Friday, February 26, 2010

White Knight Chronicles... I've played this before I think...

RPGs have captured my interest in games for a long time and I remain hopeful to find those games striving to use their imagination within the format. Final Fantasy showed us that storytelling should be compelling, Dragon Quest showed us only the worthy will survive, Mario showed us he's still cool even with turn based combat. Near the end of the PS2's lifespan, Level-5 decided to polish the best of the classics to a beautiful shine with Dragon Quest XIII. Having been absent from the Enix series for some time, I was quickly welcomed back with a fresh look and an ass beating - just like old times. The game held no surprises or punches yet served as a culmination of a legacy of games blended to create perfection. Maybe I'm spoiled since the American edition went to great lengths to impress with appropriately tongue and cheek voice acting, and the orchestral remix of the music in place of the original, to me it felt like playing perfection. Now that you have an idea for why I like Level-5, let's talk about White Knight Chronicles.

Similar to my experience with Heavy Rain, I had an extreme interpretation error with an aspect of the game. Going into the White Knight Chronicles I believed the "chronicles" in the title implied a narrative about the White Knight, instead it liberally utilizes the primary definition. I had no reservations about the plot of this game since Dragon Quest XIII had a derivative story hidden beneath a compelling visual narrative, but this first historical account of the White Knight copied the plot of the Super Mario game series: princess has party, evil-doer on an airship crashes party, princess is kidnapped, you must save her. Level-5 manages to put a bit of a twist on this formula by making the main character, Leroy or something, the worthy pilot of a transvestite giant robot rather than making him an Italian plumber.

About six hours into this smelly game I jotted down four predictions about the story, by the end of this first installment of the White Knight I got three out of four correct. I'd warn you there are spoilers ahead but I think the absence of plot means the absence of spoilers.
  1. Kara dies in Dreadlock's arms and confesses her love in her final dying moments
  2. Eldork turns out to be Leroy's father
  3. The main villian is a pawn for a greater evil menace yet to reveal himself
  4. Pink hair girl continues to mimic the role of Tifa from Final Fantasy VII
Gameplay didn't get much better. I appreciated Level-5's penchant for thrusting the player into the story but was quickly disoriented since the combat felt like that of Phantasy Star Online's with turn based action commands reminiscent of unrefined combat in the first Final Fantasy. Being able to move the character around was amusing for the first five minutes but the only purpose it served was to navigate the various zones and put me out of range of attacking my enemies. The combo system was pretty interesting until it became useless after obtaining my transvestite giant robot and became a gimmick once I got a second transvestite robot. At that point clearing the levels was only a matter of grabbing every visible enemy on the map, summoning a robot and killing them simultaneously allowing that character to recharge afterward.

With regard to difficulty, the 'x' button on my controller took a heavier beating than any of my characters and I went to great lengths to kill myself throughout the game. Either I'm an amazing RPG player or there really wasn't any difficulty to be found, just mindless grinding through monsters, since even the "final boss" of the chapter was unable to stop me with virtually no resources at my disposal. As long as I had a dedicated healer in my group no number of monsters was great enough to stop me, ever.

Level designs reek of redundancy and also borrow a lot from Phantasy Star Online. Players will go on scavenger hunts for NPCs at the bar in every town, explore the entire map to pull one lever controlling a door, spend countless time grinding through packs of quickly respawning monsters and will fight a boss to watch a 10 minute storyline sequence. Online questing reflects this redundancy but rewards improved items providing incentive to the player to split their time between online and offline modes.

Art direction and music don't get much better. Corners seemed to be cut during certain sequences in the game which reverted rendered 3D cutscenes back to their soryboard pencil and ink progenitors. Designs of the monsters vary between differently colored versions of the same five to ten models and the animation of abilities is nonexistent, most likely due to the minimalist game already stressing frame rates with more than five objects on the screen. Music was the same neutral, somewhat familiar tunes found in all MMOs.

All in all this game was a complete disappointment. Having beaten The White Knight Chronicles Part 1: Origin of the Knight Arks I can safely say I won't be back for a new game+. There's no innovation to be found and generally feels like a made-to-order multiplayer RPG to satisfy Sony executives pieced together from various bits and pieces of RPG gaming history. Unlike Dragon Quest VIII however, these pieces were far from polished and the gaming experience was anything but perfect. On their Wikipedia page it appears as if Level-5 has a sequel already in development, I can only hope they break out the polish again.

Thursday, February 25, 2010

Quantic Dream presents a Quantic Dream Producion by the staff of Quantic Dream, Heavy Rain (the review about the Quantic Dream game)!

While compiling my thoughts on Heavy Rain I came to an extremely difficult crossroads. Having played through the project the first time, I was coerced into immediately diving into a new game to get a more thorough look and to explore the depth of the the choice system. Greatly anticipating alternate routes I could direct the playable characters toward, I was under the impression the choices I made for the characters in the story would have a profound impact on the way those characters perceive situations, the variety of choices they provide to the player and even they way the story as a whole is presented. Unfortunately I discovered none of what I was looking for in either of my games yet discovered something unique nonetheless. What I had just finished playing was not so much a game as an interactive narrative pretending to be a game. After making this discovery, I can't in good conscience review Heavy Rain without separating the narrative from the "game".

Reviewing the gameplay on this game is quite possibly the easiest reviewable aspect of Heavy Rain: there is no gameplay. The entire game is composed of scenarios in which you have to provide acting queues for the one character, among four, which the player navigates through the story. The term "linear gameplay", if it were to have a dictionary definition, would have a picture of Heavy Rain next to it. The player is literally dragged from scene to scene with no choice or option regarding what lead the current playable character pursues or to what area the character travels to next. You are thrown into a situation that will always have a clearcut solution and are expected to play your part to see the scene unfold based on a handful of choice-commands. Apart from the input the player is able to make, the storytelling is set in stone making in-game decisions only determine which path of scenes will be unlocked to continue the story or what injury to paste on the character model. Depending on particular choices you make determines if the player will see some scenes as opposed to others but the main story scenes remain identical.

On the few opportunities the player is able, controlling the actors felt like trying to dance with a toy dog. Getting a character to move in the intended direction on the controller proved to be extremely difficult even through my second game. I found myself running around in countless circles because my character decided I pressed the circle running direction instead of "right". This proved especially frustrating when I failed one of Ethan's trials spending too much time attempting to go every direction except the one I was directing him towards. Again when I had to escort Ethan through traffic to evade police, Madeline interpreted movement as: "Turn around and walk back to our pursuers" every time I touched the analogue stick. Outside of sloppily navigating the game's characters there is no way to perform actions apart from quick time events. Quantic Dream decided to simulate actions on the PS3 controller such as "shake controller" to push away an enemy. Every scene which there was action had me more focused on where the quick time event command box would pop up rather than actually paying attention to the game. I got into this habit mainly after failing to notice or enter the correct quick time command in my first game, something undesirable would almost always befall the character involved in that scene. While playing my favorite character I happened to miss three stupid commands in a row and the adversary I was up against killed me, end of scene. Additionally the way the quick time events require execution had me contort my hands to hold the controller so uncomfortably I thought I was holding an Xbox controller at times. The real difficulty only arose in trying to bend my hand around the controller to hit a button repeatedly while holding down four other buttons so I could prevent my character's skull from being caved in or worse.

The last element of the game which had me hopeful was the choice system. To my disappointment every choice you make outside of action scenes are virtually irrelevant to the game as a whole. One notable choice came in the chapter following the introduction: Ethan has just brought his son home from school and it's up to the player to care for him. In my first play I neglected to insist Ethan Jr. do his homework which resulted in the teacher yelling at him, making him sad. I decided to make things right the second time around, but to my dismay it didn't make a difference. Instead of yelling at him for not doing his homework the teacher yells at Ethan Jr. for being late to class, making him sad. Through the rest of my second play through I continued to make a discernible effort to do the opposite of what I did the first time, but the only instances these choices and decisions seemed to impact the story differently were when they were in conjunction with me failing, (or willfully neglecting), quick time events. It is true you make decisions for the characters not involving quick time events, the only story changing decisions you make come in the form of "yes" or "no" situations; do I pull the trigger to kill this guy, do I jump to save myself, do I kiss and engage in awkward shiny 3d-model fondling. Instead of enlisting quick time events the game's combat and action sequences may have benefited from using something more similar to the main game mechanic: choices. In an action sequence, instead of the player being faced with a command to press why not make it a series of commands appropriate for the situation? Since the way the action is constructed involves the player reacting to a given situation in an appropriate way, a more viable translation between video game character and real person may have been, "a man throws a punch at me, do I: (circle)Duck (x)Block (square) Evade", instead of "a man throws a punch at me, press x to evade or don't to get hit". Something along those lines could have easily been implemented due to certain split-second decisions which must be made, and the game's already existent method of punishment for not choosing, (or declining to input), a command.

I could continue to list the flaws of this game, (including sound, loading and graphical issues), instead I'd like to examine what this game does right because as much as I'd like to, I can't say this game is a complete waste of time. The narrative Heavy Rain tells is unexpectedly compelling and artistically brilliant. Despite the fact that I got tired of mindlessly finding buttons to press or hold down during action sequences, consequences of these sequences and the never ending will of the story to push forward were enough to keep me playing. Even after losing my favorite character on my initial play through, discovering how the game would compensate for losing an integral character and still wrap up plot elements helped me resist deleting my save file to start from the beginning. Although the choice system didn't showcase as much depth as I expected, allowing me to decide for myself the character's actions and path through the game created a connection to the characters unlike any I've ever experienced in a game. In a scene were I was faced with the choice of stripping or eating a bullet, I found myself trying to preserve my character's dignity instead of shamelessly stripping my way out. Through these tiny glimpses of brilliance I was able to see a game that should have been the released version of the game. Sure, the entire cast is a cookie cutter assortment of modern film noir stereotypes, each one with a convenient affliction to simulate "depth", and yea, there are some significant plot holes. But the way the scenes are presented and the atmosphere the game creates forced me to scorn my previous complaints in favor of experiencing the game.

Overall Heavy Rain is an ambitious project gone awry. The game gives the impression that too much attention was given to graphical detail and the presentation of realism at the expense of actively incorporating the player into the gaming experience. Decision making in the game assumes only physically dangerous and morally ambiguous situations can resonate serious consequences and changes in plot, merely serving as a gimmick instead of a core element of the game. The story is presented in an incredibly artistic and stylized fashion, but redundancy in gameplay and unreliable controls pull focus away from its inner artistic beauty. Heavy Rain even with its flaws is a truly unique gaming experience, one that will invariably continue to draw me back in.

Friday, February 19, 2010

Super Street Fighter III... IV

Following the fan-favorite yet critical failure of the Street Fighter III series, the gods of Capcom took nearly 10 years to contemplate what went wrong with one of their flagship series. The result of this extensive period of meditation, (which I imagine involved countless Dragon Punches under a waterfall) was Street Fighter IV, a rebalanced, reimagined game utilizing the engine from the SFIII series. As a street fighter fan, SFIV is fighting game perfection; every character is playable and balanced in their own right with an array of difficulties depending on the player's preferred character.

Excluding Ryu, Ken and later Chun-Li and Gouki the original fighters of the franchise felt the sting of neglect among an entire roster of fresh-faced fighters during the SFIII series. Fans of the original cast, (myself being one such fan) couldn't conceive of a Street Fighter game without a more full selection of series staples, but were compelled to enjoy the charm of the flavorful new cast, beautifully updated character models and levels, and new fighting system. For the following installment Capcom decided to forgo rebalancing the cast of SF3 rookies in favor of reviving the tried and true roster of the original cast, with some new characters and fan favorites mixed in. However the gods of Capcom decided this wasn't enough, proclaiming: "the fans have been loyal to us so we'll give them more of what they want!" And how.

Until recently SFIII fans felt neglect similar to mine with the exclusion of the entire SFIII cast in SFIV. It may have taken a year to come around but if SFIV has taught us anything, it's that Capcom doesn't neglect its fans. The final three fighters for the second SFIV installment were announced to be Makoto, Dudley and Ibuki in addition to the already hefty bonus roster. Although the new video only showcases a precious few seconds of each returning SFIII character, their fighting styles appear to be mostly unchanged and only given minor tweaks to accommodate the new SFIV fighting systems.

As a late bloomer and untalented member of the Street Fighter III fanbase, within the few moments of this new video my apetite for Street Fighter has been reignited like pouring napalm over a match. Suddenly the wait until April 27th seems like an eternity.