Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts
Friday, 4 July 2014
A Love Song to Papers, Please
Papers, Please is a weird game. The story of how this post came to exist is maybe even weirder. Papers, Please originally came onto my radar about a year ago when a demo of the game was released. It struck me as whimsical and strangely enticing; a game I definitely wanted to buy but was not in a rush to do so. Well Steam's Summer Sale solved that problem, and I've found playing the game to be an even more interesting experience. Having only put a few hours into the game I didn't want to do a proper analysis of it yet, but then I started watching the most recent season of Nickelodeon's The Legend of Korra. A befuddling tangent to be sure. I noticed a surprising number of thematic similarities between the two and was going to write a comparison, because I thought it was very unexpected and interesting. However in trying to conceptualize that post, I couldn't figure out a way to write it without dedicating most the article to gushing about Papers, Please. So, I'm just going to do that for now instead!
Ok, so what exactly is Papers, Please anyways? Well the concept is simple. You are an immigration officer working at the border of the fictional country of Arstotzka. Day in and day out, people hand you their papers and you must decide who can and cannot enter the country. As the days march by the political landscape gets more complicated, and so does your job. On day 1 you're just checking passports, but soon enough you're cross-checking 3-4 documents, the person's appearance and story, wanted criminal lists, etc. The difficulty in processing each immigrant increases, but your always payed $5 per person you get right. At the end of the day you go home, count your pay, and hope you have enough to pay for rent, food, heat, and whatever other expenses you may have. The next morning you wake up, read the headlines, and do it all over again.
Obviously this sounds fairly boring, but it's design is surprisingly brilliant and immersive. Let me walk you through the thought process as you are playing this game. It starts off, and you are trying to get a hang for how the game works. You quickly realize that you can just barely make ends meet, and that maybe tomorrow you won't. So the next day comes, and you decide you are going to go at it hard to make sure you earn enough money. In your fervor you miss something, and your pay gets docked. You can't pay for the heat, and next thing you know little Timmy is has a cold. You quickly learn to loathe the clickity-clack sound of the tickets that pop out whenever you make a mistake. Maybe it's worth it to make sure you do your job properly. This is a game anyways right? Clearly the goal is to process everyone correctly and make enough money to provide for your family. Just put your head down, check every bit of information, and you'll surely be fine.
But as the days go by, you begin to question this. You're soon checking so much information that you can't process it all quickly enough, and you start wondering if you shouldn't have more empathy. You start forgetting to check for things like fraudulent seals. Maybe you start putting less effort into checking Arstotzkan citizens, as they have fewer documents to verify and are usually legit. Maybe when a wife doesn't have the documents to enter with her husband, you're willing to give her a pass. But what happens when the next morning you read a headline about criminals entering the country? Is that your fault? Do you care as long as your pay isn't affected? What if you were bribed? What about people with cryptic requests? If some guy asks you to pass along an important document, do you trust him? How do you identify who to give it to? What if you give it to the wrong person and it increases terrorist attacks? After all, bombings shut down the checkpoint for the rest of the day, you certainly can't pay the bills working half days.
These are just some of the questions you have to answer while playing Papers, Please, and this is why it's kind of brilliant. In the world that is Arstotzka's border all you do is drag some papers around and stamp the passport with the red or the green. But you have all the power, and you can do whatever you want with it. The game provides you with a framework, rewards, punishments, incentives, but never hard rules or end goals. Nobody is telling you what to do. Everyone has their own idea of what they want you to do, and they will reward/punish you accordingly, but in the end of the day the decision is always yours. You have to weigh what you value and decide how to best achieve it. Maybe you don't care about politics or emotional immigrants or cryptic cults, you just want to put your head down and provide for your family. Maybe you want to unlock all of the bonus medals, so you look for those weird situations with special circumstances. Maybe you actually don't care about your family, you just want to make sure all the terrorists get in.
Who would ever suspect such a simple game to have such immersive gameplay? How is it that a game about doing paperwork has the best morality system I've seen in any game? You might not even realize it's there because there are no points or meters, you don't even have good vs. bad. You just have a system where your actions have real, direct, discernible consequences. You're choices aren't even that complex, you are essentially answering yes or no a couple hundred times. This is the game's key. It doesn't have deep gameplay, it doesn't have an epic backstory, it's simple. It focuses on narrative and immersion at the cost of everything else. If anything, it's simplicity just accentutes how mundane a job you are working, and how even a thoroughly monotonous existence like immigration officer is one full of meaningful choices.
Tuesday, 27 May 2014
Transistor Review
Back in mid 2011, a little company named Supergiant Games took the gaming world by surprise. As a company nobody had ever heard of, they created a game called Bastion. Bastion quickly garnered large amounts of praise for being a highly polished, artfully crafted and all around profoundly beautiful game, and has since been ported to a plethora of platforms. For a while, people wondered what was next for Supergiant Games, and there was some doubt that they would make a second title. After all, how do you follow Bastion? In March of 2013 this question was finally answered when similarly gorgeous cyberpunk action-RPG Transistor was revealed. A little over a year of intense anticipation later, and the game has finally been released. I played it, and here is what I think:
First out of the gate, I want to state that I played the PC version of the game, and to be honest, I wish that I had a PS4 to play it on instead. The downside to Transistor's stunning art style, is that there are no graphics options to speak of, which is a problem when I was struggling to run the game at 20 FPS. The game is definitely very pretty, but it doesn't look like a game that should be particularly taxing. Perhaps this is simply an issue that will be resolved down the road via patching. I also felt as though the keyboard controls did not work very well at all, which was surprising given that they were fine in Bastion. It felt in general like much of the game's controls were a little sluggish, but it's hard to say how much of that was the low frame rate, and how much was my 360 controller being bad. I will say that, I played the game on a PS4 at Pax, and none of these problems existed.
Platform complaints aside, the game is a joy to play. I mentioned earlier that Transistor is an action-RPG, and I am glad to say that it's combat is incredibly deep. It has two main things going for it: the function system, and the Turn() system. Functions are essentially your abilities, however each one can take one of three forms. You can assign it as an active ability, you can assign it as an upgrade to another function, or you can assign it as a passive. With 4 active abilities (each with 2 possible upgrade slots) and 4 passive slots, there is an astounding amount of flexibility in how you can choose to play. I also really like that, when your health bar depletes, rather than dyeing immediately, one of your functions overloads and temporarily becomes unavailable. It forces the player to replace that ability in the interim, and thus try out abilities and strategies that they maybe wouldn't otherwise use.
To further add to the combat depth, is the turn() system I mentioned, which works something like the VATS system in Fallout 3. Essentially, any time you wish you can pause the combat, and input a certain number of actions, which you will then execute in quick succession. After turn() has concluded, you have to wait for it to recharge before you can use any abilities. This creates an interesting dance wherein you have to decide how much combat you want to do in real time, and when you want to use turn(). It allows you to use many attacks at once, but that isn't always what you want to be doing, and it leaves you vulnerable for a while. turn() is also not infallible. The game will predict how much damage you will do, if an enemy is out of range, if your attack will be blocked by terrain etc. This prediction is not always how it turns out though, and it encourages you to learn how your abilities and your opponents behave. It's actually kind of astounding how good a job Supergiant has done of making sure that spamming turn() every time it is available isn't always the optimal course of action, but still a very deep and strategic system.
Unfortunately, once we move beyond the realm of combat, things start to look a little bit less sunshine and lollipops for Transistor. I think the word I would use for it is "whimsical", though I saw someone describe it as "impenetrable", and I think that works well too. The problem Transistor has is that it makes no significant effort to explain itself to you. Certainly there is something to be said for leaving things up to the player's imagination. Supergiant chose this option at every possible juncture though, and you are left with a game that feels pretentious at best. The player is just dropped into this deserted city and has no recourse but to make their way from point to point. Nothing is explained explicitly or otherwise. None of the characters or locales are properly introduced or fleshed out, and you aren't given any good indication of what their motivations are. Everything just kind of exists. The Transistor itself talks constantly, much like Basion's narrator, and yet it feels like he never says anything worth hearing. There are tons of little interactive bits in the area, and yet they don't flesh out the world so much as say "hey, there's this thing here, isn't that cool?".
On one hand the player is left to interpret things as they wish. On the other hand, I personally end up just feeling really confused by this empty void of a world and what seems like multitudinous plot holes. By the end of the game I had just kind of accepted that I wasn't going to get a cast of characters or a world I cared about. I accepted that nothing was going to make sense, nothing was going to be explained, and that I should just put my head down and enjoy the combat. Perhaps the game's narrative just isn't for me and someone else will be able to understand it just fine. I can certainly see it being something that some people do enjoy, but it most assuredly left a sour taste in my mouth. However that being said, I still enjoyed the game quite a bit purely on the strength of it's combat. Luckily the minimalist approach the game takes to everything else means that it's pretty easy to pretend fighting the process is all that Transistor is about.
Sunday, 6 October 2013
The Ever Ecletic Saints Row IV
Around this time last year, I played through Saints Row the Third, a game with some strokes of brilliance, and some less than ideal aspects. SR3 was something of a flagship that took the series from being a cult hit, to a wild and ridiculous mainstream success. People decided they were a fan of a Grand Theft Auto style game that didn't take itself seriously at all. Then came the DLC. Then the game's published THQ went bankrupt. Placed in a decidedly strange situation wherin you have a wildly successful franchise, but a publisher who has gone broke, Saints Row developers Volition were put in a pretty awkward place. The result is that what was once intended to be a huge DLC expansion ended up being the standalone Saints Row IV. Some people were thrilled, some people were skeptical. Most just wanted more Professor Genki. As ever though, the question is, is the game any good?
So let's start at the beginning. The story of the last 3 Saints Row games follows the growth of the Third Street Saints from a down and out street gang, to somehow becoming a mainstream media empire. In SR4's opening sequences you become President of the United States, witness Earth be destroyed, get placed into a Matrix-like simulation, acquire super powers, and plot the downfall of the alien overlord Zinyak. And yet, this is all done as a tutorial. Sure, it makes sense to introduce the plot through gameplay, but this stuff should be epic. How do you make defending The White House from aliens boring? Make it a tutorial that doesn't have much to do with the game at all. How do we introduce an open world game? Clearly with a hallway shooter segment. Oh by the way, about that shooting? This game is about super powers, so don't sweat it too much. Now here, have a boring, needlessly protracted turret segment.
Unfortunately, that's really the story of Saints Row IV. It inherits everything from Saints Row the Third, and the new is constantly at odds with the old. Saints Row the Third was about jacking cars, driving in the oncoming lane, shooting rival gangs with ridiculous missions, and doing silly activities. All of that is still in Saints Row IV, but what's the point? Why use guns when you can throw fireballs? Why steal cars when you can run faster on foot? That's cute, you can vault over fences... or you could jump 500 feet in the air, dive into the ground and nuke the fence into oblivion. Don't get me wrong, the super powers are definitely fun, there's no doubt., but being tacked onto an existing engine makes them feel significantly more clunky than in say, inFamous. At least until they throw you into a mission where you are without them. It's like they needed to do that occasionally just to justify guns even existing. At least they are pretty good about providing you with crazy vehicles or power armor to use part way through these segments so you don't miss your powers too much.
As far as the game flow, things feel a lot less coherent than Saints Row the Third, too. You can cruise around Cyber Steelport and do many of the same or similar activities as in real Steelport. Except now there is this whole quest system. Many of the games' quests involve exiting the simulation and talking to a crew member on your ship in the real world. Which seems to me like it doesn't really accomplish much aside from adding travel and loading time to your task. Sure there's a story/atmosphere/otherlameexcuse reason to do it, but let's be real here. Saints Row IV's story is not trying very hard, it's barely there. This game is about being the super powered president. I guess you could say it's making some kind of statement about escapism, but I really don't care. It's just another example of the world with super powers being at odds with the world without. I want to stay in the simulation and run up buildings, don't make me work so hard to get to the fun parts. It seems an odd thing to do, considering a big part of Saints Row the Third's appeal was always making the player feel like they are doing something worthwhile with their time.
As for the non-story quests, most of them simply involve doing the various activities strewn about Cyber Steelport. On one hand, this is pretty cool, because it means you have a little extra incentive/reward for doing said activities. Except I completed most of them before even getting the respective quests. As a result, the activities felt kind of soulless and unrewarding. Then I got a bit farther in the story, and unlocked a slew of rewards all at once. It just seems to me that the way the game is paced out is all over the place. You start out in a painfully linear/lengthy tutorial, pining for the open world. Then you get it, and are given a world with a million tasks and no incentives. Then you go back to the real world to do some story missions, and are rewarded with incentives in the cyber world. Surely at the very least, they should have restricted what activities you can do at the start a little more, and let the player narrow their focus a little.
What I will say about Saints Row IV though, is that when it get it right, it does it in style. The game is absolutely littered with delicious nerdy references. They feel out of place in a franchise that started as a gritty GTA clone, but I'll not say no to a tongue-in-cheek Metal Gear Solid segment. What's more, Volition once again flex's it's ability to create moments that are absolutely perfect for certain 80's songs. Those moments where you can just rock out and be awesome to a song that fits the moment perfectly.. Well they are absolutely stunning. Really, that's what this game is all about. It's about being awesome, being silly, being nerdy and being ridiculous. Saints Row IV definitely does all of this, but I would personally argue that Saints Row the Third did it better. I think it comes down to expectations. Saints Row the Third has tons of crazy in it, but it has a lot of the typical stuff, too. In contrast, Saints Row IV is thoroughly ridiculous from start to finish, and when everything is crazy, nothing is. The absurdity is still amusing, but not as much as it could have been.
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