Showing posts sorted by relevance for query halo. Sort by date Show all posts
Showing posts sorted by relevance for query halo. Sort by date 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

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!

Friday, January 28, 2011

Zrbo's Favorite Games of 2010, Part 1

Welcome and make yourself comfortable as I bring you my favorite games of 2010. You'll notice I didn't say "Game of the Year" as while I played many games this past year, some of them great and not so much, I couldn't whittle my choices down to one game I thought was the best or most represented what the year was about. Instead I've chosen my three favorite games of the year. I greatly enjoyed each of my three selections but I found each one had certain flaws that I just couldn't look past, which I'll discuss as I move through each selection. I'll start with one for now, with the other two in subsequent posts. So, sit back, relax, and enjoy!

Halo: Reach (Bungie Studios)
In case you didn't know, the Halo series of games are some of my favorite. The original Halo: Combat Evolved pretty much made me a convert to console gaming, something I completely avoided throughout the better part of the 90s, preferring to stick with PC games, most notably Diablo 2 and the venerable Starcraft. Halo changed all that for me as it showed that a shooter could be played with a controller instead of keyboard and mouse, plus it had great mechanics, and was a delightfully whimsical blend of sci-fi tropes from the past 30 years (Larry Niven's Ringworld combined with Giger's Aliens, Schwarzenegger's Predators, holographic AI buddy Cortana looks like she's from Tron, and my favorite character 343 Guilty Spark is like C-3PO if he went insane and became murderous).

The Halo trilogy, opening in medias res as our hero 'Master Chief' escapes from the surprise attack on the human stronghold 'Reach', tells the tale of Master Chief and humankind's struggle to overcome the alien religious conglomerate known as 'the Covenant', only to discover in the process the parasitic alien life form referred to only as 'the Flood', ultimately defeating both in Halo 3. I loved Halo 3 and thought it had an utterly appropriate ending to a series that came to define console shooters (and did I mention how I'm convinced the special ending (@7:00) you get by finishing the game on the highest difficulty is a nod towards the end of The Beatles' A Day in the Life?).

So when Bungie announced they were doing one more Halo game I was a bit shocked, though simultaneously delighted. I was intrigued as this time Bungie decided to make a prequel, with the game taking place during the fall of Reach. This is something fans had been clamoring for for a while, as the only account of the fall of Reach was in book form, sanctioned by Bungie as official canon. I especially loved the initial reveal trailer for Halo: Reach, with it's almost 9/11-meets-Hindenburg disaster sense of confusion and dread.

So how is the game? Well, Bungie have finally perfected their craft, with the overall gameplay feeling butter smooth. The weapons are a delight to use, and the artificial intelligence of the enemies is hands down some of the best in any game. The graphics have been improved, the options expanded, and Bungie have added in a progression system to make the addictive multiplayer even more so. From a pure gameplay standpoint, this is my favorite game of the year. From the story standpoint, not so much.

Bungie have never been very good storytellers. The story suffers from some poor writing, poor character development, and for the hardcore fans, they basically retconned the entire story of the book, causing the fan forums to explode in anger. The last part didn't matter as much to me as I never read the books, but still, I have no idea why Bungie changed the story so much when previously they've been so particular about making sure the story kept its logical integrity (there's even a mysterious 'Halo Bible' Bungie consults to make sure nothing contradicts anything previously established). I did however enjoy the ending, as we got to see a few characters we hadn't seen since the original Halo, and I loved how the final scene (@1:27) is the original opening from Halo.

Actually, my main gripe is with some of the presentation and options Bungie mysteriously left out. It's a little too much to go into here, but I do miss the old version of Firefight, and why they removed the Lowball gametype is a mystery to me. Mainly, Bungie promised the most comprehensive Halo possible, complete with all the bells and whistles from previous games but with MORE. Funny though how I feel that there's fewer options than in Halo 3.

In the end I suppose it doesn't matter, because as long as the gameplay is good (and it is very, very good) I will keep coming back to it (according to my Bungie.net profile I've already logged more than six and a half days of continuous play). At the same time I'm glad that Bungie have signed off on the Halo franchise, giving control to Microsoft's newly minted 343 Industries.

Stay tuned next time as I reveal my second favorite game of the year, a black and white game that features no words and almost no music.

Thursday, January 7, 2016

Zrbo's Favorite Songs of 2015

Another year, another top 5. Here we go:

#5:  Halo 5 - "Kamchatka"


In my review of Halo 5 I didn't really touch upon the music. If you'll recall, for Halo 4 they brought in Neil Davidge of Massive Attack fame to do the soundtrack and, well, it wasn't received terribly well. As Endgadget said: "Think of it like Disney replacing John Williams' iconic Star Wars score with something by Randy Newman and you're about halfway there."

For Halo 5 343 Industries set about rectifying that mistake by bringing in composer Kazuma Jinnouchi. Luckily it worked out and the music in Halo 5 is brought back in line with the sound of other Halo games. Kamchatka is perhaps my favorite off the new soundtrack. I like how it how it incorporates the more electronic sound from Halo 4 while still being its own thing. Also, the build up at the beginning reminds me a bit of Vangelis's "Chariots of Fire".


#4:  VNV Nation - "Standing (Moderato Declamando)"

VNV Nation finally made the album that frontman Ronan Harris has been wanting to make for years: VNV songs accompanied by an orchestra. As I said in my review of Resonance, I was left mildly disappointed. The songs didn't quite have the bombast I had wanted or expected. I have however found myself frequently listening to the Moderato Declamando version of "Standing". It doesn't hurt that "Standing" is also one of my favorite songs by the group. Gone are the pulsing beats of the original that made it a dance floor hit, replaced instead with Ronan's voice and classical instrumentation. While I still prefer the original, this is the only track off of Resonance that's managed to make it's way into my regular playlist.


#3:  Diana Ross - "Ain't No Mountain High Enough"

Time for the retro pick. I've never paid much attention to Motown or Diana Ross before (shoot me) but I completely dig this song. And though I'm not usually the biggest fan of spoken word, I really like it here, and the moment at 4:18 is pure bliss. Listening to this song is like going to church, I feel the soul.


#2:  Carly Rae Jepson - "All That"
 
You may have noticed Carly Rae Jepson's E-MO-TION album on other end of the year lists, and as pop albums go it surely deserves to be there. Similar to my top pick from last year, the production on this album is superb. With a definite nod to the sounds of the 80s (which seem to be quite in vogue), E-MO-TION would make a young Debbie Gibson or Tiffany weep in envy.

Really, I could have picked any one of several tracks. I could have chosen the exuberant "I Really Like You" (with its bizarre video featuring Tom Hanks), and I've seen other reviewers choose dark horse "Run Away With Me" as best pop song of the year (that chorus!). But in the end I went with "All That", a song best described by AMG as a "seemingly long-lost slow jam". And what a slow jam it is! It makes me feel like I'm back at a junior high dance with my arms strapped awkwardly around some girl's waist. It brings to mind other late 80s jams like Stevie B's "Because I Love You (the Postman Song)". Now, where did I put my Hypercolor shirt?

#1:  Psy'Aviah- "Long Way"
 
If you bothered to read my review of Psy'Aviah's The Xenogamous Endeavor then you would have seen this pick coming. This is my favorite album of the year, showing a diversity of sound but still rooted in electronic/EBM/industrial. Like my #2 pick, I could have chosen any number of songs. There's "Sacrifices", or "On My Mind" (which came very close to being my #1), or any other number of tracks. But in the end I went with the album opener "Long Way". It's not the most lyrically dense song, but what I like is that it's short, punchy, and gets to the point. There's no flab, no extended outro, just a quickly building dance track. And like all the best songs, the louder you turn it up, the better it sounds. It also fits my life this year as I underwent some major life changes (like moving to a new state and buying a house), so it seems fittingly appropriate.

That's it for 2015, thanks for reading!

Friday, August 15, 2008

More Parodies


Back now with another round of gaming-related parody videos (I'll forgive you if you never read the original Parodies of Parodies on my blog). Last year in the run-up to the launch of the Halo 3 videogame, a series of award winning ads aired for the Halo 3 "Believe" campaign. This series of ads was played out like a PBS World War II documentary, with "interviews" from "veterans" of the futuristic war between the humans and the alien Covenant depicted in the Halo series. This series of four videos can be seen here, here, here, and my personal favorite here below (the old guy in this last one really brings it home in my opinion):

In addition to these four ads, a huge diorama display was built and used in one additional ad (and was so popular that is subsequently toured the country). This diorama displayed a huge battle between the Covenant and the humans, with the commercial playing a piece from Chopin and containing a little twist at the end. Honestly I think it's an amazing piece. Watch it below:




There's a new Viva Pinata game coming out soon (Viva Pinata being both a game series and kids show on TV). The Viva Pinata ad campaign delighfully parodies the faux-gravitas the "Believe" ads try to achieve, with the cleverly titled "Believa Pinata" diorama parody taking the cake in my opinion. Watch both ads below:




Friday, November 4, 2011

The Shat is Back

Yes folks, the Shat is back! Back with a new album that is. An album... of covers! Have you ever wanted to hear Shatner sing Space Oddity? How about She Blinded me with Science? Or maybe you're in the mood for some 90's Floyd with Learning to Fly? All these and more await on Shatner's "Seeking Major Tom", an album of space-themed covers. Here's Bohemian Rhapsody for you (which curiously takes its cues from the Halo 3 Superbowl halftime commercial, as well as Halo 3's opening cinematic). Enjoy!

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, July 10, 2016

When You Multiply Robert Palmer, Two Guys From Duran Duran, And The Drummer From Chic ... To The Nth Power

Other bands, when the shit hit the fan, devolved into bruised rib cages and broken collar bones; Duran Duran merely went on "hiatus." I guess a proper break-up would have required too much testosterone. Nope, they amicably decided to explore two separate side projects. Simon Le Bon, Nick Rhodes, and Roger Taylor formed Arcadia, who essentially sound like Duran Duran, so I'm not sure what the point was there. They were Duran Duran minus two guys who didn't sing anyway. According to Wikipedia, their #6 hit "Election Day" still gets trotted out as background music during election coverage by news networks who think they're being clever.



The other Taylors of Duran Duran, John and Andy, however, were sick of all that synth-pop hogwash and wanted to rock out. Which is why they teamed up with ... former Chic drummer Tony Thompson? First of all, just as I'd never realized that Duran Duran had a guitarist, I'd never realized that Chic had a drummer. I suppose they were as much of a funk band as a disco band, so it makes sense. Still, I'd heard of Nile Rodgers, even Bernard Edwards, but ... Tony Thompson? Normally the drummer in a band is an afterthought, but with the Power Station, the drums are turned way up in the mix. You can't miss 'em. Basically, if your idea of great music is extremely loud hair metal guitar coupled with extremely loud and overly-aggressive drumming, then the Power Station is the band for you.

But every great hard rock/synth-funk '80s band needs a singer. Wouldn't you know it, but at that exact moment, a certain artistically restless Yuppie Rocker was down on his luck and needed a tight ensemble to play behind him. From Wikipedia:
The original plan for this one-album project was for the three musicians (Taylor, Taylor and Thompson) to provide musical continuity to an album full of material, with a different singer performing on each track. Those who were approached included Mick Jagger, Billy Idol, Mars Williams (who eventually contributed brass to the album), Richard Butler (of The Psychedelic Furs), and Mick Ronson.

The group then invited eclectic soul singer Robert Palmer to record vocals for the track "Communication". When he heard that they had recorded demos for "Get It On (Bang a Gong)", he asked to try out vocals on that one as well, and by the end of the day, the group knew that they had found that elusive chemistry which distinguishes successful bands. Before long, they had decided to record the entire album with Palmer.
So, if Arcadia sounds like Duran Duran, then The Power Station sounds like ... Robert Palmer. Never mind that the band wasn't really his idea. Of course, part of the reason the Power Station sounds like Robert Palmer is because "Addicted To Love" and much of Palmer's subsequent solo material ended up sounding like The Power Station (and actually featured backing from the other Power Station members). Which came first: the chicken or the egg? The Taylor or the Palmer? Either way, thanks to this freak collaboration, Palmer found himself with two US Top Ten hits - his first. Just when his career seemed dead in the water, the Power Station gave him that extra ... what's the word? Power.

It's always risky to cover a distinctive rock classic, let alone what is arguably the Holy Grail of glam rock singles, T. Rex's "Get It On (Bang A Gong)." The risks here were twofold: 1) how could an artist improve upon a song so magnificent, a song featuring Marc Bolan's most imitated guitar riff, without merely producing a re-tread of the original? And 2) how could another singer make his way through an absurd set of lyrics penned by the man I once dubbed "the world's greatest 'bad' lyricist"? How does one croon "Well you look like a car/You've got a hubcap diamond-starred halo" or "You're an untamed youth/That's the truth, with your cloak full of eagles" or "Well you're slim and you're weak/You've got the teeth of the hydra upon you" without sounding like a developmentally-challenged doofus?

Be the Power Station, that's how.

The first blasphemous alteration the Power Station makes is that Andy Taylor doesn't quite reproduce the proper Bolan riff note-for-note. Bolan's riff, as any self-respecting teenage male from 1972 could have told you, features three descending notes in the middle. But Andy Taylor says to hell with all that, essentially turning the riff into one staccato note. This ain't Phil Collins covering "You Can't Hurry Love," all right? The other smart touch, as befitting such a smartly-dressed man, is that Palmer sort of mumbles, groans, and grunts his way through the lyrics, treating them more like sexy gibberish than thoughtful poetic expression. Instead of sounding silly, he sounds like he's about to whip out his bondage gear. John Taylor even gets a bass solo! Did T. Rex's version have a bass solo?

Mostly it just sounds like a bunch of musicians who never expected to be playing together, suddenly finding a groove and not really concerning themselves with the results. So, despite all the potential pitfalls, the Power Station's cover of "Get It On (Bang A Gong)" rocks in a crunchy, danceable, radio-friendly fashion, as the original T. Rex version did, while managing to sound nothing like the T. Rex version. And look what happened: the single hit #9 in the US and #22 in Britain. Also, I'm partially convinced that Tony Thompson is banging a drum kit full of literal gongs, but the video, at least, suggests otherwise. It looks like the Power Station have found themselves jamming in a post-apocalyptic Manhattan apartment with a surprisingly reckless Alice in Wonderland. The only thing this video needs is more pink, green, and aqua. Oh, and why are there shots of the Twin Towers ... with airplanes in the background? What did they know and when did they know it???



In addition to being glam rock aficionados, apparently the Power Station were also big Billy Wilder aficionados, unless they had something else on their minds other than the Jack Lemmon/Tony Curtis/Marilyn Monroe comedy when they conceived "Some Like It Hot." Maybe it was a song about Kung Pao chicken. But yes, as the title implies, this one has a Latin/Caribbean feel, complete with peppy and supremely processed '80s horns. It's like they made the ultimate Miami Sound Machine hit ... before anyone had even heard of the Miami Sound Machine. Well, some like it hot and some like a hit: this one peaked at #6 in the US and #14 in the UK. As for the video, it sure looks pretty hot in that papier mache desert. Well, not only do some like it when Robert Palmer dresses up like a priest, but some men like it when they have a sex change: the "girl" in the video is actually the trans-sexual model Caroline Cossey, otherwise known as "Tula." All the references to shaving suddenly make a little more sense now. And you thought Caitlyn Jenner was a trailblazer.

Wednesday, August 27, 2008

Number 5: Doom - "Hangar" (id Software, 1993)

Well, looks like Yoggoth was right on this one. For the number 5 spot on my list of best first levels I've chosen the first level of Doom. A lot has been said about Doom. Though Wolfenstein was the first real first-person-shooter (also created by id Software) it was Doom that really grabbed people's attention and introduced them to the genre. Seeing everything from the eyes of the protagonist was a first for many people. But what really made Doom famous was its use of gore and violence. For its time it was an incredibly good looking game, and the blood, well, we thought it looked so damn real!!

I remember the first time I saw Doom I was blow away. Was this real? Could I really just walk around shooting zombies and other creatures, watching them keel over in disgusting death animations uttering a dying moan as I pumped another round into my shotgun?? Would I get in trouble for playing this game??? For it's time it was an extremely violent game. This was back in the era when Bart Simpson uttering "Eat my shorts" was pushing the limits and offending Barbara Bush. No one had seen a game quite like this before.

In terms of the actual level "Hangar" it's a great little introduction to the game. You start out with the wimpy pistol but in no time you get the shotgun, a highly effective weapon which also produced some of the more grisly death animations. Fighting through a small group of gun wielding zombies the player is soon introduced to the fireball-spitting Imps. An experienced Doom player can get through this level in under thirty seconds, but there's a surprising amount of depth if you take your time. There's a couple of secrets to be found, including access to the outside courtyard. This also makes this level the perfect level for the introduction of the "Deathmatch" mode.

Doom popularized Deathmatch mode for thousands of kids across the country. It seemed so revolutionary at the time - instead of shooting the monsters, you connected up two or more computers and shot your friends! The introduction of Deathmatch helped lay the groundwork for the online deathmatches that you can play today in hundreds of games, from Counterstrike to Call of Duty to Halo. In fact in most games today some sort of "multiplayer" mode is practically mandatory. But there was nothing like it at the time. In fact, once you got a taste for fragging your friends it could be hard to go back to the normal game. For all these reasons, this is why "Hangar" from Doom takes number 5. To take a look at actual gameplay footage click here.

Friday, July 25, 2008

Stump Speech


I've never read the New Yorker before, but I caught a link to this great (fake) stump speech. It sounds like Obama, in fact I'm pretty sure some of the lines are ripped straight from him, but the farther you read the sillier it gets. I especially like the Sammy Hagar reference:

"I’m talking about the middle-aged man from Monterey, California—a Mr. Sammy Hagar—who told me, “I can’t drive fifty-five.” To tell the truth, I never had the good fortune to meet Sammy face to face, but we did have a long and fruitful one-way conversation through my car stereo one night during a Classic Rock Block."

Just read it thinking of Obama's voice as you do and I think you'll get a laugh. And yes, it contains a Halo reference (a pretty accurate one too).

Friday, December 19, 2008

Can Love Bloom on a Battlefield? - Metal Gear Solid Conclusion


It's taken me a while but I finally finished the original Metal Gear Solid. In terms of plot, so much has happened since our last outing that it's hard to wrap it all up, but I'll try. Hideo Kojima, the creator of the series, really enjoys large, complex plots. Essentially, Snake learns that he has to stop the Metal Gear from firing. He also learns that he's been injected with a genetic virus called "FoxDie" which is a virus programmed only to kill certain people with a certain genetic makeup. Snake learns that he was injected with FoxDie so that he would infect the terrorists trying to take control of Metal Gear when he came into contact with them, but he learns that it is designed to kill him also. Basically his whole mission was a setup by the government from the beginning - in order to cover up the secret of the Metal Gear project, which if exposed could cause huge tensions between the superpowers of the world, Snake was injected with FoxDie. When he came into contact with the various terrorists they would be exposed to it and die (thus why the DARPA chief died of a mysterious heart-attack, because he wasn't the DARPA chief at all, he was one of the terrorists in disguise! Still following?). Snake also learns that the leader of the terrorists, Liquid Snake, is actually his twin brother. You see - they were all part of a genetic experiment during the '70's called the 'Les infantes terribles' project, which was designed to create the ultimate super-soldiers from the cloned DNA of 'Big Boss', the bad guy from the original Metal Gear games on the old NES (and whose remains the terrorists are asking for as part of their ransom). Snake and Liquid share the same genetic code and that's why Snake will also die from FoxDie. In fact, we learn that Gulf War syndrome is a byproduct of the genetic engineering, because all those soldiers over there were injected with stuff that essentially caused their genetic makeup to change to that of Big Boss's. Oh yeah, that Cyborg-Ninja that Snake encountered earlier? Turns out he's the brother of Naomi, one of the operatives on your team (who injected you with FoxDie to begin with), but he's not really her brother, he's actually her parents' killer!!! If you're wearing your tinfoil hat and have Art Bell's number on speeddial at this point don't be ashamed.

So as we can see, Kojima likes his plots complexo-to-the-maxo. But ultimately (and thankfully) not much of the plot is relevant to our discussion. Metal Gear Solid deals with a lot of themes not usually found in videogames. At the end of the story Snake knows that he's going to die from the FoxDie, but he doesn't know when. In fact, Naomi (who's brother was the Ninja) tells him that he'll die when his time is up, but until then he should "live life!" Kojima explores destiny and fate here. If Snake could die at any moment, then what's the difference if he didn't know he was infected at all? Should he let that control his life?

Kojima also deals here with finding purpose in one's life. Throughout the game Snake is constantly asked "what are you fighting for?" If he's just a mercenary, does he have actual beliefs, or is he purely just a gun-for-hire? During one of his conversations with Master Miller (who ultimately turns out to be Liquid in disguise), Miller says to him that the only difference between a murderer and a soldier is that the soldier is killing for a purpose. Do we need to give ourselves over to something greater to find purpose in life? At the end, Snake escapes from the compound with Meryl (the Colonel's niece) and decides he'd like to finally give his life purpose by giving himself to Meryl. Watch the final cinematic here (skip to 4:15 to get to the actual speech by Naomi addressing this topic).

Speaking of love, the scientist who Snake helped rescue earlier, Otacon, delivers one of the more awkward lines in the history of videogames. During his time being held hostage by the terrorists Otacon falls in love with his captor, the female terrorist sniper. Later in the game, after he's been freed by Snake, Otacon approaches Snake and asks him "Do you think love can bloom, even on a battlefield?" Though its hard not to chuckle when you hear this line, it's Kojima once again driving home the point that we need to live life for a purpose, that we can't just live for ourselves, but that we need to live for something greater. Watch the scene here.

So, is Metal Gear Solid art? It's hard to say. The game certainly has a strong message. While most other games in the same league (I'm looking at you Halo) have larger than life heroes and a grand, epic scale, their messages are ultimately pretty thin. But with Metal Gear Solid Kojima is actually trying to tell us something, that we need to give our lives purpose by giving it over to something greater, whether that purpose be a life of military service or love to another, and that we need to protect that love by avoiding war, weapons, and conflict. Unfortunately most of this message is conveyed during lengthy cinematic cutscenes which technically aren't part of the gameplay, but more like watching a movie. Perhaps as a compromise I could say that the game isn't art, but the story and message contained within is.

Until next time when I get into Metal Gear Solid 2 (which is even more crazy and complex), I'll leave you with this trailer which just premiered today for the upcoming Metal Gear expansion pack for the cutest game in the world, LittleBigPlanet.

Monday, May 7, 2012

Zrbo's Favorite Big Games of 2011

The Elder Scrolls V: Skyrim

When Skyrim was released last year on 11/11/11 I somehow didn't realize how much it would take over my gaming life. Though I had sunk 100+ hours into its predecessor, The Elder Scrolls IV: Oblivion, I somehow didn't foresee that I would get just as sucked into this game space.

What Skyrim and The Elder Scrolls series in general does so well is provide a richly detailed world to explore. One can lose themselves for hours just exploring the various countrysides and landscapes. While Oblivion had a more generic Tolkein fantasy aesthetic going for it, with it's green forests, rolling hills, and meandering streams, Skyrim takes its cues from a more Nordic influence. Taking place in the far North of its world, Skyrim offers tall rugged mountains, pine forests covered in snow, people clad in animal skins, the northern ocean shore being essentially an ice shelf. Sharing a similar cold, brutal aesthetic with the currently popular Game of Thrones universe, it seems this is currently the new popular look for fantasy.

Skyrim's world offers a great place to just explore at your whim. Around every corner there's always a new cave, waterfall, stone keep, or village waiting to be discovered. The Elder Scrolls games provide me with a feeling of being a kid like no other game I know. As a kid I used to run around the hills behind my house with some friends. These hills provided not only a great view of the ocean, but loads of interesting geography. There were the hills themselves with wandering cows and a line of trees at the top that seemed so far away, while down in the ravine was the creepy forest that turned into a muddy bog. There was even a secret path through there where someone had layed down a few boards over the muddy water. One time we found a little encampment back in the hills, maybe some homeless people, who knows.

Playing Skyrim reminds me of all these experiences, of just being a kid and exploring the world around me. In an interview game designer Cliff Bleszinksi of Gears of War fame said that Skryim "renewed his sense of nostalgia associated with being in the woods and never knowing what was around the corner. They tie back to his childhood... the most primal of feelings." I couldn't agree more.

Portal 2

The sequel to 2007's amazing, award winning Portal, this sequel had a lot to live up to. The first game was essentially a bonus that came bundled with Half Life 2, but ended up becoming just as big a success. Lasting just over two hours, short enough to be played in one afternoon, Portal provided a physics puzzler combined with a satirical take on lab testing as the player awoke in an elaborate testing facility being guided by the murderous HAL-like "GlaDOS" (Generic Lifelike Disc Operating System). The game was a huge success, helped in part by it's meme-worthy phrase "The cake is a lie" and the amazing end-credits song "Still Alive" sung by GlaDOS herself.

Like I said, Portal 2 had big expectations to live up to, and it mostly succeeded. Now a full fledged game spanning 10 or more hours, Portal 2 not only expands on the depth of its puzzles, but also greatly expands the world of its testing facility by introducing the player to the CEO of the facility Cave Johnson (voiced by J.K. Simmons) and the quirky A.I. pal Wheatley (voiced by Stephen Merchant) as you are guided through the underbelly of the facility.

It largely works, though sometimes the game guides you through the puzzles more than it should. The addition of two-player co-op, with some really ingenious puzzles, is really well done. But the game doesn't quite have the same magic as its predecessor. I think I'll let Justin McElroy (now of The Verge) explain it:

"Portal 2 is outstanding, really, a top-to-bottom success from one of our best developers, and 90 percent of me is completely delighted I got to take the journey. But in the process of falling in love with Portal 2, I lost something kind of magical about Portal 1.

The first Portal wasn't just a great game, it was one that knew when to make its exit, knew how to leave me pining for a future so great that no reality could match up.

It was, in short, a crush."

Disapointments:

Deus Ex: Human Revolution
I really wanted to like this game. It did some things well. It captures the feeling of a cyberpunk/Blade Runner future with its neon-hued aesthetics, the core gameplay was fine, and I still think the soundtrack is amazing.

At the end of the day though, it just didn't grab me, and I think I know why. The game began by envisioning a near-future where cybernetics have started to become commonplace. This leads to the interesting ethical dilemma between the haves and the have-nots. If Joe Shmoe can get a cybernetic arm and double his job output, then how is the non-cyber Jane Shmoe supposed to compete? The game raises this neat philisophical dilemma... and then just doesn't do much with it. It's just window dressing. I kept waiting for the game to get back to that question, but it never really did. Oh, and the ending was eerily similar to that of Metal Gear Solid 4.

Gears of War 3 
The gameplay was great, the best of the series. What I didn't like was that with the addition of four players (up from two) the fights devolved into a shooting gallery. The first two games limited you to main character Marcus Fenix (voiced by John DiMaggio, AKA Bender from Futurama) and his buddy Dom. This allowed great gameplay sequences where one player layed down cover while the other moved in and flanked the enemy. Each battle felt like real teamwork. Expanding the cast to four characters watered down the strategy and most fights just became a shooting gallery.

Then there's the ending which not only includes the biggest damn Maguffin of all time, but also ruthlessly denies the player ANY explanation for all the questions they've been wondering. Let me just tell you what happens *spoilers - not like it really matters*: You ignite the magical Maguffin bomb that will kill all the bad guys but leave all the good guys alive (huh?) and then the character who's going to finally explain all those questions you have has a scene that goes like this: "Let me tell you the secret, the secret is... eerk" *drops dead*. Thanks for nothing Cliff Bleszinksi.

Year as a whole:
I spent a good deal of the year going through backlog or playing through games a second time. I also spent a lot of time playing smaller indie games, like Terraria, Bastion, and games from the Pixeljunk series. The best game I played this year by far was Demon's Souls, which came out in 2009, but one that I showered with praise.

This year I'm most hyped for Halo 4, Borderlands 2, and perhaps most of all Bioshock: Infinite (with perhaps the coolest looking demo I've ever seen).

Saturday, March 5, 2011

Zrbo's Favorite Games of 2010, Part 3

Mass Effect 2 (Bioware)
Here it is, my final favorite game of 2010. Mass Effect 2 is a sequel to 2007's Mass Effect. Developed by Bioware, the Mass Effect universe is perhaps one of the most original and exciting new sci-fi universes to emerge out of the videogame soup in the past few years, one entirely devoid of Space Marines. The universe of Mass Effect is a highly developed one where complex relationships between various characters and species helps to create a truly believable universe.

The Mass Effect series is interesting in that often your character is given choices which can dramatically effect events later in the game. The sequel takes this even further by taking your save file from the original Mass Effect (considering you completed it) and carrying over that file to the new game, along with all the choices you made.

I thought this was a fascinating feat, as so many little decisions (and big ones) you made in the first game have relevance in the sequel. For example, without giving too much away, you have the choice in the first game to sacrifice one of your overly aggressive teammates. In the sequel there's an entire plotline, quite an important one at that, that revolves around this character. In my first game I let the teammate live, but in a different game if I had let him die then this entire plotline would not have been there for me to explore in the sequel, or at least it would have been dramatically different. This is part of what makes the Mass Effect games so interesting, each game is entirely your own game, no one else's Mass Effect universe looks quite the same as your own due to a culmination of your decisions.

Another aspect of what makes the Mass Effect universe interesting is that, unlike in much sci-f where humans are the dominant species exploring the universe (think Star Trek), here humanity has arrived late to the party while other spacefaring races have had several hundred, if not thousands, of years to grow, develop, and conquer. This means that there are all sorts of technologies, fueds, and relationships that are available for exploration.

What puts this universe a step ahead of other sci-fi is how just how well these ideas have been thought out. The original Mass Effect (and also featured in the sequel) featured an in-game codex, essentially an encyclopedia, of everything relating to the universe. Not only is each codex entry expertly written, but the explanations are all plausibly scientific for nearly every conceivable facet of space-travel. To top it off they gave these entries narration, so that you can listen to them being read. The voice actor they choice delivers the information so well that it actually made it a joy to listen to all of the scientific rationale for how space ships have gravity or can travel faster-than-light (example here).

So what makes Mass Effect 2 fall short for my game of the year? To understand that we have to look at the changes that were made between the two games. The biggest difference is that the combat has been completely overhauled from the first game. It's much more exciting and visceral now. The designers also stripped away most of the inventory management, and the exploration of individual planets. Basically Bioware stripped the game almost entirely of it's role-playing game elements. I don't mean this in the literal sense, you are definitely still "playing a role", but all those other elements that make up RPGs, such as inventory and stat management have been almost completely removed.

While this does streamline the combat and the overall feel of the game, I felt that as a consequence the developers were left with no way of resolving conflict outside of combat. So now instead of being able to influence some outcome through wits, you are now left with just the option of shooting your way through various encounters. The game focuses now more on action than on cerebral choices.

Which leads to my second point. Many of the choices in the first game felt more complex, more meaningful. For example, near the end of the first game you have to choose the two teammates who will accompany you on the mission. Later you get separated and have to make the decision to stay with one to help fight off the approaching enemy or go rescue the other from certain death. Either way somebody dies, and it can be a tough, tough decision to make. In Mass Effect 2 the decisions just don't seem to have the same impact. They come across more like "Do you want to eat a burrito or a taco?" (ok, not really, but you get my point). There's just something lacking in the emotional investment you have when making these decisions. Now this could all be rectified depending on how these decisions play out in the conclusion when Mass Effect 3 ships (this year supposedly), but for the time being I was left feeling a wee bit disappointed.

There's a few other issues I have with the game that don't need a lot of detail but I'll rattle them off here quickly. Some of the new teammates are brilliantly conceived, such as your lizard-man doctor Mordin (who you can get to sing a little Gilbert & Sullivan if you know how). Others, such as Thane or the Justicar are not as well thought out and on my second playthrough I realized just how downright silly/cartoony some of these characters came across.

There was a part where I arrived at a spaceport and there were literally four minor characters from the first game all standing in the same area who all said virtually the same thing ("Hey remember me, you rescued me way back at the beginning of the first game, it's great to run into you again!"). This gave me a bit of that "small-universe" feeling, not only do I just happen to bump into this person out of the billions of people in the entire galaxy, but there just happens to be three other people who I know all standing around in the same area? I was definitely reminded here that I was merely playing a game at this moment.

My final grievance is with the story itself. The game was billed as the dark second chapter of the Mass Effect story (the developers pretty much called it the 'Empire Strikes Back' of the story), but almost the entirety of the game was devoted to waltzing around the galaxy recruiting new teammates, with a short 'final confrontation' at the end. I also found the beginning of the game puzzling, you basically get killed right at the beginning of the game and then are brought back to life by a shadowy pro-human group (led by 'The Illusive Man' pictured above and voiced terrifically by Martin Sheen). It seemed to me one big contrivance/excuse to 'reboot' your character. The whole thing felt a little off to me. It would be like if the infamous part where Vader tells Luke he's his father happened at the beginning of Return of the Jedi, rather than the end of Empire. If the writers wanted to do this, why didn't they have you die at the end of the first game?

So there you have it. No one game gets my vote for game of the year, but all three games together, Halo: Reach, Limbo, and Mass Effect 2, form a pretty good core of great games. Now, I promised honorable mentions, so here they are:

Red Dead Redemption - This was practically every other reviewer's game of the year. It's by the makers of Grand Theft Auto but instead of taking place in a modern day city, it takes place in the Wild West. With a huge world to explore it captured the mood of all your favorite westerns and let you play as the cowboy. It had a truly great atmosphere but I just cannot forgive the actual gameplay, which was just awful in my opinion. Sorry, but this is a game, and for it to be considered good you gotta give me good gameplay.

Alan Wake - A psychological thriller about a horror novel writer who, in the middle of a bout of writer's block, decides to vacation with his wife in a small town in the Pacific Northwest. Part Twin Peaks, part Stephen King novel, the game does not try to hide its inspirations (King is mentioned in the opening line of the game). It was a pretty good game, and the narration by Alan Wake is excellent, but I never felt spooked or particularly 'psychologically thrilled'.

Bioshock 2 - The original Bioshock is one of my favorite games of this console generation. The sequel takes the Ayn Rand objectivist dystopia of the first game and now has it run by a collectivism-worshipping psychiatrist. The gameplay was great and it was fun to visit the underwater ruins of Rapture again, but the game was completely unnecessary, the first game told a complete story, there was no need for a sequel.

That's it for this time, see you in a year!