Showing posts with label videogames. Show all posts
Showing posts with label videogames. Show all posts

Monday, December 7, 2015

Zrbo Reviews: Halo 5: Guardians (343 Industries, 2015)

It's been three years since Halo 4, the first Halo game not made by Halo creators Bungie. Handled now by Microsoft's internal game studio 343 Industries, Halo 5: Guardians is the debut Halo game for Microsoft's Xbox One game console. Considering the Halo franchise is the standard bearer for the Xbox brand as a whole, the game has a lot to prove.

Last time we were here when Halo 4 debuted it was the beginning of a new era for Halo. Halo 4 was the start of a new trilogy, helmed by a company that wasn't its creator (sound similar to another space opera soon to debut?). Halo 4 mainly succeeded by actually making an attempt to humanize its characters. Series hero Master Chief was finally given some actual thoughts and feelings and was left reeling at the end of Halo 4 (SPOILERS!) with the death of longtime AI companion Cortana.

Originally Cortana was a way for the game to allow for some dialogue in a game otherwise viewed from the perspective of a near mute cyborg. In contrast to Master Chief's gruffness, Cortana was plucky, chatty, and yes, attractive to the eyes. Halo 3 started hinting that perhaps there was something more to this relationship between a half-human cyborg and his AI companion. Halo 4 nearly gave us a love story, with Cortana sacrificing herself at the end in what amounted to a poignant scene of loss, or at least as poignant as you can get for a first person game primarily involving the shooting of aliens. Halo 4 was generally well received.
Who do you believe? Locke or Chief? Eh, it doesn't matter anyway.

In the build up to Halo 5: Guardians the marketing hinted at a story of the Chief going rogue. This seed began in Halo 4 with the Chief at one point defying orders. Presenting Chief as going rogue looked to put a fresh spin on the series. The marketing introduced a new character, Agent Locke, presenting a contrast to the Chief by hinting that there were going to be two sides to this story and that perhaps Chief wasn't as innocent as we thought he was. This was a great setup, basically causing us to question the hero we've always rooted for. What did Chief do to lose the trust of his bosses, and more importantly, the trust of the people who saw him as a hero?

Unfortunately, 343 Industries seems to have wasted this potential. The marketing was fairly misleading (IGN posted an article saying that the marketing outright lied to you). While Chief does defy orders during the course of the game, you could hardly say what he does constitutes as "going rogue". There's a lot of setup with very little payoff. Not only that, but 343 Industries went back to the well by delivering a campaign similar to Halo 2's, where the game was split between playing as two different characters. Here it's Master Chief and Spartan Locke. One of the gripes here is that the majority of the game you play as Locke while there's only a handful of levels where you play as the Chief. There's also a few levels that attempt to do something new where there's no actual gunplay, but just you walking around investigating and talking to people. While these levels are not unwelcome, on further playthroughs these levels can be completed in about 30 seconds. Considering we get to play so little as series star Master Chief, I wonder if the resources spent on these combat-less levels would have been better spent giving us at least one more level playing as the Chief.

The story's not terrible but it's incredibly easy to see where it's going by the end of the second level, and it never really deviates from that easy to spot trajectory. All in all, after the setup of Halo 4 it seems a lot of potential was squandered here, and that's what makes the story somewhat disappointing.

Multiplayer is where the fun is really at.

That all being said, the game nearly redeems itself by giving us arguably the best Halo gameplay we've ever had. If you want to play Halo online against other people, and this is where 98% of player's time is going to be spent anyways, Halo 5 can't be beat.

Halo 4's multiplayer gameplay missed the mark by chasing the tail of the Call of Duty series. Since Call of Duty 4's debut in 2007 (just months after the release of Halo 3, arguably the high point of the Halo series) the CoD formula has come to dominate mulitplayer online first person shooters. Halo 4 caved in to the CoD formula by providing loadouts, basically allowing players to choose their starting weapons and other various powers. While I could see how it seemed like a good idea at the time, in the end it just didn't quite work, with players leaving Halo 4 multiplayer behind faster than they've left previous Halo games.

Halo 5 rectifies this by going back to what made Halo fun. Gone are the Call of Duty style loadouts and perks. Now everyone begins with even starts - same weapons, same abilities, making it the game of skill that earned the series its fans. This is classic Halo, but 343 Industries has updated the Halo formula and brought it into the modern age. The weapons feels fantastic, and each feels unique.

A trend in recent first person shooters has been providing new movement options and new ways to get around the battlefield. Halo 5 follows this trend by adding the clamber mechanic. It essentially means you can climb over things, or grab onto ledges and pull yourself up. I've found that this mechanic works wonderfully, adding whole new ways to traverse maps and provides for new tactical options. Once I got the hang of it I could traverse maps like a master gymnast. This, combined with a few other new moves, such as sprinting, shoulder-charging, and the difficult-to-pull-off-yet-incredibly-satisfying-when-you-do ground pound maneuver, gives the classic Halo gameplay a much needed overhaul.

There's a few nitpicks I have. The new Warzone gametype, a mode that combines fighting other players as well as computer controlled enemies, can be a welcome change from the usual game modes but I've found that with the addition of more players on the battlefield (12v12, the largest a Halo game has ever had) things become a little too chaotic. I find Warzone fine as an occasional diversion, but not something I'm itching to play over and over.

The other nitpick is with the graphics, or maybe really it's the art direction. The graphics look pretty good for an Xbox One game, but maybe not as good as I would have hoped. Also, 343 Industries continues to over-complicate the armor you can choose for your character. Everything is overwrought and busy, nothing looks simple and clean. And worst of all, the armor all looks very plasticky. I've yet to find a piece of armor for my character (and you can collect literally hundreds) that looks good. If only they'd have gone back to Halo: Reach and followed how Bungie did the armor designs for that game.

Overall, what Halo 5: Guardians lacks in story, it more than makes up for it with the multiplayer gameplay. I personally can't get enough of it, with the conclusion of each match giving me that "one more game" feeling.

Zrbo points (campaign): 2.5/5
Zrbo points (multiplayer): 5/5

Friday, June 27, 2014

Metal Gear Solid: Peace Walker (Kojima, 2010)



Metal Gear Solid: Peace Walker is the fifth entry in the storied Metal Gear Solid franchise (and the umpteenth entry in the entire Metal Gear franchise). Whereas the previous entry Metal Gear Solid 4: Guns of the Patriots featured series protagonist Solid Snake as an aging war veteran grappling with his purpose as a soldier in a near future world overrun by private military contractors, MGS: Peace Walker goes back to the past. If you'll recall, Metal Gear Solid 3: Snake Eater took place against the backdrop of the 1960s Cold War between the USA and USSR. In an ambitious piece of storytelling MGS3 told the story not of Solid Snake, but of his father, Naked Snake. MGS3 used the backdrop of the Cold War to tell the story of how Naked Snake would become the series antagonist Big Boss, in a move somewhat similar to how the Star Wars prequels told the story (however poorly) of Anakin becoming Darth Vader. It's just that MGS3 did it much, much better and is widely considered the best entry in the series.

Taking place in 1974, Peace Walker details how Big Boss and his band of mercenaries set out to create their perfect little haven from the world, known in later games as "Outer Heaven". The location for this outing is a unique one in videogames, taking place in the jungles of Costa Rica. Series director and mastermind Hideo Kojima uses this setting as a place to further elaborate on the machinations of the Cold War powers, with the Soviets and Americans vying for control of the Central America region in a bid for geographic supremacy.

The use of Costa Rica isn't just window dressing either. There's a certain character in the game who will go into exhaustive detail of the history of the country, its geography, its inhabitants, its flora and fauna, even why its coffee tastes so good. It's all rather excessive and rather unnecessary, and it doesn't help that the character relating all this info is rather precocious. It's really just another sign of Kojima's typical penchant for excessive detail.

What's also on display here is Kojima's usual blending of the hyper real with the hyper absurd. A perfect example: during the mission briefings a character will go into great detail on the grim implications of Cold War strategies and maneuvers, but while the mission is underway the enemy's state of mind is conveyed using Looney Tunes like "zzz's" hovering over a soldier's head to indicate that he's sleepy. This is such a well known aspect of the MGS series that the "!" mark appearing over an alerted soldier's head and the accompanying sound effect are absolutely iconic among gamers.

This leads to Kojima's unabashedness for breaking the fourth wall. Many modern games try to keep hidden that they are actually games that you're playing, often with tutorial sections given in-game reasons for existing (such as the tutorial stage being a boot camp where the player is being trained). Kojima dispenses with this notion - he wants to remind you that what you are playing is a game. This is quite noticeable in the often diegetic way that characters talk about functions in the game. A character might say something like "Remember Snake, hit the X button to reload your weapon!", with no attempt made to hide this mechanic behind some in-game veil.

Speaking of absurd, this character's name is 'Hot Coldman'

The game structure of Peace Walker is noticeably different than previous franchise entries. The game uses a mission structure where the player can choose which mission to undertake and the order in which to undertake them. I found this to be a refreshing approach to the standard MGS game, and I enjoyed that many of the missions were much shorter than in previous games. The player can even repeat the same mission again and again. This gives the game a stripped down approach, with many of the more advanced tactics of previous entries having been removed. This change in game structure is most likely due to the fact that Peace Walker was initially released as a game for the Playstation Portable, Sony's answer to Nintendo's Game Boy. Peace Walker was made available in the Metal Gear Solid HD Collection on the Playstation 3, where the first three entries in the series, along with Peace Walker, were given the high definition treatment to bring them up to modern graphical standards (this was the version I played).


Overall I greatly enjoyed Peace Walker. The stripped down approach to the gameplay and mission structure kept things feeling fresh, and the plot moved Big Boss's story forward in a big way. The game also makes great use of a comic book-like art style. This was initially seen very briefly back in Metal Gear Solid 2 when pictures of the Illuminati-like "Patriots" were shown in a hand drawn sketch style. In Peace Walker it's been expanded so that nearly all of the cutscenes are done in this style. It looks great.

Hideo Kojima has pretty abandoned the notion that MGS 4 would be the last entry in the franchise, having recently released MGS: Ground Zeroes as a sort of prequel to the upcoming Metal Gear Solid 5: The Phantom Pain, which looks to continue the story of Big Boss and how he ultimately becomes a symbol of evil (watch the trailer here). In a bit of a controversial move, Kojima dumped long time Snake voice actor David Hayter for... Keifer Sutherland. From the previews I've watched, it's just plain weird to hear Sutherland's voice coming out the mouth of Snake, even if  both actors share a similarly gravelly voice. Well, I suppose I better start playing Ground Zeroes, until next time.

Saturday, February 8, 2014

Play it Again, Zrbo: On Pacing

There's many aspects to what can make a videogame great. These can include aspects like solid core mechanics, such as those found in Tetris, or great level design, like in the Super Mario series. One aspect often overlooked is the pacing of a game. A well paced game, one that ratchets up the stakes just right, must balance a rising sense of difficulty with a satisfying level of accomplishment. Many modern games often lean to hard on the latter, patting you on the back for the most mundane of things (which last year's Far Cry 3: Blood Dragon parodied to the extreme during it's tutorial). Games on the other end feel too hard or punishing without the feeling of much gain. But sometimes a game gets it just right, finding that equilibrium between success and tension.

I recently replayed Resident Evil 4 and Portal 2, and I walked away from both games with an admiration of their exquisite pacing.


I've already written before about the opening of Resident Evil 4. Arriving in a remote Spanish village, hero Leon Kennedy must rescue the president's daughter. It couldn't possibly be a stupider premise (to begin with, why would the government send just one man?). But that's beside the point. The game is paced marvelously well.

In my previous post on the game I wrote about the opening level and how not 10 minutes into the game, when the player has just gotten used to the basic mechanics, the game throws a huge angry mob at the player in a nailbiting sequence. While this sequence is most definitely a difficulty spike, it sets the player up for the rest of the game. Once you've gotten past this initial encounter, arguably the game's most difficult, the player feels that they're able to accomplish what's to come. Leon will plow through dozens of zombie-like townsfolk, work his way through an old castle filled with occultist zombified monks, and finally traverse an island military base. The difficulty comes on so smooth you'd think this might be the videogame incarnation of the Alan Parsons Project (though you won't doze off, I can guarantee that much). The frequency with which upgrades are doled out, the increasingly difficult scenarios the player is placed in, and the way the game moves you from one set piece to the next all conspire to make Resident Evil 4 an expertly paced game.


Portal 2, one of my favorite games of 2011, is another game I had the pleasure of replaying recently. It too is paced remarkably well. The zany opening gives way to calm exploration as your character is thrust back into this science-facility-gone-wrong. Time has passed from the first game and mother nature has taken her toll on the facility, with plants and roots having overrun many of the opening puzzle rooms. If you're paying attention you'll even notice that the first few rooms are actually the opening puzzles from the original game. While Portal 2 is much longer than the original, the momentum of the game never lets up as the designers at Valve have made the difficulty curve so smooth that you'll be accomplishing mind-bending puzzles before you know it. The storytelling is also quite good, as over the course of the game you'll come to know the origins of the murderous HAL-like GLaDOS as well as the history of the Aperture Science facility itself. Just like they did with Half Life 2, Valve know how to craft a well paced videogame adventure.

Sunday, September 1, 2013

Play it Again, Zrbo: Metal Gear Solid 4: Guns of the Patriots


You may recall that back in 2009 I wrote a fairly long review of Metal Gear Solid 4: Guns of the Patriots. Recently I played through the game again and after re-reading my review I still have many of the same thoughts. It's still a masterpiece - I would go ahead and call it the most ambitious game ever made - but that doesn't mean it's the best or even most enjoyable game. I'd describe it more as really interesting.

Game director/producer/writer Hideo Kojima is still in desperate need of an editor. I spoke in my review of the outrageously long cinematic cutscenes that the player has the... um.. delight of getting to watch. It's true that part of watching these scenes are what gives the game it's charm, and yes, Kojima at least occasionally gives you something to do during these cinematic sequences (such as being able to view a flashback from a previous MGS game, or being able to take over a video camera), but it doesn't stop them from being occasionally interminable. I realized how quickly I got tired of Drebin, the arms dealer who acts somewhat like the Cheshire Cat (and who looks suspiciously like Wesley Snipes). Each time you defeat one of the game's bosses, Drebin calls up to deliver some overly long monologue on how the boss got the way she was and what she represented. Each story is overly detailed and long winded. They're a total bore and the explanations are frankly, just kind of silly. Here's one if you really feel like watching.

Drebin's back... sigh

Kojima's tendency for overly long and unnecessary explanations was most notable to me during the final movie-length cinematic that follows after you beat the game. For the entire game your character, Solid Snake, has been trying to figure out what the villain's big plan is. It's a completely over-complicated, overwrought mess that I won't go into here. By the end Snake's figured it all out, you watch about a full hour long cinematic that includes all the various characters, with each character given plenty of time to have their piece and say goodbye and then the credits finally appear to roll... Then the game drops a surprise by cutting to yet another cinematic, and brings back a character who at this point should be completely, irrevocably dead, who then proceeds to explain to you yet a whole other very different explanation of the events that just transpired during the game. My mind was so fatigued with explanations by that point that I barely followed anything this character was saying, I just wanted the game to be over. Someone has uploaded the entire shebang to Youtube, which you can watch here (skip to minute 57 to get to the fake credits).

I think part of the problem here lies with the fact that for all intents and purposes, Metal Gear Solid 4 was supposed to be the grand finale to the series, and since Kojima didn't plan on coming back to these characters, he wanted to make sure that each one of them got to say something and that anything that needed to be said was said.

And, inevitably, for whatever reason (money? fame? boredom?) Kojima has now gone ahead and announced Metal Gear Solid 5. Of interest is that instead of keeping long time voice actor David Hayter as the voice of Snake, Kojima has brought on board Keifer Sutherlund as the new voice. Now, Kojima is notorious with playing mind games with his fan base (MGS 2 is basically just one big mind fuck), and I know myself and a few others believe that this is essentially all a long con and that David Hayter will be there in some form or another.

So that's it. Metal Gear Solid 4 is an extraordinary game. The cutting edge graphics have been surpassed by this point, it's funny how they actually look a little dated to me now. The soundtrack is still phenomenal, but I went through that in my original review. I'll leave you with the opening cinematic of the game, with Snake's now infamous monologue (at least among gamers) on how war has changed, set to the beautiful "Love Theme":

Wednesday, July 10, 2013

Play It Again, Zrbo: Half Life 2


There's very few other games I would want to kick off this new series with other than Half Life 2. The game is not only widely considered one of the greatest games of the past decade, it's absolutely a contender for the best first person shooter of all time. I recently picked it up again after playing through other, lesser shooters (Bioshock Infinite *cough*) because I was yearning for a well constructed game. It did not disappoint.

Playing through Half Life 2 again I was reminded of just how much game-makers Valve got things just right. Nearly every single aspect of the game is top notch. The graphics, while far from cutting edge, are more than serviceable and hold up well for a nearly nine year old game. The level design and pacing couldn't be much better (though the final quarter drags just ever so slightly), and the character development, in a game in which the main protagonist is completely silent, is extremely well done. This playthrough I was especially impressed with the quality of the voice acting, something even most AAA titles don't get right.

If you'll recall from my old post on the opening of Half Life 2, the game finds you once again in the shoes of MIT physicist Gordon Freeman. Just like in the original Half Life, the game takes place entirely in the first person perspective, never cutting to a cinematic or pulling control away from the player. While the concept of the silent protagonist has become a conceit in modern gaming, supposedly making the player feel more "immersed" in the game world, Valve not only nails it here, but essentially sets the bar, something no other first person shooter I've played has yet to surpass.

As I mentioned, I was really taken away with the voice acting this time around. Everybody just nails it, from the suited G-Man in his completely bizarre stilted intonation (reminding me a bit of the backwards talking segments from Twin Peaks), to Doctor Kleiner's bumbling scientist in a lab coat. But I was especially impressed this go around with two voices in particular.

Dr. Breen welcomes you to City 17

The first is the voice of the main antagonist, Dr. Breen. Looking somewhat like Dennis Hopper in a turtleneck, Breen delivers several monologues throughout the game that are just delivered brilliantly. A Pétain-like figure urging you to sympathize with the occupying Combine, Dr. Breen can be heard several times throughout the game speaking on all sorts of matters. Upon arriving in the dystopic City 17, the player is greeted with a message from Dr. Breen welcoming them to the city. I love the ever so slight weariness to his words, as if you can tell that deep inside he wishes it didn't have to be this way either. Listen to the opening speech here (the first 45 seconds or so, though I urge you to stick around and listen to the second speech as well, which begins immediately after). He pulls it off perfectly, and I especially love that little pause he often gives before referring to the alien Combine as "our benefactors". Later on in the game, in an increasingly agitated set of speeches (beginning at 5:03), he chastises the Combine forces for being unable to capture Gordon Freeman. You can just hear the exasperated frustration in his voice as he refers to Freeman as "an ordinary man". Kudos to the late Robert Culp for such a terrific performance.

The other great voice is that of Ellen McLain. Known better as the voice of the HAL-like GlaDOS from the Portal games (and as a voice in the new Pacific Rim film), McLain voices what's generally referred to as the Overwatch Voice. A female voice heard over the radio of the masked "Civil Protection" units that Gordon Freeman regularly encounters, the Overwatch Voice is this eerie police radio dispatch voice mixed with words that describe human activities as if they were viral outbreaks, all delivered in a disjointed, completely flat, clinical tone. The Half Life wiki describes it as "medically-inspired Newspeak to describe resistance activity in the context of a bacterial infection and treatment". The Wiki also says the voice is inspired from various films such as an announcer in the film version of 1984 and Farenheit 451. Whatever the influence, it's really well done, you can listen to clips here.

The infamous bridge crossing

The game as a whole has a great sense of pacing and place. Short physics-based puzzles are often placed between enemy encounters, lending a sense of relief while giving the player something to do. Then there's all the great locations the game takes you to. Any of these places will be instantly recognizable to anyone who's played the game: the red barn, the horror-tinged Ravenholm, the bridge crossing (possibly my favorite sequence in the entire game), the invasion of Nova Prospekt on the beach during sunset, the interior of the Citadel. And those areas further highlight the brilliant structure of the entire game itself. For about two thirds of the game you are fleeing the Combine, trying to put distance between you and your pursuers, and then without ever drawing attention to it, you find yourself  invading them. It's really well done. I do have to say however that near the end when you're fighting through the streets of City 17 that I found the game to drag ever so slightly and was relieved when I finally made it to those Citadel walls.

Half Life 2 continues on in episodes 1 and 2, an attempt at "episodic gaming" that didn't quite work out as Valve planned. Both episodes continue the strong level design and character development, and the ending of episode 2 is so sudden and shocking that it leaves the player somewhat dazed (and terribly sad), but to this date we're still awaiting the resolution in a fabled Half Life 3 (which Valve won't acknowledge it's something they're even working on). We've had our Star Wars and our Empire Strikes Back, now we need the resolution.

Half Life 2 is a great game. It's definitely smart, well-paced, and has characters that you really care about. I would even recommend it those who aren't normally drawn to gaming. Now just give us Half Life 3, Valve... please??

Tuesday, July 9, 2013

Just One More Time, Play It Again, Zrbo

Welcome to my new series. When playing videogames I often play through a game the first time to experience the game and get a feel for its mechanics. Sometime later, usually about a year or so, I like to go back to that game and play through it again. Just like with films, I find that often you can get more out of a game the second time through. You notice the foreshadowing, you see the hints, you admire the characters and story just a little more. You may notice some detail or utilize a game mechanic that you didn't get a chance to the first time around. I find that the second playthrough is important in solidifying an opinion.

In Play It Again, Zrbo I'll be doing just that. Playing a game a second (or even third or more) time, seeing if it holds up, and if I admire it any more or less. So put on a white jacket and bow tie, light a cigar, and join me as I play it again.

Saturday, May 18, 2013

Zrbo Reviews: BioShock Infinite (Levine, 2013)


Let's get it out of the way up front: BioShock Infinite is a flawed masterpiece. Arriving with enormous hype, the game was meant to be creative director Ken Levine's crowning achievement. Expanding and iterating on 2007's BioShock, BioShock Infinite was destined to tell a grand story. Set in 1912, Infinite promised to explore everything from American Exceptionalism to turn of the century Christian revivalism. Where BioShock showed the disaster in Ayn Rand Objectivism, Infinite promised it would have something to say about America's past. Booting up the game for the first time I was excited to see how these themes would play out, to see how Levine would use the BioShock template to explore issues rarely addressed in gaming. Instead I found a game that utilizes those issues as little more than window dressing, delivering serviceable game at best. At least he bothered to include an absolutely amazing ending.

Set in an alternate universe version of 1912, you play as Booker DeWitt. Deep in some gambling debts, he's enlisted to go to the flying city of Columbia to retrieve a certain girl. "Bring us the girl, and wipe away the debt" you are told over and over again.

Arriving in the secessionist flying city of Columbia, the player is treated to an idealized version of turn of the century American life. Columbia is obsessed with America to the extreme, with the founding fathers seen as saints, and George Washington as the second coming of Christ. The entire city is the plan of self proclaimed prophet Zachary Comstock. As you explore the city, and eventually find the girl, you come to witness that all is not as bright and cheerful as first appears. There's dark undercurrents to this white-washed version of America.


But back to the girl. Her name is Elizabeth, and curiously she's kept apart from the rest of the citizens of Columbia, locked in a tower. Ken Levine spent years developing her character, and Courtnee Draper gives a great performance. At times Elizabeth veers dangerously close to becoming a Disney Princess, but I'll at least give it to Levine that she never quite crosses that line. However, I feel there's a lot more they could have done with her. Though we get to know her fairly well, there's times where I just wanted Booker to ask her some basic questions, like, what are your feelings about being a locked in a tower for your entire life? Elizabeth is also gifted with a strange power, able to open rifts in space-time, often resulting in glimpses of a strange future, one where movie theaters are showing something called Revenge of the Jedi and where automobiles drive around playing strangely familiar music.

After finding Elizabeth most of the rest of the game involves Booker and her trying to escape Columbia. While the opening of the game is spectacular as you are introduced to this idealized America floating in the sky, the middle of the game suffers. Basically you end up running around Columbia, running into various characters and struggles, but all in all not much really seems to happen. All of these amazing ideas are right there for exploration, from America's treatment of Native Americans, to slavery, to Reconstruction, to religious zealotry... and the game does very little with it all. To tell the truth I was fairly bored. The entire middle 50% of the game almost feels like filler. It's not until about three quarters of the way through do things pick up again.
Almost a Disney Princess... almost.

But when they do, oh boy do things get interesting. I really don't want to ruin anything here because the ending is wonderfully executed. I didn't quite believe the game reviewers when they said the last 30 minutes were some of the most extraordinary they've experienced in modern gaming, but I will admit that my jaw hit the floor, accompanied by a huge grin on my face when I finally got there. When the credits rolled I had to rush to the Internet to discuss the ending with others. It's like the first time you saw Inception or the Sixth Sense where you leave the theater discussing with others all the different layers of dreams, whether Leo was still in a dream at the end, and wow, so I guess Bruce Willis was ghost the whole time! So at least there was some pretty good payoff at the end, but it was a bit of a slog to get there.

Ken Levine certainly drew upon a slew of popular influences when crafting Infinite. The opening scene at the lighthouse practically screams Close Encounters of the Third Kind, while the floating city of Columbia seems influenced in part by Jules Verne and cloud city from The Empire Strikes Back. Ken Levine has cited 1944's Meet Me in St. Louis as an inspiration, drawing upon it's classic Americana look.

Then there's the more curious influences. Throughout the game the player comes across moments where familiar yet out-of-place for the era songs can be heard, but all done in a very unusual style. Everything from a pipe organ version of Girls Just Want to Have Fun, REM's Shiny Happy People, to Fortunate Son. What makes these musical pieces all the more interesting is that they're not inserted into the game Baz Luhrmann style, unnecessarily crammed into the game to get us to smirk fondly. Instead the reasoning behind their placement is explained through plot and makes surprisingly sense once you understand what's going on. Upon completion of the game one realizes just how much the lyrics speak to the characters and the story. Girls Just Want to Have Fun takes on a tragic meaning, while The Beach Boys' God Only Knows becomes a summation of the entire game. It's actually rather ingenious once you've played through the entire game.



So here we are. What do I think of the game? I'm divided. One of the first pieces I read upon completion was this bit by Daniel Golding and I instantly connected. Where was the nuance, where was the moral dilemma? I'll just let Mr. Golding speak:
In taking the game seriously, I want to be as clear as possible: BioShock Infinite uses racism for no other reason than to make itself seem clever. Worse, it uses racism and real events in an incredibly superficial way—BioShock Infinite seeks not to make any meaningful statement about history or racism or America, but instead seeks to use an aesthetics of ‘racism’ and ‘history’ as a barrier to point to and claim importance. BioShock Infinite presents a veneer of intelligence—with wholly unexplored and mystifying asides to complicated concepts like Manifest Destiny and the New Eden—without ever following through. Without any deeper exploration of these ideas, BioShock Infinite’s use of American history and the Columbian Exposition is illusory, and already puts the lie to the claim that by engaging with these themes, BioShock Infinite is the place to find substance in mainstream videogames.
Over at the A.V. Club's Gameological Society, John Teti points out the false equivalence present in the game's message:
Levine sets up a conflict between American exceptionalism and rabble-rousing populism, but he punts by casting practically every prominent figure in Columbian politics as an irredeemable asshole... The takeaway is that anyone who seeks power is a scoundrel... The intellectual dodge of calling everyone a loser excuses Infinite from having a meaningful political point of view.
It's true, the game, like it's predecessor, promises to show us the danger in following a line of thinking too far, in the original BioShock it was Objectivism, here it's more or less American Exceptionalism, but unlike in that first game, the game leaves the player with nothing to takeaway except "they were all bad people". Levine seems unwilling to take a stand, and the game suffers for it.

However, I just can't get over that ending. It was fairly brilliant, and managed to wipe away most of the bad taste the rest of the game left in my mouth. If The Usual Suspects had been a poorly directed movie but still included the same twist ending, you'd probably think "damn that was a boring movie, but wow, who woulda thunk Kaiser Soze was him??" I was prepared to give the game a fairly low rating, but the ending actually turned me around somewhat. If anything, now that I know the twist, I'd like to play through it again so that I can enjoy all the hints and foreshadowing. Until then, I'll leave you with my score.

4/5 Zrbo points

Saturday, May 4, 2013

The Music of Bioshock Infinite

I recently completed playing Bioshock Infinite, the long awaited successor to 2007's Bioshock, regarded as one of this generation's gaming masterpieces. There's a lot to say about Bioshock Infinite, which I'll get to in a proper review. For now you just need to know that the game takes place in 1912, in the flying city of Columbia.

But everything's not quite what it seems in this turn of the century steampunk wonderland. As you make your way around Columbia you might overhear a little music playing in the background, perhaps in a shop, or coming from someone's record player in their home. If you stop and listen you'll notice there's something familiar about this music. That song playing as you stroll down a Coney Island-like boardwalk... is that? Yes, it is indeed my friend. Let's take a listen perhaps some of the most strangest renditions of songs you assuredly know.

Lou Albano playing the pipe organ?


Tears in the key of Fears?


It ain't me who turned this into a negro spiritual.


Ed Cobb in a skimmer hat?


And perhaps the most impressive...


I'll try to get my review up soon.

Tuesday, April 16, 2013

The Small Games of 2012 (Part 2)

Pardon me, it took a bit longer to get through some of these games than I anticipated. Well, really, that's not entirely true. My gaming life has been taken over by another game recently, but I'll address that one soon enough in a separate post. Here's a link to part one if you wish to go back and take a look. For now let's get back to the other small games of 2012 that I played:

Mark of the Ninja (Klei Entertainment)

Mark of the Ninja is a game of stealth. It borrows heavily from other stealth games while implementing clear visual mechanics to create a remarkably good game. You play the role of a ninja, with the story told through beautifully animated cutscenes. As you traverse through the world on your way to various objectives (sometimes it's to secure an object, other times an assassination) you rely on stealth to get accomplish your goals. What makes the game work so well is that the mechanics are implemented so well. Each patrolling guardsman has a vision cone (just like in the original Metal Gear Solid) so you know exactly how far he can see, each footstep you take emits a ring of sound so you know exactly how loud you are, and each light shows you exactly whether you are able to be seen or if you are tucked safely in the shadows. The game gives you a whole arsenal of weapons and tricks that encourages multiple playthroughs. Want to get through without ever being detected? Utilize your distraction items. Want to be a ruthless murderer? Sneak up on a guard and slit their throat. Mark of the Ninja is a great little game that gets stealth just right. It's available for PC and Xbox 360.

Skrillex Quest (Jason Oda and Skrillex)

Now here's a game out of left field. Skrillex Quest is a free-to-play browser game that's surprisingly good. Your character, "P1", is on a quest to save the world by removing the glitches. You see, the glitches are there because there's dust on the cartridge. The entire game is a great deconstruction/amalgamation of old videogames. With a great 8-bit aesthetic, the game crams so many references it's difficult to keep track of them all. At one point it's straight up the original Legend of Zelda, at times the original Dragon Warrior, then there's a bit of Goonies II (the semi-sequel to the movie that was only ever a videogame), and even some random 80s movie references (I know I caught some Neverending Story dialogue in there).

Designed by Jason Oda, who also did the amazing parody Perfect Strangers game (also free-to-play in your browser) not too long ago, the game is basically a marketing vehicle for dubstep artist Skrillex's latest album (who makes a cameo in boss form near the end). The game is set to the song "Summit", which is actually pretty good. The game only takes about 15 or so minutes to play through. I highly recommend giving the game a whirl, you can find it here.

Superbrothers: Sword and Sworcery EP (Capybara Games)

Now for something similar yet very different. Superbrothers: Sword and Sworcery EP uses a similar retro 8-bit look to Skrillex Quest, but instead of an action game, gives us an old fashioned point-and-click adventure. I'm divided on this game. I absolutely loved the visuals - and the music, by Jim Guthrie (who the game seems to want to continually remind you did the music), is really well done.

The way the story and dialogue are delivered are fun as well. The game starts out by having an 8-bit cigar smoking man introduce us to the "experience" we are about to undertake, very much in an homage to Half Life's G-Man or the X-Files' cigarrette smoking man. Then we're off on the adventure, with the dialogue delivered in a sort of ironic self-awareness, employing the royal "we" (sample dialog goes like this: "We continued on our epic quest, though we were feeling hella tired"), and with characters named "dogfella" (a dog) and the lumberjack "logfella". My problem with the game is in the puzzles themselves. Maybe I'm just not skilled in point-and-click adventures but I often had to consort a walkthrough in order to get through the game. It's not that the puzzles themselves were necessarily difficult, it's that their presentation was difficult. Occasionally there appeared to be a puzzle when there really wasn't, thus wasting my time needlessly clicking around when there wasn't anything to be found. What it comes down to is that I really just didn't like the "game" aspect of the game. It's a shame too, because the rest of the experience was really good. It's available for PC and most tablets.

FTL: Faster than Light (Subset Games)

FTL: Faster than Light came out last year, but I didn't pick it up until about a month ago. Sometime last year all my favorite game blogs and reviewers started to gush about this game and its addictive properties. I didn't pay it much mind at the time because of the type of game that it is: a roguelike. If you're unfamiliar with roguelikes, Wikipedia describes them as "a sub-genre of role-playing video games, characterized by level randomization, permanent death, and turn-based movement". I'm typically not a fan of roguelikes, I find them too hard and not very satisfying as they're typically based around how long you can survive before dying, and not about any sort of plot or character development. I generally prefer my games to have some sort of story. But I decided to pick up FTL when it went on sale on Steam and I've been hooked since.

The premise is that you're piloting a little spacecraft, trying to navigate through space to reach the end and warn your people about some sort of incoming invasion. Rather than dealing with Star Wars-like dogfight combat you instead are in command of all the various subsystems of your little spacecraft. One of the designers said he was inspired by Star Trek where the captain yells out orders like "man the torpedoes, divert power to the main engine, seal the hull breach!" In FTL you're constantly juggling your resources while trying to survive. Every time you "jump" into a new system you are met with a randomized event. Sometimes it's space pirates, sometimes a friendly merchant, sometimes a ship that needs help, sometimes nothing. The randomness of it all is what makes it fun, though occasionally frustrating. I've had a game end in as little as three minutes, I've also had a game go as long as an hour. FTL: Faster than Light is really a great little game and very worth picking up. It's available on Steam/PC for ten bucks.

The Year of the Indie Game
It feels like there's a shift happening in games right now. There's a surge in small indie games and it seems that people are taking notice. After the recent Game Developer's Conference in San Francisco I read several online journalists remark that they could notice a change at the conference, that the small indie games were being taken more seriously than ever before, and that the gulf between small game developers and big AAA title corporate behemoths was becoming much more noticeable. The quality in small games is quite high, with these games often delivering interesting and creative experiences, while the AAA game industry is pushing out the same old stuff (mainly shooters) and suffering for it (the recent "Tomb Raider" sold over 3 million copies but the company behind it is saying the game was a failure - maybe they need to rethink their priorities). Maybe that's why Sony is specifically courting a lot of indie developers for the new Playstation 4 which should be out later this year. While I still dig playing those big budget AAA titles, there's a lot of good competition being offered up by the small guys. Hopefully I've helped you find some good ones.

Monday, March 25, 2013

Here ye, here ye! Steam Sale is about!

I've been proselytizing these videogames to you, dear readers, for years.  Now you have the chance to get some of these games for dirt cheap. As Steam is want to do, it's currently in the midst of its Indie Spring Sale, with most of the following games 50 to 80 percent off. The sale runs through this Friday, March 29th (a certain Zrbo's birthday).  I won't bother you with any more fuss, here's what's available and a link to my opinion:

To the Moon - $3.99
Terraria - $2.49
Limbo - $3.99
Braid - $3.99

And two games I've played but yet to review:

FTL: Faster than Light - $4.99
Dark Souls (sequel to Demon's Souls, my favorite game of 2009) - $19.99

And as a final note, it was recently announced that Fez, a game I adored, will be coming to Steam/PC sometime in May. Enjoy!

Tuesday, January 29, 2013

The Small Games of 2012 (Part 1)

2012 may not have brought about the apocalypse, but it did produce a slew of excellent small games. So excellent in fact that multiple media outlets have awarded the small games Journey and The Walking Dead game of the year. Journey comes from thatgamecompany, who brought us 2009's Flower. The Walking Dead, based on the comic/TV series, comes from Telltale Games. Unfortunately, I haven't played either (my Playstation 3 broke this summer so I haven't played Journey, and no matter what good words people say about The Walking Dead I'm just not that interested in zombies, even if those zombies are used as a metaphor for the human condition). Instead, I'll discuss here those small games that I did manage to play in 2012.  Ready?

To the Moon (Freebird Games)


To the Moon was a game with a great premise. You play the role of two scientists who have been summoned to a dying man's house. The man has a last wish, he wants to go "to the moon". These scientists have the means that will allow the dying man to accomplish this. Using a fancy machine the scientists are able to enter the dying man's mind and relive his memories, subtly altering them so that the dying man will have the memory of going to the moon. One part Inception, and one part Citizen Kane, the premise and overall idea of To the Moon is brilliant. The game utilizes a retro 16 bit art style, so it looks like an old Final Fantasy game from the 90's. While the gameplay itself isn't very deep- it's basically a point-and-click adventure- the story draws on a lot of emotional strings, from the gentle piano pieces that it uses, to the secrets the two scientists find in the dying man's memories. Even the idea of going "to the moon" may not have meaning it initially appears to.

Unfortunately much of the emotional impact the game is undercut by one of the scientist characters. Nearly every time something poignant happens, he's there to make some sassy or sarcastic comment. It's like watching the end of the movie Titanic with Rose about to say goodbye to Jack forever with the whole theater on the verge of tears when some guy blurts out "Hey buddy why don't you just get on the flotsam with her, ya big dummy!".

I kept thinking that the creators of the game thought up this grand emotional tale but didn't want to be seen as sissies by their guy friends, so they made sure to have a completely annoying and unnecessary character ruin several moments of potentially great emotional impact. Despite this, I guarantee that you will probably find yourself in tears as the final scene plays out.


Fez (Polytron)

I've already discussed my love of Fez and needless to say, I still think it was an absolutely fantastic game. A perfect homage to videogames of the 80's, Fez managed to make me feel like a kid all over again.


Alan Wake's American Nightmare (Remedy Entertainment)

A semi-sequel to 2010's Alan Wake (which I wrote about), this small downloadable title continues the adventure of the titular author who finds himself trapped in his own nightmares. Breaking free of "the dark place" from the first game, Alan Wake- ahem... wakes up in a semi-real bit of Arizona, having surrendered some of his memory in order to do so. The game tasks Alan with recovering those memories in a style reminiscent of Groundhog Day. While it continues with the same style of gameplay as the original, American Nightmare introduces a real nemesis, an alter-ego version of Alan named Mr. Scratch (whose name, in a small bit of brilliance, is never actually pronounced, with only the sound of a scratched record whenever anyone says his name). Mr. Scratch is an excellent foil to Alan, a womanizing douchebag who knows Alan's plans since he essentially is Alan.

Like the original, the game has excellent voice acting. Alan Wake really does come across as a real life horror novelist stuck in his own story. On top of this, the entire game is taking place inside an episode of "Night Springs" (think Twilight Zone) which is sold well by having the game narrated by a Rod Serling soundalike. While the gameplay itself isn't very challenging, the game has just enough flair and humor to recommend it. You can watch the first few minutes here to get a taste of just how self-aware this game is (for example, I love how the episode of Night Springs is "written by Alan Wake").

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That's it for now, as soon as I finish up one last small game I picked up during the holiday Steam sale I'll be back with part 2.

Monday, December 10, 2012

Zrbo Reviews: Halo 4 (343 Industries, 2012)

Reviewing Halo 4 is no easy task. As the first in a new trilogy of an already storied franchise, reviewing Halo 4 is perhaps a good exercise for what critics will face when reviewing the new Star Wars movies when they inevitably arrive. Developer 343 Industries has the weight of a massive franchise to carry, with huge expectations to meet, and they mostly succeed.

It's nearly impossible to review Halo 4 without taking a look at it's reason for being. Franchise creator Bungie has moved on to develop its own new franchise (codenamed Destiny), leaving Microsoft, the owner of the Halo franchise, to find a new developer. Instead of hiring an established development studio Microsoft went ahead and created its own. Enter 343 Industries (named after 343 Guilty Spark, one of my favorite characters of the series). Microsoft was not stupid in doing this: Halo is its multi-million AAA premier franchise, and the folks there knew they had to get everything just right. They made plenty of good decisions. First, they brought on former Bungie member Frank O'Connor as the Franchise Development Director. Frank, or Frankie as he's generally known to the Halo community, has been deeply involved with the integrity of the franchise since Halo 2, the keeper of the never-seen "Halo Bible", ensuring story cohesion and integrity throughout the games. Next Microsoft poached some of the best talent in the game industry, bringing people in who worked on the highly acclaimed Metroid Prime games, former Bungie staffers, and as Halo 4 Executive Director the amazingly named Kiki Wolfkill to helm the project.

Seriously, that really is her name

On top of the burden of assembling a new team, there was the problem of finding a story to tell. At the end of Halo 3 the war had been won; Halo 3: ODST was a nice, moody side story; Halo: Reach was a prequel. Everything was wrapped up nice and tight. Again, going back to the Star Wars analogy, creating a new trilogy in the Halo universe must be what it's like over at Disney right now, trying to come up with a new story while honoring what came before. Luckily for 343 Industries, Bungie left them an out.

I've spoken before about how I thought the end of Halo 3 was a brilliant move. As in many blockbuster trilogies there's the question of what to do with the hero at the end. Do we have him (or her) make the big noble sacrifice, securing freedom and safety for the world through their death, or do we have them overcome the odds and win, coming home to a hero's welcome and living happily ever after? Bungie did neither. Series protagonist Master Chief saves the galaxy but instead of making it home to celebrate with everyone else, he's in a sort of limbo, adrift on a derelict spaceship thousands of light years from nowhere, sleeping in a cryosleep tube, with only his holographic Artificial Intelligence companion Cortana to watch over him. Those who were willing to go all the way and complete Halo 3 on its highest difficulty (or who were lazy and just went to Youtube) were treated to a tease of the derelict ship approaching some sort of planet. And that's exactly where 343i picks up the story.

We're not in Kansas

Halo 4 does two things incredibly well: the core gameplay is nigh perfect, arguably the best it's ever been in the series, and second, for the first time a Halo story has a strong emotional core.

Instead of opening on the adventures of Master Chief, the game begins with an exceptionally executed cinematic. We're treated to a scene of Dr. Halsey, the ethical boundaries pushing scientist who created  the supersoldier 'Spartan' program, of whom Master Chief was one of the first. Halsey is being interrogated by someone unknown. The scene has arguably more depth than anything in the Halo franchise before it. It not only gives us an understanding of who the Spartans are and why they were created, but provides the thematic thread of the story by questioning these soldiers' humanity. Are these Spartans saviors or brainwashed killing machines? Lastly, I want to point out the technical achievement of this scene. It may not come through on a Youtube quality video, but the CGI in this scene is incredible. I would swear that Halsey is an actual actress, not a digital creation. Simply phenomenal work.


The game proper picks up with Master Chief being awoken in his cryosleep tube by Cortana (who has never looked so well defined or... sexy). The derelict ship is being boarded as it drifts towards this unknown planet. Cortana, who has served as the series way of guiding you and providing details and insight, is going a little crazy. In the established Halo fiction Artificial Intelligences begin to deteriorate after a certain amount of time, entering a state known as 'rampancy' where they essentially think themselves to death. This provides the impetus for the rest of the story.

This is where things get interesting, as that motivation is kind of odd. While the first two entries in the series portrayed Cortana as your computer sidekick, Halo 3 began hinting that there was something more between this blue hologram and the cybernetically enhanced Master Chief. Halo 4 pushes this even further, moving the relationship towards that of a love story, though never quite going so far as to verbalize that, leaving players to ponder just what the relationship is that these two have. It's actually quite well done, and there's something about that never-actually verbalized love makes the relationship, and Cortana's deteriorating situation, that much more powerful. And it ties in wonderfully with that opening scene. While Master Chief becomes almost robotic in his killing, Cortana's increasingly volatile state seems to make her more human - after all, in order to be crazy you have to exhibit some sort of emotion.

They're in love... I think?

Eventually Master Chief and Cortana are sucked inside of the mystery planet, known as Requiem, which turns out not to be a planet at all, but a completely artificial hollow world built by the ancient long-vanished civilization dubbed 'the Forerunners'. The Chief fights his way through new and interesting foes, uncovering ancient secrets and mysteries. The game is quite fun, though at times the encounter design isn't quite up to par with previous games. Also, the story and your motivations become a little muddled, though I've found this to be an issue with all Halo games.

And a little muddled is probably what someone would feel like if they hadn't played a Halo game before. If you aren't familiar with the fiction, you would rightly feel confused as various elements are brought to light. In fact, the entire plot of the game is pulled from these hidden computer terminals you could find in Halo 3. These terminals provided a backstory that was arguably better written and more compelling than the surface story. They detailed the fall of the Forerunner civilization by simplifying that downfall in the form of two lovers, the Librarian and the Didact, penning letters to each other as a soldier might send letters to his wife from the front lines. There's a fairly exceptional scene in Halo 4 where this story is brought to the forefront, but, if you hadn't played a Halo game or read the terminals from Halo 3 you would have no idea what's going on. Even if you had found the terminals you might not understand what's going on as they progressively revealed more story as you played on higher difficulty levels, so you could only get the full story if you played through Halo 3 on the highest difficulty AND found all the secret terminal locations.

This leads me to a few of the game's faults. The story presented involves knowing the Halo universe in detail and often involves the player having to go outside the game to get more of those details. An example: once again there are hidden terminals in Halo 4 that provide access to short cinematics that fill in some of the backstory. But in order to view these you need to go to the 'Halo Waypoint' app or website, log in, and view them. Why these cinematics aren't on the game disc itself is beyond me.


Most of my other gripes are mainly concerned with technical issues. 343 Industries has revamped Halo 4's multiplayer (where most players spend most of their time anyways) to be more competitive with the juggernaut that is the Call of Duty series. While many of the changes are controversial (essentially adding in the perk-unlocking system that the Call of Duty series is known for) I have actually come to enjoy them. But in the process they trimmed some of the options that have become staples that the Halo franchise was known for. For example, 1-flag capture the flag has been removed (where one team is defending the flag and the other is trying to get it), precision editing in the Forge level editor has been stripped out, and the campaign theater mode is missing (which allowed you to rewatch your story-mode games, edit movies, and take screenshots). These features have become such a reliable part of the franchise that they've become known as 'legacy features'. There's been some talk that some of these features may be patched in later, but for now they seem like oddly missing gaps.

Another misstep is in the music. As I mentioned recently, Marty O'Donnell and his music are out, Neil Davidge of Massive Attack fame is in. The music works decently, and it does have a few memorable moments, but all in all it's just somewhat lacking. As one reviewer noted, the music seems much too reactive. I'll just go ahead and quote him as I think he says it best:
The music gets sad, exciting, or ominous in all the right places. But it is reactionary. It builds upon feelings I am already feeling. In previous Halo games, O’Donnell’s music would actually change the way I played. As The Silent Cartographer [level] begins, O’Donnell’s thunderous drums and pounding cello lines prepared me for a battle that wasn’t even on the screen yet. By the time my [ship] touched down on the beach, my adrenaline was already pumping. I hit the ground and slammed head on into the awaiting Covenant forces with everything I had. I played aggressively, because the music made me aggressive. This is the power Marty O’Donnell’s music commands, and it is noticeably missing from Halo 4.
The second thing of note with the music is how hard it is to hear. Someone in the audio department had a field day adjusting volume sliders. Mainly, the guns in the game sound loud, really loud. It makes them feel visceral and powerful. But no one bothered to turn up the music, leaving the score often times obscured by the sounds of really loud guns going off in your face. There's one brief moment when the classic Halo monks can be heard, while it's not until the credits that we at least get a reworking of the classic 'Never Forget', though it's oddly and unfortunately not included on the official soundtrack.


This is what we came for Neil

Overall, Halo 4 is a fairly amazing accomplishment. The team at 343 Industries had the unenviable task of being a new studio working on an established franchise with a devoted fanbase. They not only managed to create a game that feels like a Halo game, but they arguably created a much more emotionally engaging story than any previous Halo titles. On top of that, they created an exceptionally good looking game, pushing the boundaries of current generation console hardware. Seriously, those opening and closing cinematics would make Pixar jealous. There are some odd missteps however, mainly in the technical and audio department, though there's some hope that these can be rectified through patches.

Ultimately Halo 4 provides a terrific foundation for the new trilogy. The world has more surprising stories to offer, and I'm excited to see where they go with the work they put into character development, and most importantly, I can't wait to see where they take the Master Chief both physically and emotionally. Disney - the bar has been set, your move.

4.5/5 Zrbo points

Friday, November 16, 2012

The Elegance of Halo's Title Screens

November 6, 2012 saw the release of Halo 4, the newest installment in Microsoft's premier franchise. I'll save my review for another post. For now I wanted to share something that's otherwise completely innocuous: the Halo title screen. Ever since I picked up the original Halo I've been in love with the music. Series composer Marty O'Donnell (and Flintstone's jingle creator) created an amazing soundtrack for the series, one that eschewed from games of the time by incorporating elements of classical music, world music, and, most memorably, Gregorian chant. Each of these elements are distilled into the Halo title screen, that initial screen that greets you every time you boot up the game. Let's take a look at them.

Halo: Combat Evolved (2001)

The ur-Halo title screen begins with Halo's iconic Gregorian monks while the camera swoops around the ring-world structure. Ahh, it's like I'm in an Enigma video. The music shifts to a bit of classical style music, and then moves into the marvelously named Rock Anthem for Saving the World, another of Halo's iconic themes. Notice the touch of world music with the tribal sounding female vocals in the background. Future Halo titles generally dropped the world influences and pushed more into the classical direction.

Halo 2 (2004)

The sequel's title screen includes the iconic Halo monk chant adding in some female voices and instrumentation. Then the music shifts briefly to one of my favorite pieces of music, Unforgotten, before heading back into some more monkish chant, with some female monks thrown in for good measure (monkettes?). Instead of showing the titular Halo ring, now the screen pans around the (fictional) African city of New Mombassa under attack, highlighted in a purple silhouette. I like to think there's a certain solemnity to Halo's title screens, the combination of music and images providing a sort of soothing calmness, something you wouldn't expect out a game that requires you to mercilessly kill aliens.

Halo 3 (2007)
The third Halo entry was Bungie Studios's biggest to date, needing to show off the chops of the new Xbox 360 hardware. They didn't disappoint. For me, this is my favorite screen of the bunch. As the camera whips around the alien Covenant ships uncovering a gigantic alien artifact in the shadow of Mt. Kilimanjaro, we're treated to a full suite of wonderful music. Again, it begins with the monk chant, moves into the appropriately named Choose Wisely, moves quickly through the energizing Movement, finishing up the definitive version of Unforgotten, this time relabeled Never Forget (@3:16), which at about 4:10 brings in the piano keys which to me sound, however briefly, that it's going to transition into My Heart Will Go On. This is a classy, elegant title screen if there ever was one.

Halo 3: ODST (2009)
The next entry in the franchise, Halo 3: ODST, was a bit of a departure. Instead of continuing where the series left off, we're presented with a side story. This one follows a group of ODSTs (Orbital Drop Shock Troopers) partaking in a mission that was concurrent with the events of Halo 3. The game was inspired by film noir, with the main character finding himself alone at night in the alien-occupied city of New Mombassa. Your character was much more vulnerable than the normal series protagonist and the game's atmosphere accentuated this. Here Marty O'Donnell utilized saxophone to great effect. The title screen shows main character "The Rookie" in a moment of calm before being dropped into the nighttime city (this is the best video I could find, ignore the visuals and concentrate on the music). The saxophone creates just that bit of tension and mystery that was crucial to the nighttime atmosphere of the story.

Halo: Reach (2010)
2010's Halo: Reach was a prequel to the original Halo, showcasing the fall of the planet Reach to the Covenant invaders. Going into the game, it was already established that this was going to be a losing battle, and the music reflects that. The horns have been more emphasized, giving it a more somber tone. After a brief introduction that includes a bit of a tribal beat, we're presented with a simple matte painting of one of Reach's vistas. The horns are mournful, almost Taps-like, but the music still sounds like Halo.

Halo 4 (2012)

And so here we are now in 2012 with Halo 4. What makes this iteration particularly notable is that Microsoft brought on a new team of developers to helm the franchise, 343 Industries, with former developer Bungie having moved on to other pastures. A new studio means an entirely new team. Gone is Marty O'Donnell as lead audio director. To compose the music for this game 343i brought in Neil Davidge of Massive Attack fame. Gone are many of the more classical elements of the music (with most of O'Donnell's work almost completely removed to many fans chagrin), replaced with more chilly electronica, which is appropriate not only because of Davidge's familiarity with the genre, but fits in well with the new alien setting. That being said, the title screen defies this new sound and takes its cues from the more classical, mournful music of O'Donnell. It even brings back that element of world music with the prominent female vocals and the piano keys and horn that pick up halfway through. A beautiful title screen, I've found myself just watching this for a few minutes before actually playing the game.

Well, thanks for indulging me as I reminisce here. I'll be writing up my review sometime soon (hint: it's good). In the meantime, back to shooting aliens, pew pew pew!

Monday, July 9, 2012

Where Little Earl and Herr Zrbo's Interests Intersect

This past Saturday this picture came across my Twitter feed. On the left is Marty O'Donnell, head audio director for Bungie Studios, maker of one of my favorite series of games, Halo (he also penned this gem, no joke). On the right is some guy from a band my parents used to listen to, something like The Beets, I can't remember but I'm fairly certain it had to do with vegetables. Bungie has moved on from the Halo series and the studio is currently working on a new top secret game, and from what Bungie is teasing here, it looks like this Sir Paul guy might be involved (and his Twitter feed proves it).

Sunday, June 24, 2012

Zrbo Reviews: Fez (Fish, 2012)


Earlier this year the film The Artist arrived in theaters and was met with critical praise. Set in black-and-white, The Artist deftly managed to capture the feeling of early movies of the Hollywood silver screen. What made it a success is debatable, but one thing it did so well was to capture the essence of old black-and-white films. The Artist was not meant as a send-up or parody, but rather as an ode to films of yore. In our modern world drenched in irony and knowing winks, The Artist possessed a magical quality in that the participants involved took the subject seriously. It wasn't just a matter of the movie being in black-and-white while the characters walked around gently mocking our perceptions of these classic films. Instead, The Artist took its source material in earnest, treating it not as send-up but as an ode, creating what felt like a long buried treasure from the golden age of film.

Recently I finished playing through the game Fez. As I was playing through I had many of the same thoughts I had had as when I watched The Artist. Here was a game that managed to capture that feeling I had when I was young and playing early Nintendo games for the first time, those whimsical creations that required my own imagination to fill in the gaps.

In short, Fez is The Artist of videogames.


Fez is the creation of one Phil Fish. Five years in the making, Phil Fish slaved away at making his idea a reality. During this long time in development Fish would show the game at various game-industry gatherings, with the game garnering intense interest, even picking up a few awards before it was even completed. Phil Fish's story, and the creation of Fez itself, is chronicled in the documentary film Indie Game: The Movie, a movie I've yet to see but one that's also already won several awards, including the Grand Jury Prize at Sundance (I honestly have no clue how prestigious this award is or isn't, mind you). This film also chronicles Jonathan Blow, creator of critically acclaimed Braid (that I despised if you remember).

While The Artist presents itself in black-and-white, with no talking and only musical accompaniment to back it up, Fez accomplishes the same thing, only in the context of videogames. It's presented in a quasi-looking 8-bit world, giving it the look of an authentic early Nintendo game from the 1980s. Featuring a delicious soundtrack that hearkens back to games of the same era (we'll get back to the soundtrack later), pick up and play Fez and you'll feel like you stumbled across some old game that you never had the chance to play when you were younger.


Phil Fish has really managed to capture that feeling of what games felt like back in the golden age of Nintendo. There's really something magical going on here, and it's done in a completely non-ironic way. As most of us are aware, irony is in vogue, and recently released games that have attempted to capture the feeling of games of yore have accomplished this by drowning themselves in irony. Take 2009s 3D Dot Game Heroes, a game I rather enjoyed. It too featured a retro 8-bit aesthetic and played like the original Legend of Zelda. The thing is, Game Heroes was insistent on making the player aware of these similarities by constantly making fun of a variety of cliches from games of the time period, such as by mocking the often poorly translated wording of old Nintendo games (such as the infamous "I am Error"). The irony was even imbued in the concept of the game itself, with the world of Game Heroes being composed entirely of pixelated blocks and cubes. While the game was quite fun, it was desperate in its constant winking to the player, wanting the player to "get" its references.

Fez on the other hand, divorces itself from irony almost completely. This is a game that looks and feels like it came out of 1987. As I was playing it, I was amazed at just how much it took me back to my childhood. It captures that feeling of having to use your imagination to fill in the gaps, to construct your own narrative as to what this world is and what's going on. It's a nearly impossible feeling to describe. The feeling is akin to not just the memory of playing tag or hide-and-go seek, but to that actual physical experience of joy I had back when I did. It's a superb accomplishment that can be attributed to its graphical look and sense of place, its music, and, as I mentioned before, something deeper going on in the game itself.

That "something deeper" is in the gameplay itself. In Fez you play as Gomez, a small little marshmallowy looking figure who acquires the titular fez hat, allowing him to shift the perspective of the world at will. Though the game looks like a classic two dimensional platformer, such as Super Mario Bros., the entire perspective of the world can be shifted 90 degrees on an axis at will. This not only means all objects have four sides, but the perspective of the object itself counts. It's not just what the object is, but in how it's perceived upon a two-dimensional plane, an M.C. Escher painting made into game form. Really, the only way to properly describe this is to show some gameplay:


The understanding of how perspective works in this game is key, and can take a bit of getting used to, not unlike understanding how portals work the first time playing Portal. This allows the game to offer interesting puzzles. As the game progresses they get more and more clever.

But there's even more going on here (cue Inception: "We need to go deeper"). Phil Fish has imbued a second layer of puzzles that are not necessary for completing the game, but that provide a whole new perspective on the game itself. It's hard to go into detail without ruining the game, but it would seem Fish has taken several cues from modern day Alternate Reality Games (ARG), where some of the gameplay extends beyond the screen. Go deep enough and Fez can really begin to tax your brain, requiring serious brainpower to decode its clues. These clues not only provide more puzzles, but provide a deeper backstory to what otherwise looks like a shallow game universe (not unlike TV's Lost: did you ever want to know what The Numbers meant? Hopefully you were paying attention to Lost's ARG). Phil Fish even manages to throw in a few Hideo Kojima-like mind benders, such as early on when the game appears to crash. This is the first game in ages where I actually busted out a pen and paper to make notes that looked something not unlike John Nash's scrawls in A Beautiful Mind. Seriously, there's an entire alphabet I've yet to decipher.


The other aspect that makes the game so wonderful is the music. Performed by a group called Disasterpeace, the music and the game come together exceptionally, pairing with the game in a superbly delightful way (listen to it here). At times there's a certain lazy daydream quality to the music. The A.V. Club's new Gameological society described Fez as "M.C. Escher with Vangelis on Keyboards". Each track fits perfectly with the in-game location in which it appears.  Tracks such as Compass and Beacon have that daydream quality I mentioned, fitting as they both play during the sunny seaside locales, while the song Puzzle, with its slightly ominous edge, arrives as you being to unwrap the game's mysteries. The forest song Nature is perhaps the best constructed song, starting off sounding like drops of dew falling from leaves, almost meditative like, the dew drop sound slowly builds into a musical rainstorm. Finally, the track Majesty appears in the game as you finally open the last door (or is it?) and discover a truly magical place. Oh, and remember how I said some of the secrets were hidden outside of the game? Apparently if you run the soundtrack through a spectrogram you can find even more clues. Like I said, Fez has many secrets.

Playing Fez is like taking a trip back through time. A time before games had to be edgy or ironic, before big budgets and realistic looking action were the norm. Back when a game could inspire wonder and excitement with just a few colorful character sprites and a memorable 8-bit tune. Fez manages to capture that feeling of what it was like to play games before the Internet, when you had to talk to the other kids at the schoolyard to know which bush you needed to burn in the Legend of Zelda to find the secret passageway. It's those little things, like having to take pen and paper notes, relying on word of mouth to get secrets around, having to go outside of the game to retrieve clues (akin to the note that came with the game StarTropics that you had to douse in water to reveal the secret code) that bring me back to that feeling of being a kid playing the Nintendo in my bedroom. There's that wonderful music, perfectly fitting for each game locale, and providing spot-on accompaniment for such a compelling world. Finally there's those digital sunsets, watching in awe as the game world transitions from day to night and back again.

It's hard to imagine another indie game coming out this year that would top my feelings for Fez, expect to see it on my game of the year list come December. Currently the game is only available for the Xbox 360, but if and when it comes to PC I'll make sure to give word.