Friday, 21 September 2012
Mass Effect 3 Extended Cut: Rage
I'm sorry Bioware, NO! NO, NO, NO! Having only purchased Mass Effect 3 recently I'm a bit behind the times; as such however, I'd already heard the phenomenally bad press it's finale had attracted. So I'm not here to bash on the bear bones, kick in my crotch embarrassment that is the original game. But the fix job Bioware released to patch the problem. The problem being of course that different coloured lights and three shitty choices do not an ending make. You see I've looked around and there are mixed opinions on the DLC, some hate it, others like it and some are just happy that an extended cut exists. That their beloved universe will not have to suffer the shame of attending the sci-fi franchise annual wine tasting with such failure tucked between it's deflated butt cheeks. And interestingly enough, it is with these people that I have the biggest beef. With whom I would like to engage in some friendly cajoling before I introduced them to the pointy end of my omni tool. Why you ask? Why humble reviewer, are you in such an uncontrollable rage? Because you don't pat a dog on the head for crapping outside after it's already shat on the carpet, that's why!
Don't get me wrong, it's commendable that having whored themselves out to the dark forces of EA that Bioware could comprehend the idea of consumer dissatisfaction, but it doesn't make up for the original failure. It just knocks a few years off the sentence and I'll be damned if they get to come out of this with an unsullied rectum. Sure, they've made the endings longer and filled in some rather large plot holes: like how did your team make it to the Normandy and why do the Mass Relays explode in every ending sequence? But it doesn't change the fact that the conclusion, the original upon which these fixes were based, plain sucked. I mean, wow, in pretty much every option you are given, minus the bonus were Shepherd can survive, you have to kill your character. Whether you destroy, control or merge with the Reapers you pretty much kick the proverbial bucket. And all I can ask is, why? Why Bioware are you so intent on forcing us to die? Do you hate us that much? Do you feel that your writing staff is so shoddy they can only make something dramatic by killing a character many have invested three games worth of effort into? It makes no sense; why can't there be a happy ending; why can't we CHOOSE to live? As this is a video game that, despite ignoring it's previous incarnations when it suited, champions the player as master of his/her own destiny. And don't even get me started on the Galactic Readiness scale, which again fails to have any effect on the outcome of the game even though it was its entire sodding focus. I mean, these are the people you want to thank for the extended cut? A company who barely seemed to understand what was happening in their own franchise?
I am raging, I appreciate that, but I think Bioware's slap job is beyond the realms of acceptable behaviour. Releasing an incomplete product and then fixing it is, well, just plain dickish. If anything they should have received a curt "good" from the fan base as the extended cut was humbly handed over and been sent to sit in the corner and think about what they'd done. As even with the DLC I still felt that the entire synthetic-organic paradigm was as weak as they came, as such issues were not central to the saga. They played their part, especially with the Geth and Quarrian story line, but it feels tacked on in the end. Like the writers couldn't be bothered and instead through out the old, Order vs Chaos bit. It seemed overly contrived, how the Reapers had to trim the galactic hedge every 50,000 years to avoid some vague synthetic rebellion and ultimate organic extermination. If anything by uniting the Geth and the Quarrians this entire theory falls to pieces faster than your average Kevin Sorbo series.
Anyway I am beginning to drift a tad here, so lets round up. Bioware did bad. Bad Bioware! Don't do that anymore! Then again with Dragon Age 3 on the way maybe I'll be back again this time next year, only a lot drunker and still trying to figure out what a Turian/Human baby would look like. I love you Garrus, too bad Bioware said we couldn't be together. If only there was a way for a computer geek, playing a female character and romancing an alien bird man could make it work in this crazy universe, but I don't see it happening anytime soon.
P.S - Yes the child ending is ridiculous, stilted and completely out of touch with the franchise, but I think that's been pretty well covered already. I'm all out of rage people.
Control Ending
http://www.youtube.com/watch?v=jhVhBz4ANj4
Synthesis Ending
http://www.youtube.com/watch?v=nCU3kl1vfiw
Destroy Ending
http://www.youtube.com/watch?v=KWhlU5xM2E0&feature=relmfu
Saturday, 1 September 2012
In Memoriam: Tali'Zorah, a Footnote in Video Game Storytelling
I've never been the biggest fan of moral choice systems. As a rule I avoid their annual parade, social mixer and jiggly ball tournament in favour of a whiskey on the rocks and some manly air guitar. The problem I've always found is that no matter how hard a studio tries, they invariably end up making a parody version of actual morality. A cut and dry set up where decisions are this or that with no in between. Because in between would be boring I suppose, who wants realism in their games anyway? Being a champion of evil or good is the best that you can hope for. Due to this, the only way to retain my interest is through good, solid storytelling. By making the decisions I make seem tangible. As while I can control only the extremes of my virtual soul, maybe I can make more of an impact in the virtual world. Maybe, just maybe I'll matter and at the same time make me question my decisions, bypassing the messy moral game system and communicating directly with my own grey matter. Now, having played many an RPG, from SWTOR 2 to Dragon Age: Origins, I have learned not to expect such dramatic self determination. If I kill I'm bad, if I find away out of the situation without killing, I'm good. Ring a bell?
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Tali'Zorah |
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My allies, for the greater good! |
Wednesday, 1 August 2012
Transformers: War for Cybertron, Restoring My Faith in Computer Generated Violence
I have to say that lately I've found myself in a bit of a funk when it comes to shooters. It's almost like the romance has gone from the relationship, the love that we once felt for one another turning stale. Gone is the whimsy of the 90's and early 2000's, with their Quakes and their Red Factions, their Dooms and unending streams of World War 2 imitators. Remember when dogs could drive back in the original Medal of Honour? Now that was gaming. Sadly however, we now live in an age of Kane and Lynch, Gears of War and loathe most of all, Call of Duty. Don't get me wrong, these are all very popular franchises but between the cover mechanics and blatant money grabbing it's hard to feel anything but disappointed in the games industry. They're the abusive spouse, putting us down and taking our money, while we continue to love them despite the misgivings in our gut. So when I picked up Transformers: War for Cybertron at the poultry price of £3.75, I can't say I was expecting all that much. Michael Bay had seen to that. But now it's ten hours of play later and I have to say, well done Half Moon Studios.
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Megatron, "Death to the Autobots!" |
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Cybertronian Optimus |
The game is divided along the faction lines, with half the game dedicated to the Decepticons and the other, the Autobots. This may seem a little off putting, that to play the story in order you have to go through one campaign first, but with the option to choose which you play and the story being fairly straightforward nothing is really lost, there are no spoilers to ruin the ride. Simply put, Megatron wants a weapon, he gets the weapon and then you have to fight Megatron to stop him destroying Cybertron with the weapon. Arguably the most succinct synopsis of a game ever written. Just the simple nature of the story is a breath of fresh air, with no ham handed attempts at drama making their way into the script and stealing focus from the action.
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Do you like my gun? I vandalised it myself. |
So to conclude, Transformers: War for Cybertron satisfies an itch for no holds barred, shooty fun. It doesn't demand a great deal in return, just a steady trigger finger and an appreciation for robot on robot violence. The fact that it fills in some gaps in the Transformers law is a gift to fans of the series, but it doesn't require any foreknowledge on the players part to enjoy. The camp, over the top bad guys and overpowered weapons see to that. It is, therefore, everything it says on the tin and well worth a look, if only to escape the repetitiveness of modern shooters and their equally meaningless characterisations. Autobots, roll out!
Tuesday, 10 July 2012
Falling Skies, Failing Sci-Fi
I'm an avid believer in giving T.V shows second chances. It's not that I'm particularly charitable, I just don't like the idea of missing something good based on a less than stellar opening. I did it with Ashes to Ashes, I did it with Torchwood and I even did it with Battlestar Galactica. Sometimes being persistent can really pay off, with Commander Adama now ranking as one of my all time favourite T.V characters. But right from the start I've felt that there is something off about Falling Skies, that it's entire tone is just plain wrong. The answer to this, I thought, lay in a weak setup at the beginning of the series and the truly dire trumpet wailing soundtrack. A bike arrives, the trumpets wail. A main character is in peril, the trumpets wail. An alien moons Noah Wyle and still, the sodding trumpets wail! It completely flattens any sense of drama the show has, never letting it take off. Music is meant to convey to us what is happening on the screen, it foreshadows, it enunciates. So if you carpet bomb an entire episode with the same desultory tunes, you're either suggesting everything is equally important, or as it actually seems, that everything is as pointless as that which preceded it. Either Spielberg really thinks he's that good, in which case he can kiss my E.T hating ass, or he really has lost his marbles. Maybe one of those stallions from War Horse gave him a sharp kick in the head, as god knows he needs a good excuse at this point? Who knows, maybe he doesn't even watch the damn thing, just rubberstamps it with his prestigious ego.
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Aliens have the best killer robots. |
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Connor Jessup, actor extraordinaire. |
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(Sigh) Bring it back. |
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Meet the Big Bad. |
So we'll see where Falling Skies goes from here. The big problem in my opinion is that the producers won't realise their series is an interesting idea marred by pretty much everything they've done so far. I think attaching Spielberg to the project was a bad move, it's not his kind of deal. This is an ACTION sci-fi show and he simply doesn't have the chops to deliver kick ass fight scenes and an entertaining story line. Instead we end up with this muddled mess, a bit of shooting and a yawn worthy plot. Who knows, maybe it'll get better? But I'd be willing to gamble everything I own that Falling Skies won't be sitting on my shelf in a years time rubbing shoulders with my Galactica box set, I can tell you that much.
Thursday, 7 June 2012
In Midnight Clad - Void Stalker
We all love anti heroes. It's hard to resist them. They're usually cooler, deadlier and downright more badass than your regular, run of the mill hero and have the odd ability to make us all feel a little edgier. Like that's what we'd be in the face of adversity. James Bourne wielding a pistol like a composite marksman, Riddick as he cleaves his way through yet another unjust bounty hunter (while selectively forgetting why he's being hunted). It all evokes a certain rebellious streak, that although we'd probably not be evil in such a situation, it doesn't mean we couldn't indulge our nastier sides from time to time. It is in this vein that Mr Bowden operates, as he has throughout his Nightlords novels, to bring us a selection of relatable, psychotic Traitor Astartes in Void Stalker.
I think something I've always enjoyed the most about Talos and his company of murderers, psychopaths and general degenerates is the way in which Bowden uses them to play with his readers sympathies. For each moment you see them briefly as less than monsters, when they perform an action that could be described as honourable, it is later stripped away by their depravity and boundless cruelty. It really pushes the envelope of the anti hero archetype, so much so that you are left with a series of horrors punctuated by a moments decency. Bowden makes sure you remember these guys are traitors, there is torture galore here, and yet when they go toe to toe with the Emperor's finest of the Genesis Chapter, boy do you want to see them kill those smug Imperium bastards. It's almost like watching Bowden's three dimensional characters cutting down the less developed creations of the Black Library, and it's exceptionally satisfying.
It's important to consider Void Stalker as part of a larger story, a conclusion to the previous novels of Soul Hunter and Blood Reaver. Does it fulfill what is promised? Is it an epic conclusion? To both of these questions I can answer with a resounding, yes. That isn't to say that the book is perfect, but that it successfully ends the series without dropping at the final hurdle, ala Spider Man. You may have noted that all the examples here so far have been movies, something I felt important to emphasise. Bowden writes in a way that could be easily translated to the big screen, enjoying a far better plethora of action moments, dramatic faceoffs and character developments than was displayed in the near woeful Ultramarines film. Interestingly, the Genesis Chapter is a progenitor of the Ultramarines, so perhaps Void Stalker aided me in working through some deep seated issues?
The story once again revolves around Talos, or the Prophet as he is known and the battle not only with the Imperium, but his brothers and himself. He reaches the climax of his introspection in Void Stalker, his realisations about his Legion and the universe around him. This is intermixed seamlessly with flashbacks to the fall of the Nightlords' last great fortress on the planet of Tsagualsa, to the Progenitors of the hated Ultramarines. Action, character deaths and murderess brutality run throughout the story, with a number of gory scenes bringing home the depravity that even Talos, the main protagonist after all, engages in with relish. It's all quite disturbing for as already discussed, these guys are not your quintessential heroes. While you can understand them you can never really support them. Only enjoy the ride. I have to admit, in the final confrontation I enjoyed each kill inflicted on the Nightlords, while simultaneously egging them on to see their reactions, their insane bravery. They are one hell of a contradiction and a testament to Bowden's ability to weave such an intricate web. Balancing the Nightlords' demented psyche with a great story, while not travelling into the realms of silliness and camp, bad guy overkill. Just thinking about such complications makes me want to peel the skin from some innocent bystander and wear it as a cape. You think I'm sick? You ain't seen nothing yet.
So to conclude, Mr Bowden has executed a fine ending to a top notch series. Sporting Astartes one can relate too, action scenes which are as bloody as they are exciting and a twist ending you don't expect, Void Stalker is the pinnacle of Space Marine writing. What makes this truly remarkable is the fact that the novel focuses on a traitor legion, something you would have thought would make the process more difficult. But as Bowden showed in the absorbing and near irresistible First Heretic he genuinely seems to understand the minds of the fallen, putting him on top of the Black Library pile for me. For many can write a great action scene, but few could truly express what it means to walk in Midnight Clad. I'll be doubtless reading this series for many years to come, and so should you.
Thursday, 17 May 2012
Godhood, Sure Ain't All It's Cracked Up To Be
Remember how when you were a kid you'd smush ants by the dozen, pull the wings off flies and generally demonstrate sociopath like tendencies which disturbed your parents no end? Well, thankfully the game industry sure does, providing us with a never ending stream of fantastical ways to kill, maim and otherwise destroy our way across a plethora of worlds, time periods and fantastical settings. And arguably the greatest genre for those daemons of the insect world is the RTS, where one can literally play god. Bringing entire continents to heel, raising cities and courting the death of thousands at a whim they really allow us to play with our inner despot. You'll never find Democracy: The Game sitting on your shelf, I can tell you that much (I have recently learned there is a game called Democracy, I stand chastened). Now, Black and White sought to open up the idea of simple god hood, of good and evil. It was all very moral and didn't reward the player all that well if he or she were more devilishly inclined. In Black and White Two the record has been set straight, you can be evil yet still build a beautiful city or be good and indulge in a little murder and pillage. It is an extremely well designed piece of software. That does not mean however, that it is a good game.
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Point and click, damn being a soldier is easy. |
I was going to come up with a long winded and exceptional metaphor to fully help you comprehend how bad they are, but then I thought plain English did the job better. From lacking a drag selection function to having no upgrade system the entire set up feels flawed. If anything it feels like an RTS's for dummies. This is justified by your being a god, not a general on the battlefield like say, in Medieval Total War. Instead it just comes across as amateurish, the hefty number of units you can command becoming a burden as you have to select them one at a time. There is just too much micro management with too few controls to do the job. This is then compounded by an inferior AI that behaves in a manner one would expect from the original Age of Empires, for when a city or town is defended by a god a couple of units and a catapult really ain't going to cut it. There is no feeling that you can lose so the game lacks any sense of gravitas. It puts paid to the grand ideal of god hood by making it into a chore that has to be done, not a desperate struggle for ascension.
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Impressive? Imagine building dozens. I was a weary god by the end of it all. |
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So pretty, but not much else besides. |
So to conclude, Black and White 2 is not a seminal moment in gaming history. It's too casual and lacks true depth, for while it may entertain on a basic, pick up and play level, it doesn't immerse one in what it is to be a god. At the most it's an RTS with a few gimmicks. I will admit that the moral system is effectively developed, however the game mechanics, the two facets of war or awe don't mesh as well as they should. You can't play this game as a do-gooder because it becomes plain dull, while the combat mechanics are none existent. There's no strategy other than who has more men, materials, or in the players case, godly abilities. Excellent for defence, but poor at range. You can't even aim properly, something I find wholly unforgivable. So if you'd like a casual outing as a micro managing deity with all the abilities of a city foreman, be my guest. Otherwise chuck it in a draw and play a proper RTS, as this sure ain't it.
Monday, 7 May 2012
Avengers Assemble! Quickly Now, No Dallying!
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"Oh Great One, I have sinned against you!" |
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Prepare for snarkiness. |
There is one area in which the film seems to lag, although maybe necessarily, and that's in the story department. It draws heavily from the previous Thor outing and as such is a little confusing at the beginning, as we are bombarded with objects and places such as the Tesseract, Asgard, S.H.I.E.L.D and Loki. In fairness this all comes together pretty quickly, but it is a little off putting if you don't know the previous back story. It's all basic stuff when we get a little further in, Loki is leading an army of extremely angry aliens to conquer the earth and it's up to the Avengers to stop him. It ain't a head scratcher, but as I mentioned, perhaps there was no choice. With so many characters vying for development and screen time it was probably for the best that the story was kept to it's bear bones. The film would have ended up feeling slightly overloaded, instead dragging rather than entertaining us through it's two hours thirty of a runtime. Maybe we'll see something a little more intricate in the next installment, assuming that the many millions it has made already warrant a sequel.
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Mark Ruffalo has left the building. |
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Didn't give me goosebumps, good enough though. |
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