Showing posts with label play it again zrbo. Show all posts
Showing posts with label play it again zrbo. Show all posts

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.