Friday, November 23, 2012

Review: Halo 4

Although Halo 4 introduces great new enemies, weapons, and environments, 343 Industries ultimately plays it safe with this new chapter by skillfully iterating on the canonical Halo experience. 
One of the most disorienting experiences a critic can have is liking something, but not knowing why. In the context of video games it's an epistemological hazard I usually can avoid, but one series that persistently confounds my critical judgement is Halo.

For example, I've never found myself particularly inspired by Halo's militaristic, technology-driven, human-centric brand of science fiction; I instead prefer games like Mass Effect where you get to explore diverse cultural and sociopolitical relationships between advanced civilizations on a galactic scale, and also have sex with aliens. When it comes to competitive multiplayer, I usually opt for something like the deliberate, hyper-violent, highly strategic combat of Gears of War, which makes Halo and its floaty ragdoll physics look like NBA 2K13 by comparison. And in terms of protagonists, I pretty much prefer anybody to the Master Chief, a character so lacking in charisma he makes Gordon Freeman seem like George Clooney.

However, despite all my arguments to the contrary, I really do like Halo. Perhaps it's all those weapons, scattered around the battlefield with the abundance of dandelions in a glen. Perhaps it's the resulting frenzy of fast-paced combat, which resembles a firefight breaking out at the 2557 NRA national gun show. Perhaps its the panoply of bizarre vehicles, and the unfettered glee that accompanies soaring above the fray in a Banshee. Perhaps I just really like punching diminutive alien zealots in the face.

Given how poorly I comprehend my affection for the Halo series, it was with some concern that I approached this newest installment. Marking a return to the original storyline after a five year intermission, and serving as the first major development effort by the new stewards of the franchise, Halo 4 could have been the key to unlocking what I find so appealing about these ridiculous games, or it could have been enough of a misstep to finally break their spell over me.

Don't worry... even though the Chief has never seen this ancient alien weapon before, he won't let that fact keep him from killing stuff with it.

Perhaps unsurprisingly, Halo 4 achieved neither of these extremes. Instead, 343 Industries channeled their obvious devotion to the Xbox flagship franchise and delivered an incredibly faithful reproduction of the classic Halo experience. As far as a casual gamer like myself can tell, the fundamentals of the combat are essentially unchanged; other than a dedicated button for short sprinting and fact that the armor ability system of Halo: Reach has been retained, most of the time I felt like I could have been playing any game in the Halo library. (Incidentally, I was a big fan of the Reach ability system, and was psyched to see that the "hologram decoy" makes a triumphant return.) Halo 4 even takes pains to make sure the 10+ hours of single-player campaign include all the requisite gameplay hooks, from the frantic close-combat battles in nondescript futuristic space corridors to the epic clashes of heavy weapons platforms that are really difficult to steer properly.

Unfortunately, Halo 4's commitment to consistency means that a lot of opportunities for innovation are lost. For instance, even though an entire new civilization is introduced—and with it, a wealth of new enemies and technologies—the resulting gameplay changes remarkably little. The new Forerunner weapons reprise the same well-balanced collection of roles already filled by the existing UNSC and Covenant ordnance (e.g. assault rifle, battle rifle, sniper rifle, shotgun), and despite the few novel twists and tricks they throw at you, any new foes you encounter can usually be dispatched with the same old tactics.

Cortana is pretty much naked at all times, whereas John never even takes his helmet off. And that's the least odd thing about this couple.

I'm not really going to offer a critique of the plot of Halo 4, because frankly the entire mythology of the Halo universe confuses the hell out of me. Over the past 10 years I've managed to grasp that the Master Chief (a.k.a. SPARTAN-II commando John-117) is a biologically-engineered super-soldier whose girlfriend is an artificially intelligent computer program that was modeled after his mother and lives in his head. Also, they've saved the universe a few times. Beyond that I'm fairly lost, so if you're the sort of person who plays these games for the story and you've read this far, I've nothing more to offer than my apologies.

Although the campaign is certainly worth playing, as with past Halo games (and pretty much every other first-person shooter), folks are likely to spend most of their Halo 4 quality time in competitive multiplayer. After haranguing all my regular gaming buddies into dropping a bit of their precious pre-holiday cash on this particular title (as opposed to, say, Black Ops 2), I suppose I was relieved to find the multiplayer was as conservatively designed and incrementally innovated as the campaign. Of course, this means that while Halo 4 does well what Halo games typically do well (e.g. robust matchmaking and well-balanced competitive combat), it also does poorly what Halo games typically do poorly (right down to the clunky menus and the litany of arcane, ill-explained game modes). Then again, one of the multiplayer maps is a visually stunning remake of the Halo 3 favorite "Valhalla", so how much can one really complain?

Home of the gods.

Beyond competitive multiplayer, there's also been a general trend this console cycle towards more cooperative multiplayer game modes in shooters. In terms of quality, they typically range from paragons of game design like Gears of War's "Horde mode" to hokey half-assed pandering like Call of Duty's "zombie mode". Unfortunately, Halo 4's "Spartan Ops" cooperative game mode, which consists of episodic collections of co-op side missions, tends more towards the latter. Most missions are essentially glorified shooting galleries, and since you're free to respawn as much as you like, the primary challenge is how long you're willing to mop up the seemingly endless waves of enemies before you grow too bored to continue. If you're really looking to spend some quality time with your friends murdering aliens instead of one another, then playing the campaign in co-op mode is a much better bet.

In closing, I hate saying that Halo 4 is "basically another Halo game", but no matter how I run the numbers, that's the answer I keep coming up with. In other words, if the whole space marine thing has never really been your cup of tea, then Halo 4 is unlikely to be the game that changes your palate. However, if you're an old-school Halo fan looking to get back in the game or a current Reach regular looking to re-up your multiplayer, then Halo 4 is everything you need it to be, and maybe even a little bit more.

Thursday, November 15, 2012

Happy 2-Year Blogoversary!

It seems like a lifetime ago that I sat staring blankly at my computer screen in the windowless copy room at my graduate school that served as my makeshift office. It was then that I decided to launch Applied Gaming, because sanity desperately demanded I write about something that wasn't "high-dimensional approximation of positive semidefinite matrices" for a change.

Two years later—despite a dissertation, a second child, and a new house—I'm still writing about the thing I love most in the world. (At least, the thing I love that isn't my wife or our offspring.) I've posted 56 articles (including 20 game reviews), went to my first PAX East, talked with dozens of developers, raised money for charity, and most importantly, I've successfully validated the hundreds of hours (and hundreds of dollars) I've spent on video games in the past two years.

In fact, it's been such a good idea, I plan to keep doing it. So, thanks to all my friends and readers, and keep on visiting the site!

PS - I finished Halo 4 last night; a review is forthcoming.

Monday, November 5, 2012

Assassin's Creed III: Early Thoughts

One of the problems with writing game reviews is that the process compels you to rush through each game as quickly as possible, so that you have an opportunity to share your opinions on a title while most people are still talking about it. While I enjoy having an excuse to tear through in a week a game that took tens or even hundreds of thousands of man-hours to make, it's very different from the way I used to play games, and also very different from the way most of my friends still play them. In fact, I'm not convinced that game critics should be digesting new games this way either, but that's a discussion for another time.

At any rate, every once in a while I choose a game to take my time with and really enjoy. Given that I'm a fan of the Assassin's Creed series, a long-time resident of the Boston area, and a lover (well, at least a liker) of history, Assassin's Creed III was a good choice for a title to really savor. Since I'm about 15 hours now and I'll likely be taking some time off from the game after Halo 4 drops tomorrow, this seemed like a good time to share some of my thoughts thus far.

To get everyone on the same page: Assassin's Creed III is (somewhat confusingly) the fifth major installment in the Assassin's Creed franchise, Assassin's Creed II having had two of its own sub-sequels within the trilogy. In this latest installment, our pal Desmond once again steps into the Animus to experience events through the lives of his ancestors in the hopes of unraveling secrets about the history of the Assassins and their centuries-long war with the Templar Order. This time the history lessons take place during the American Revolution and follow Ratonhnhaké:ton, a half-English, half-Mohawk assassin who thankfully goes by the more pronounceable pseudonym "Connor".

Don't eat the red snow.

My early impressions of the game are that while the environment is fresh and interesting and there have been some of positive changes to the gameplay formula, I'm surprised at how many parts of the game seem way more rough than they should, especially considering how much Assassin's Creed III draws on the mechanics of its predecessors. Ubisoft's decentralized model of development seems to be once again at work here, with some of the game elements being highly refined, and others feeling incredible awkward as hell.

First, the good news. The movement systems have been improved a great deal, so Connor can scale cliffs and skip across tree branches with the same finesse his predecessors reserved for scaling buildings and skipping across rooftops. As someone who has done a bit of outdoor rock climbing, I can say that all of the climbing animations appear fluid and natural, and are genuinely a joy to behold. It's a good thing, too, because there's plenty of mountains and forests in the New World to climb. Another positive new aspect are the naval battles, a series of mini-game side missions that turned out to be way more fun than I thought they'd be. Also, they've added a hunting mechanic, which (despite being kind of a rip-off of Red Dead Redemption) is a fun diversion when you're roaming the New England frontier.

Now, for the bad news. The stealth systems have taken a step backward, with guards having much more heightened and far more unpredictable levels of awareness. Since there are also seem to be a lot fewer places to hide in colonial Boston, I find that after inadvertently sounding the call to arms, I frequently end up being running around for five full minutes before I give up and just stop and slaughter the dozen redcoats chasing me. The combat mechanics also have ticked up a bit on the awkward scale, and thus the whole "assassin" part of Assassin's Creed III is somewhat less rewarding than it has been in the past.

In addition, I'm a little annoyed with some of the open-world aspects. Since I've been taking my time, I've been doing pretty much all of the side quests and optional missions, but they really don't seem to fit into the story very well. For example, I've been going around and infiltrating various British forts, executing their commanders and blowing up their powder reserves before raising the ol' stars-and-stripes. However, there's been hardly any interaction with American Revolution at this point in the story yet (save a single conversation I had with Sam Adams), so I have no idea why Connor would be compelled to do this. I guess he's just a completionist, jonesing for that 100% achievement.

In closing, so far Assassin's Creed III has been a mixed bag across the board. (Example: new fast travel system, good; new menu system, not so good.) However, if you like the Assassin's Creed series (which I do), the novelties this incarnation has to offer make it well worth playing. At this point I'm really too early in the story to comment on the plot (other than the first big twist, which I did not see coming and really enjoyed), but I'm hoping that in the end it turns out to be good enough to give Assassin's Creed III a winning record overall.

Friday, November 2, 2012

Review: Dishonored

Though it suffers from some of the common issues of first-person stealth games, Dishonored's rich world and engaging gameplay make it well worth your time.
I've always found extremely frustrating the style of gameplay typically engendered by stealth elements. In games like Metal Gear Solid or Assassin's Creed, no matter how hard I try, I find there's a huge gap between the player I want to be and the player I actually am. The player I want to be is a cunning, graceful, and deadly phantom who strikes fear into the hearts of his enemies. The player I am is the guy who accidentally alerts the first guard he encounters and then is forced to clumsily mass-murder everyone in the room.

For stealth to work well, a game needs to be designed with clear, reliable mechanics paired with intuitive systems for player feedback, which is why the XBLA title Mark of the Ninja released earlier this year was such a phenomenal game. These requirements are also why I find first-person 3-D stealth games like Thief and Deus Ex to be problematic—in this setting it's much harder to design good mechanics for visibility and to communicate when the player is hidden and what actions will cause them to be detected.

However, both Thief and Deus Ex are highly acclaimed works, because they create captivating worlds and then give us the breath of gameplay choices to interact with these worlds in a variety of interesting ways. Consequently, even though I suspected Dishonored might suffer many of the canonical pitfalls of first-person stealth games, I felt it only fair to give it the same chance to impress me with its world and the things I might do in it.

Let's start with a bit of background: Dishonored is set in the fictional city-state of Dunwall, a industrial-era Victorian sort of place where everything is powered by magical whale oil. Unfortunately, all this blubber-driven technology has little effect on a devastating plague that is decimating the city, and things quickly go from bad to worse when the Empress of Dunwall is murdered and you, her personal bodyguard and occasional boy-toy, are blamed for it. Shortly before your impending execution, standard video game tropes finally work their magic a grant you a means to escape, new weapons and gadgets, and supernatural powers, i.e. everything you need to go on a murderous campaign to seek revenge on the people that ruined your life and betrayed your country.

Dunwall is like the England of Charles Dickens crossed with the England of Children of Men.

I won't ruin the rest of the story except to say that there are a few plot twists, though I found them all to be fairly predictable. (And mind you, I'm the sort of person who rarely guesses plot twists beforehand.) However, what Dishonored lacks in story it more than compensates for in terms of ambiance and gameplay.

First, regarding ambiance: a lot of games do post-apocalyptic and pre-apocalyptic well, but rarely does one get a chance to enjoy straight-up apocalyptic. Dishonored does a great job of creating a city on the brink of total ruin, from the rat-infested slums to the lavish brothels and mansions where the aristocracy fortify themselves against the diseased masses. While other games might use such a setting as an opportunity for pointed social commentary, Dishonored seems content merely to use this world as a colorful backdrop for your personal quest for justice and revenge. This earnest portrayal, combined with well-written, superbly acted dialogue and a slightly stylized, hand-painted art style (think "disturbed Norman Rockwell"), make the world of Dishonored a very real and very fascinating place to inhabit.

After playing these kinds of games for a while, I find that I check my six a lot more often.

Second, regarding gameplay: as I'd originally feared, Dishonored makes a lot of missteps in their version of the traditional stealth mechanics. It's often difficult to tell at a glance if you're hidden or not, and the visual and audio cues that indicate an enemy has spotted you are subtle and easy to miss. More than a few times, while lying in wait to launch a devious attack on an unsuspecting guard, I was interrupted by being stabbed repeatedly in the back of the head by some guy I didn't even know was there. If you're trying to get through the missions clean, save frequently and be prepared to look at the loading screen a whole lot.

However, in many ways Dishonored is able to compensate for these issues by offering a diverse array of additional mechanics, allowing for the sort of player-choice-driven gameplay that made games like Thief and Deus Ex so successful. For example, imagine you're trying to infiltrate a particular building with the intent of sending one of your former colleagues into forced retirement. You might choose to use your mystical dark powers to (a) possess a rat and crawl in through a broken vent, (b) teleport to a second story ledge and sneak in through an open window, or (c) freeze time and then plant an exploding razor mine on the chest of the guard at the front door. Dishonored also takes great pains to extend this level of player choice to each mission as a whole. Each target has a number of ways they can be dispatched, from a simple knife to the face, to creatively engineered "accidents", to non-lethal (but often far more cruel) methods, which involve dropping the hammer of poetic justice on your adversaries by using the very things that made them powerful against them.

Here's an example of some guards "troubleshooting" a security barrier you've tampered with.

In fact, games elements like these "non-lethal" objectives are indicative of how Dishonored manages to still be successful without "solving the stealth problem". Even though I could have eschewed the temperamental stealth mechanics entirely and just cut a bloody swath through Dunwall head-on, the prospect of secretly getting my revenge without ever being seen or getting my hands dirty held a certain allure. (Also, there was the temptation of getting the "Ghost" achievement for not being detected or taking a life the entire game.) And for an imperceptive stealth-impaired klutz like myself, the fact that Dishonored managed to keep me happily skulking around rooftops for about 30 hours should be pretty high praise indeed.