he is only an illusion in Bruce
Wayne's head, this is mostly unobtrusive from a gameplay standpoint.
It can even lead to some interesting and amusing little diversions.
Unfortunately, it
also robs both the player's attention and valuable screen-time from
the other main villains, who aren't dead and have their own designs
upon Gotham City. One particular instance stands out that really
demonstrates this point. About halfway through the game’s campaign,
the Arkham Knight manages to pin down Batman. Taking out his sidearm,
he pinpoints the weakness in the Dark Knight’s armor, where he is
most vulnerable, and fires straight into him. Leaving Batman to
wallow in his injury, the Arkham Knight departs, leaving his militia
forces to clean up. It is then that Joker appears on screen,
commenting on how foolish it is to think that a single bullet can
defeat the Batman. With this one line, all the threat and mystique
that Rocksteady developed for the Arkham Knight in that scene is
immediately shot down. Other similar examples happen so frequently
that the non-Joker villains are severely undermined by these quips.
What this tells me
is that Rocksteady didn't feel confident in their ability to conclude
the Arkham storyline without using the Joker. That's honestly sad,
because the set-ups and plot threads with Scarecrow and the Arkham
Knight demonstrate an obvious understanding of how to write a good
Batman story and why Batman is an interesting character. Adding Joker
into the story make the other two major villains feel less like
threats in their own right and more like tools for Joker to assert
his dominance from beyond the grave. It is Scarecrow's fear toxin
that awakens and empowers the jester's control over the Dark Knight.
Even Jason Todd only resents Batman because he was trained over an
entire year to do so by the Joker. In this light, neither one of them
can be seen as inherently threatening.
The resurrection(?)
of the Joker also deprived Rocksteady of a valuable opportunity to
explore not only how Batman is coping with his inability to save
everyone, but how Gotham and its criminal underworld are adjusting to
the fact that the single biggest threat has been eliminated. There
are shades of this sprinkled throughout that narrative. Not only do
many of the random mooks expressed surprise and remorse about his
passing, but it is implied that Scarecrow's opportunity was only
opened by the power vacuum left open. It is interesting to think that
his insanity might have been accidentally aiding Gotham PD by
preventing any one criminal enterprise from obtaining too much power
over the others, yet the game does not give much time to the thought.
I won't say that
Batman: Arkham Knight is a bad story. Nor will I claim that I didn't
enjoy seeing Mark Hamill return to show why people love his take on
the Joker. All I want to say is that the narrative as a whole would
have been stronger is Rocksteady had the confidence to soldier on
feeling the need to bring him back. As I write this, I know that my
opinion on this matter is going to be in the minority. However, it is
important to point out ways in which even a good story can improve
itself. With so much talk about the other flaws in the game, it is
only right for the story to get its due.
Tuesday, April 9, 2013
Bioshock: Infinite Podcast with Marc Price and Javy Gwaltney
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/
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/
Wednesday, January 9, 2013
#52: When Good Plots Go Bad: How “Those Who Came Before” Ruined Assassin's Creed
(A
SPOILER WARNING is in effect for the entity of Assassin's Creed from
the first game to the most recent outing. YOU HAVE BEEN WARNED!)
A week
ago, a friend of mine finished playing Assassin's Creed 3, which
sparked a pretty interesting discussion regarding the plot of the
franchise and its somewhat controversial ending. While we were
talking, I had made the statement that the inclusion of “Those Who
Came Before” (which I will be abbreviating to TWCB) and the
destruction of the entire world was the beginning of the end for the
franchise's main plot. That is a fairly bold statement to make
without providing proof, since it became a major element of the story from the second game onward, so this week's article is my defense of
that claim. While I have addressed this series several
times
in the past,
this is the first time I have discussed the larger over-arching story
of the whole thing. I am going to assume at this point that you have
at least a passing familiarity with the franchise. If you do not,
please cease to read on if you are afraid of spoilers. This is going to
contain a few of them. Anyway, the inclusion of TWCB/Apocalypse plot
had a number of after-effects on the main plot that, taken as a
whole, really restricted what they could otherwise do with it, which
severely damaged the franchise.
The
first of these after-effects is that Assassin's Creed began to move
away from the Templars vs. Assassins plot and towards this new Mayan
Apocalypse plot. It is a very subtle shift that one may not notice
unless they look closely. In the first game and second Assassin's
Creed games, the war between the Assassins and the Templars was the
central guiding element of the plot and everything that happened was
in service to that. In Assassin's Creed, the conflict and the
morally/intrigue behind it was introduced. In the sequel, the war was
further elaborated on both through the main story and Subject 16's
recordings. Also, Desmond was being trained (via the Animus) to take
part in it as an active participant. As we progress forward from
here, we see that there is a subtle shift in how the plot begins to
unfold. Instead, the main story begins to unfold around the impending
apocalypse, which becomes the new driving force for the plot. For the
events of Brotherhood, Desmond needs to find the Apple of Eden in
order to learn what he needs to do to stop the apocalypse. During
Revelations, our protagonist needs to wake up so that he can do what
needs to be done. Lastly, in the most recent outing, the reason
Desmond goes back into the Animus is to find the key to the ancient
temple that contains the device capable of saving the world. Instead
of the Assassins vs. Templar plot being the highest priority, the
sub-plot of TWCB and their efforts to stop the world from being
burned is at the forefront of the player's mind. Considering that the
former and its moral ambiguity is at the center of what is
interesting about the franchise, it is a bit of a mistake.
But this
was not the only problem with the “end of the world” storyline.
Another major issue invited by it is that it an even larger focus was
placed on the present-day storyline that is set in 2012, stealing
momentum from the story-lines of the ancestors in their periods of
history. Again, this is antithetical to the strengths of the
franchise. The other big draw of Assassin's Creed is that the Animus,
the game's signature plot device, allows the writers to explore any
period of history they choose. This has led to quite a few
interesting, and relatively unused, settings being highlighted in the
franchise from the Third Crusade, to the Italian Renaissance, and
even the American Revolution. Many people come to the franchise
specifically for this reason. Shifting the focus away from this and
over to a grand, world-spanning apocalypse plot is a grave mistake as
it takes away from what makes the game shine. In the original game
and it's successor, the focus was squarely on the ancestors
presented. While Desmond was there and he had an outside motivation
for going through his ancestors' memories (and a debatably large
amount of screen time), the real star was the ancestor presented, be
it Altair or Ezio. Moving on past that point, Desmond and the
modern day story surrounding him became much more important.
Brotherhood allowed made him more involved, giving him several
segments outside the Animus and giving the assassin crew a bit more
of a showing, allowing players to interact with them and get to know
them better. The entire point of Revelations was to get Desmond back
into the real world after the plot twist of Brotherhood literally
sent him into a coma. In that game, there is a whole five part side
mission dedicated to Mr. Miles and getting to know him better.
Lastly, the third main game had entire sections where Desmond used
stealth to get around the real world and find artifacts that would
prove useful to the main plot. The problem with all of this is that
the real world/present day story have always been the weakest part of
Assassin's Creed. As a character, Desmond has always been as bland as
a leading man can get. Ubisoft tried to make him an “everyman”
that people can relate to, but as a result he does not have anything
that distinguishes him from any other protagonist. This is a problem
that the series is notorious for and has been since the beginning. So
to make a plot twist that would throw that element into the limelight
seems like a very poor decision. Because someone needs to deal with
the apocalypse in the modern day story, they were forced to make it
more important instead of just regulating it to the side-lines as a
vague justification for going through an ancestor's memory.
Lastly,
one of the biggest problems with the inclusion of TWCB is that it
codified the legendary “mind fuck” endings that the series would
grow to be known for. The first game ended on a fairly surprising
note with Desmond discovering that his room was covered in hidden
symbols he could only see with Eagle Vision. This led to a number of
fans speculating and trying to decipher what those symbols might mean
for the lore of the series. It was an odd and surprising “WTF”
ending, but it was not entirely out of place for the game as we knew
it. When Assassin's Creed 2 introduced its plot twist at the end,
that TWCB created humanity, but died in a solar flare that now
threatens to come back, it came entirely out of left field and no one
saw it coming. This set the trend going forward into Brotherhood with
the death of Lucy, who was secretly a triple agent, joining the
Templars after being sent to spy on them and then reintegrating
herself into the Assassin order. Revelations would try for this with
Altair's, Ezio's, and Desmond's stories, with Altair sealing himself
and his Apple of Eden into a secret library and Ezio talking to
Desmond directly in order for a member of the First Civilization to
tell him about the apocalypse, but in general they did not elicit
many strong reactions. And in the third main installment in the
series, the plot twist was something that players could partly see
coming and partly felt like it came from nowhere. As the game
foreshadowed, Roman goddess Juno was planning to backstab the human
race and Desmond decided triggering her trap was worth keeping the
world intact. Every game past the second tried for a “mind screw”
ending and for the most part failed. The whole concept of TWCB drove
most of these plot twists and gave them fuel. Without this element,
it seems less likely, though still entirely possible, that similar
twists would have happened.
Ultimately,
the inclusion of this one, singular element really derailed what
could have an interesting game about a world-spanning, secret war
between two shadow organizations with ambiguous stances on morality.
Instead, it changed the franchise into an entirely different
science-fiction apocalypse plot that seemed wildly divergent from its
roots. As someone who is a massive fan of the series, it is
perplexing to see how different it turned out from anything that
could have possibly been predicted based on the original game. Truly,
the game moved so far from what it originally promised that it can
sometimes be hard to believe. It seems to have evolved and lost
itself as it progressed. I admit that I am curious as to exactly how
this happened...
Subscribe to:
Posts (Atom)
