>Progress

>The quest for 50K is going much better than I’d originally anticipated; I’ve got 6 weeks to get 327 points. I’m pretty sure I can get that relatively quickly from Assassin’s Creed 2, with an assist from Left 4 Dead 2. So, hooray for that.

This past weekend was a little weird, gaming wise, but when I think about it it actually worked out to my advantage. The weekend’s primary goal was working on music, but every once in a while I needed a break, and so I’d dive in to something on the 360; and since I’d finished Modern Warfare 2‘s campaign already, I didn’t feel pressured to pick one thing and finish it.

I keep grinding away in Forza 3; I kinda messed up and bought the wrong car for an upcoming race in the Season Play mode, and so now I’m just going through tournaments in an effort to make that money back. I can’t remember if I made the analogy here or in an email, but here goes anyway: Forza reminds me a lot of the Tiger Woods games, in that there’s an absolute ton of stuff to do, a lot of which I’ve already done in previous versions in the franchise. On the flip side, Forza 3 does not in any feel like it’s treading water, the way the Tiger games have for the last few years.

I’m also still running around in GTA4: BOGT, which is making me love the original GTA4 a little less. The game just feels dated; not in its story or setting, but in its actual gameplay mechanics. Combat feels incredibly clumsy, and the game is just brutally punishing if I fail a mission – I lose cash, armor (if I had it) and ammo (which doesn’t get replenished), plus time keeps moving forward so if I had something I wanted to do at a certain time, I probably don’t get to do it if I have to keep doing a mission over and over again. Saints Row will never be confused with GTA in terms of story and emotional resonance, but in terms of having fun and not being endlessly frustrating, it’s not even really all that close anymore. The Houser brothers are starting to make a little bit of noise about GTA5; I know there’s tons to think about in terms of making a great GTA game (story, setting, dialogue), but I would suggest that they also add some refinements, if not a complete overhaul, of the way the game is actually played. Let us recharge our health; let us have mid-mission checkpoints; let us not be punished so harshly for failure.

I’m starting to get really excited about 2010 Q1; specifically, Mass Effect 2. And it occurred to me that I never finished my 3rd playthrough of ME1, so I decided to give that a bit of a whirl. As it happens, I’d stopped playing near the end of the last DLC they released; said DLC was more or less a glorified combat tutorial, which is arguably the least successful aspect of the original game. But whatever – I turned down the difficulty and plowed through the last few missions and got 100 Achievements for my efforts, and then I saw where I actually was in the story, and then I decided to call it a day. (If you’re familiar with the first game, I’d just gotten off the Citadel and hadn’t yet started those first 3 long missions you get in order to advance the story; in other words, I’d have a looooooooong way to go.)

And then, in a bit of idle panic, I downloaded the Torchlight demo from Steam, just because I’d heard it was good and I was curious to see if my aging PC could run it. The short answer is yes, it can, and shortly thereafter I’d purchased the full version and now I’m totally hooked.

This week: Assassin’s Creed 2, Left 4 Dead 2, and the God of War Collection for PS3.

Finally, I want to give a shout out to Pandemic Studios, who very well might be getting shut down today. Mercenaries was one of my favorite games on the original Xbox, and Star Wars Battlefront was a lot of fun, and even Destroy All Humans! was worth a few chuckles. I’m hopeful that Saboteur will at least be a fine farewell from one of the more ambitious developers out there.

>Modern Warfare 2

>*SPOILERS AHEAD*

For years now, there’s been a growing discussion about the importance of Story, specifically as it applies to videogames. The people having that discussion also may bring up the concept of Art, as in: “Are videogames art?” As the game industry grows larger and fights for legitimacy in the public eye, this question becomes important, even if it’s not necessarily relevant.

A lot of great game franchises have been ruined by Story. The Tony Hawk franchise is a perfect example; the first few games really just focused on capturing the experience of skateboarding, and to that end they succeeded mightily. Eventually, though, as the game kept churning out sequels with marginal technical improvements and the need to innovate became stronger, the game developed a story mode. And that’s really where the franchise fell apart, for me. I didn’t care about being a little skate punk, I didn’t need to stick it to the man, etc.; all I wanted to was skate, and do the things that I couldn’t do in real life. I suppose I could’ve hung in if the story was at least told well, but it was bland and unoriginal. What was I supposed to expect? The developers had been making a skateboarding game, but now they were supposed to tell me a story? How do those particular disciplines mesh?

Then there’s games like Brutal Legend, which is so focused on its story and the design of the world you play in that the actual gameplay feels like an afterthought. Sometimes that works, sometimes that doesn’t. On the opposite side of that spectrum, a game like Borderlands has almost no story to speak of, but the gameplay is so well-designed and focused that it almost doesn’t even matter that there’s no story-driven motivation.

And then there are franchises like Metal Gear, where the story is so central to the experience that there’s almost no actual game to play; a 10 minute action sequence will be followed by a 40-minute cut scene, and then you’ll walk down a hallway and another 30-minute cut scene will ensue. I’m not going to get into MGS’s story quality, because that’s an entirely different 10,000-word blogpost, and in any event I’ve already written about it.

But story quality is important, and that’s my real bone to pick with Modern Warfare 2.

The Call of Duty franchise’s defining characteristic has been its scripted events. You’ll play as an American soldier, and then after a big “event” you’ll switch perspectives and then play as a British soldier, or a Russian soldier, etc. Call of Duty 4, which moved the franchise out of the trenches of WW2 and into modern day, kept this perspective-switching intact but also took it in intriguing and shocking new directions; the very beginning of the game features your character suddenly being executed, and the end of the game features your character dying in a nuclear holocaust. This whole idea of watching yourself die, totally powerless to save yourself, was unnerving and visceral and powerful.

The stakes for MW2, then, were set very high. How could the game’s developers manage to top the jaw-dropping moments of the first game? The answer to this question was, unfortunately, “if some is good, more is better.”

The “airport level”, as it’s been called, is genuinely controversial, and rightly so. You play an American soldier, undercover, who somehow has managed to be inserted into a Russian terrorist cell right next to “the most dangerous man in the world.” The scene begins in darkness; you hear the sound of guns being loaded. The lights fade up; you see that you are in an elevator. The most dangerous man in the world says a few words, and then the doors open, and you see that you’re in an airport, and you and your fellow terrorist are slowly walking through the airport, killing everyone you see. The creepiest thing about this sequence isn’t the killing of civilians, or the obvious parallel to 9/11 and the lingering paranoia about airport security; it’s the fact that you’re all walking so slowly, making sure you’re all taking the time to kill as many people as possible. You don’t even have to pull the trigger during this sequence; the rest of your gang members will do all the killing for you. The lingering sense of dread is almost overwhelming; it’s disturbing and uncomfortable.

So this is all shocking, and this occurs only about 1-2 hours into the game. But this isn’t where the level ends. After you get out of the airport, you’re back to shooting police and soldiers trying to stop you, and then the level ends with the Most Dangerous Man In The World suddenly revealing at the very last possible moment that he knows you were an American the whole time, and shooting you in the head.

Let’s set aside for the moment that your identity as an American sets off a chain reaction that plunges the U.S. and Russia into a global conflict that eventually sees you, among other things, staging an assault to reclaim the White House in the wake of an aborted nuclear missile attack on Washington D.C., and let us instead examine the other ways in which your player character is suddenly killed at the last possible moment in an unforeseen twist. Your character is also in a helicopter that gets shot down and when you wake up you are trapped in the wreckage, with no bullets; an enemy helicopter approaches, and the screen goes white.

Then, for no apparent reason, your perspective shifts and suddenly you’re an astronaut doing a space walk by the International Space Station, watching a nuclear missle’s arc cross the horizon. This is shocking enough – that’s probably why they put it in the commercial – but suddenly the missile is detonated and the electro-magnetic pulse generated by the missile’s explosion sends you flying out into space.

And then, the scene flashes back to you being trapped under the helicopter wreckage – it turns out that the EMP happened directly overhead, and so everything electronic in the area suddenly conks out, and the helicopter that was about to kill you crashes, and so you escape. Hooray! Except that it turns out later that, after you’ve raided the Most Dangerous Man in The World’s safehouse and retrieved valuable “intel”, you’re shot in the head by the main U.S. General in charge of the war effort, who then also sets you on fire.

And THEN, you’re in the desert, for some reason – I’m not even sure who the “you” is, at this point, since “you” have already died several times – and you’re chasing this same U.S. General, who manages to get into a helicopter from a moving speedboat, and then you manage to shoot the helicopter down, and it explodes, and then your speedboat falls over a cliff, and somehow you survive, and as it turns out the U.S. General also survived, and then he stabs you in the chest with a knife, and then eventually you regain the strength to pull the knife out of your chest and throw it (the knife) directly into the General’s eyeball. And then the credits roll, while people walk around in a museum, presumably showcasing certain famous scenes of the war, which are really quite violent for a kid-friendly museum.

This is all to say that the story is so over the top that it becomes melodramatic and nonsensical and just plain weird. And the thing that really makes it ridiculous is that, at least in my experience, you die a lot during the campaign. The game is hard; it only takes a few bullets to put you down, and there are a lot of enemies who fire a lot of bullets. The game has a relatively generous checkpoint system, as well as recharging health, but therein lies the breaking of the suspension of disbelief – I’ve already been shot a hundred thousand times in the course of this level; why shouldn’t I recover from being shot in the head at close range? Again?

The game part of the game is, of course, expertly well done. It’s graphically impressive, the weapons feel incredibly powerful, the atmosphere is charged and violent and unsettling. The rag-doll animation following a kill shot is especially unsettling; people just drop. And then of course there’s the multiplayer suite, which I dabbled in briefly last night and which better people than me can pontificate on. It’s all very well done, and it’s certainly worth a purchase, which is maybe a ridiculous thing to say given that anyone reading this probably already owns it.

But the story… wow. Here’s a suggestion for the sequel, which was inevitable even before it was set up by the game’s surprisingly clunky cliffhanger of an ending: maybe don’t kill the player character as much. It’s already been done far more than is necessary, and it ceases to mean anything since it’s not like your character even says anything, or is even clearly identifiable. There were a number of times during the campaign where someone would shout something to someone, and it took me a while to realize that they were shouting at me.

On an unrelated note, a hypothetical question: who kills more people, Nathan Drake in Uncharted 2, or your player character(s) in Modern Warfare 2? I could probably actually look this up and get real numbers, but off the top of my head it seems like the numbers would probably be pretty close.

>WIPTW: World Series edition

>I am incredibly superstitious when it comes to the Yankees in the postseason, and the incredibly annoying feature is that the superstitions are always changing from year to year. During the 2004 meltdown against the Red Sox, I feel like I let us down; the first three games I’d listened to on the radio, and because I was traveling on the 4th game I ended up watching it on TV, which is where everything fell apart. This year’s winning formula is apparently that I cannot watch any of the game on television, or even be in the same room if the game happens to be on. I’m serious. Within 5 seconds of me turning the game on, something bad happens to the Yankees; I turn the game off; they end up winning.

As a result, I’ve been able to get a bit more quality time on the 360. This weekend was all about Forza 3 and Borderlands, with a tiny bit of GTA4: BOGT on the side.

Forza 3 is definitely the best in the series. All the pre-release hype made special mention of Turn Ten’s desire to make the game as accessible as possible for all kinds of gamers, not just driving sim enthusiasts, and to that end they have succeeded. The single-player campaign is long, robust, endlessly customizable, and thoroughly rewarding; just about every single race ends up giving you something new. And since I know nothing about cars, I feel much freer to simply buy cars that I’m somewhat interested in, since I can always auto-tune them up before a race if they’re underperforming. The franchise is really only guilty of two things; recycling content and less-than-spectacular graphics. I suppose I can forgive the graphics; they’re certainly not bad, they’re just underwhelming compared to, say, DiRT 2. The recycling of tracks, though, does get a bit annoying; I feel like I’ve been driving the same tracks for years.

Ultimately, Forza reminds me a bit of the Tiger Woods franchise, in that they’re both great time-sucks and, simultaneously, great for just a quick dip. If only Tiger Woods could make the same sort of advances in terms of keeping the game fresh.

Borderlands continues to be the game that keeps on giving. My soldier is now up to level 28, I think, and I feel like I just can’t put the damned thing down. I have absolutely no idea what’s going on in the story, and I couldn’t care less; I pick up a bunch of missions in a particular area, I clear ’em all out, I score tons of loot, I cash them in, I level up, lather, rinse, repeat. That the game does a pretty terrible (i.e., nonexistent) job of letting you know which of your 10-15 missions is actually essential to moving the story along ends up freeing you to explore more of the world because, well, why not – there’s loot in them thar hills, and sticking to the main questline would render a lot of it unexplored.

One can’t help but be reminded of Fallout 3 when playing Borderlands, as post-apocalyptic first-person RPGs aren’t really a dime a dozen. And yet the two games could not feel more different. Leaving aside from the drastically different art styles – which I don’t really want to do, as Borderlands looks absolutely incredible and utterly unique – they move at completely different paces. Fallout 3 was slow, ponderous, and dark – and it absolutely worked in that particular context. Borderlands might as well be a first-person shooter, on the other hand, as it plays fast and furious. It’s dark as well, but it’s also zany. I think I enjoyed the overall experience a bit more in Fallout 3, and yet I’m probably having a bit more fun playing Borderlands.

Ultimately, Borderlands is clear-cut proof that a game – specifically an RPG – doesn’t need a great story in order to be fun. That kinda sucks to admit, because I wouldn’t at all mind being a bit more emotionally invested in what’s going on in Borderlands, and it flies in the face of what Tim Schafer and Valve and GTA represent. We’d all like to see better writing and storytelling in games. And yet even without a clear motivation to get from one side of the game to the other in terms of story, here I am, compulsively doing missions and killing dudes and exploring and wanting to turn the game off after just finishing up this last thing and then holy shit, another hour has gone by, and look at all the cool stuff I have now.

I almost feel bad that I barely gave The Ballad of Gay Tony any time this weekend; I did a few missions, got a feel for the story and the characters, remembered how to get in and out of cover, and more or less left it at that. It’s still good old GTA4, even though the game is starting to look a little rough around the edges.

Which reminds me – there’s a lot of driving in both GTA4 and Borderlands (and Forza), and the controls are totally different for each game, and it takes more than a few minutes to remember which is which. I do wish there was some sort of control scheme that all game developers could agree on when it comes to driving in 3rd-person action games.

Jeez, I almost forgot – I also tried out the first hour or so of the new Ratchet & Clank game. It’s good, fun, solid, and I just don’t have the time for it right now.

>What I Played This Weekend: ALCS edition

>It always seems like whenever there are a ton of great games coming out all at once, I’m usually really busy doing lots of other things, and yet I feel compelled to own them all anyway. In any event – the little gaming time I had this past weekend was divided up pretty evenly between trying my hardest to enjoy Brutal Legend, and being very pleasantly surprised by Borderlands, with a little bit of Uncharted 2 online co-op, and a tiny taste of Demon’s Souls for the hell of it.

I don’t quite know how to express how bummed out I am about Brutal Legend. The art direction is stupendous, and the world itself is just fantastic. I love driving around and exploring the world and seeing all the incredible stuff there is to see, and my compulsive need to seek out hidden collectibles is very well satisfied. The dialogue and cutscenes are fantastic, and even though the sidemissions are incredibly repetitive, they almost never last more than a few minutes, and the rewards generally result in neat stuff in Ozzy’s Garage.

But goddamn, the stage battles completely suck all my enthusiasm out of the game. It eventually got to the point where I had completed every side mission and found every hidden thing I could possibly find, just because I wanted to play the game as much as possible without having to go through the stage battles. And, of course, the story can’t progress unless you do those stage battles, and therein lay the tragedy.

I don’t necessarily hate real time strategy games, I’m just not very good at them, and Brutal Legend’s brief tutorials don’t really help me in terms of figuring out what the hell is going on, and the game does such a terrible job of providing adequate feedback, especially when I’m on the ground trying to kill people because my army refuses to move. Once you start getting wounded, and the screen starts turning red and the heartbeat starts pounding louder, you’re almost always dead, and I’ve yet to figure out why. Even when I try to fly away, I die. And even though I’ve eventually won every stage battle I’ve participated in, I really don’t understand why, and the whole thing just feels shoddy and poorly implemented.

I have all the respect in the world for Tim Schafer; I’ll play anything the man works on. But I’m starting to feel that there’s more to a game than art direction and funny dialogue; ultimately, a game either succeeds or fails based on how much fun it is to play, and Brutal Legend is not very much fun at all.

Meanwhile, Borderlands is fun as hell. It starts a little slow, but once you finish the first round of missions and get a vehicle, it really starts to open up. I dinged up to level 15 pretty quickly, and have been itching to get back to it ever since. Haven’t tried online co-op yet, though, since none of my real-life friends have been able to find a copy in stores.

Speaking of online co-op, I did a few levels with Gred in Uncharted 2, and while they’re pretty much taken wholesale from the game, they’re still a lot of fun. It really shows just how improved the combat is; the mechanics are rock-solid and it’s arguably even more fun when you’re shouting out positions and scrambling for cover and ammo and trying to heal each other.

Finally, more out of morbid curiousity than anything else, I tried Demon’s Souls for 20 minutes yesterday. I can see why the game gets good reviews; the game is hard but it’s fair, and I eventually died because I was being impatient, not because the game cheated. And then, of course, I saw where I respawned from, and saw how far I’d have to go to reclaim my lost souls, and I said “fuck this.” I don’t have the time or the masochistic tendencies to really put it through its paces.

Tonight: Forza 3.

And coming soon, we’re going to be doing a big GAMES OF THE DECADE feature, featuring a special guest or two. Stay tuned.

>Quick Thoughts on Brutal Legend / Uncharted 2

>I won’t write about Brutal Legend just yet. It’s clearly a labor of love by Tim Schafer and his DoubleFine team, and it wouldn’t be fair to talk about it before I’ve finished it. The reason why I haven’t finished it, though, is that the RTS-lite stage battles make me miserable, and every time I fire the game up I do everything I can to avoid having to do them. As a result, I’ve explored about as much of the world as I can, and I’ve found a whole bunch of the secret collectible stuff, and so now the game exists in two distinct halves for me; there’s the half where the world is awesome and the artistic vision really shines through and everything is hilarious and fun, and then there’s the half where I take the game out of the tray and wait for my rental copy of Borderlands to arrive.
Wait, didn’t I say I wasn’t going to write about Brutal Legend just yet? Shit.

I will write about Uncharted 2, though, and I’ll do my best to speak coherently about it; it’s been a few days since I finished it, and hopefully I’ve flushed most of the excess hyperbole out of my system.

Because I’m not as great a writer as I like to think I am, I’m not entirely sure I made the point I wanted to make when I got all pissy about Adam Sessler calling U2 the best game he’d ever played. (After all, something’s got to be the best game you’ve ever played, and now that I’ve played it, U2 is as good a choice as any.) The point really should’ve been that there are better, more responsible ways for a critic to speak about something s/he is reviewing; otherwise, you’re basically writing pull quotes for the box art, and it makes me suspicious.

And the truth of the matter is that U2 is fucking fantastic. For all that it might lack in innovation, it is exceedingly ambitious; Naughty Dog strove to make the best action adventure game ever made, and to that end, they succeeded beyond any reasonable expectation. They have set the bar immeasurably high. U2 is at the very least the finest PS3 game of this generation and will probably keep that distinction for the rest of the PS3’s lifespan, and if something even better somehow comes along, we will all be the better for it.

It is perfectly, relentlessly paced; exploration glides into action and back again, within the most beautifully constructed locales ever seen in digital form. Perhaps you’ve heard of the train sequence; it’s easy to talk about and it occurs early enough in the game that you can talk about it without really giving anything away. Other games have featured action set-pieces on moving trains – one of the Splinter Cell sequels immediately comes to mind – but here, the train isn’t just moving along a straight line, in the dark, past the same few lightposts over and over again. You’re in the jungle, in broad daylight, and the train’s course is constantly undulating back and forth, which means you have to compensate and anticipate the train’s movements when you’re trading gunfire and tossing grenades; not only are you fighting enemies but you’re also trying to move to the front car, which means you’re also climbing all over the train and dodging signposts and traffic signals; oh and there’s also a helicopter shooting rockets at you. It’s all you can do to remind yourself to blink and exhale.

I haven’t tried the multiplayer or the co-op yet, but even so – the single-player campaign is a staggering achievement in interactive entertainment, and is absolutely deserving of all the accolades it has received.

>A Word of Warning

>Remember just a few days ago, when I ranted here about the excessive use of hyperbole in game reviews? Yeah, well. I’m at Chapter 22 out of 26 in Uncharted 2, and all I can say is that I’m going to break the world hyperbole record when I write whatever it is I’m going to write about it.

>On Hyperbole

>This is the first paragraph from Adam Sessler’s review of Uncharted 2.

I’m not 100% certain when it happened. I think it’s when I had Nathan Drake atop a building in a war-torn Nepalese city, cornered and being fired upon by a helicopter, engaged in a fist fight with the screen slowly draining of color, snapping my enemy’s neck and quickly rolling into cover to reload my grenade launcher only to turn and fire upon the chopper one last time as I watched it crash and explode. I think this is when I realized that Uncharted 2: Among Thieves was the best single-player game I have ever played. [emphasis added]

Uncharted 2 has been getting great / fantastic / multi-orgasmic reviews pretty much across the board, and I don’t doubt that the reviews are genuine and sincere in their appreciation for a job well done. I personally have been foaming at the mouth for it ever since the E3 reveal trailer, and when I get my grubby little paws on it next week I’m never going to let it go. But as someone who uses hyperbole on a regular basis to describe even the most mundane events of his day, I’m a little suspicious when someone as high-profile as G4’s Adam Sessler says something like “this was the best single-player game I have ever played,” especially since it comes during the same paragraph that implies that he was still in the middle of playing it for the first time. (He himself defended his statement in this little follow-up video, which more or less lets him say the exact same thing.)

Again, I’m not necessarily doubting the sincerity of his statement. He may full well truly believe that Uncharted 2 is the best single-player game he’s ever played, and it may well in fact be true. But I think that saying something as completely audacious as that, without providing any sort of context (i.e., what other games has he played to compare it to) or self-reflection (i.e., will he still feel this way in a week/month/year) is maybe a little disingenuous.

It reminded me a bit of the post-release discussions of Metal Gear Solid 4; I recall one podcast/roundtable thing where people talked about the story and the gameplay and everything and one guy in particular said that everything about MGS4, straight up and down, was perfect. As soon as he said that, I immediately treated everything else he said as a lie, because willful ignorance in the face of stone cold facts just means you’re an idiot who loves something because you have to. I no longer trust your objectivity, which means your subjective opinions are irrelevant. And let me be clear – I ended up really liking MGS4, and nobody was more surprised about that than me. Hell, I even said it was one of the best games I’d ever played.

The difference, of course, is that I didn’t say it was the best. I was still in the middle of the post-conclusion adrenaline rush, and I had not yet regained equilibrium. At the end of the year, I said it was the best PS3 game I’d played in 2008, but consider what else came out:

  • Braid
  • Little Big Planet
  • Fallout 3
  • Rock Band 2
  • Left 4 Dead

Oh, and Grant Theft Auto 4, which was my 2008 GOTY by a landslide. I loved the hell out of GTA4. I tried playing it the other day, in fact, to get ready for the new DLC that’s coming out. I’d gotten stuck in a mission in the previous bit of DLC, and I wanted to try and get past it. And suddenly, my memories of how amazing it is came into direct conflict with my experience of playing it again with fresh eyes. For all of GTA4’s incredible strengths, it could sometimes get a little stupid or silly or needlessly difficult, and so it got frustrating, and I took it back out of the 360’s tray.

It’s easy for me to say that Batman: Arkham Asylum is the best single-player experience I’ve had this year. I knew that when I was playing it, and as of today it still holds true. This is because 2009 has been a pretty shitty year for games, and aside from Resident Evil 5 or The Beatles: Rock Band there hasn’t been much else that would make it into that discussion. That’s context.

When I think about the greatest games I’ve ever played, even now, I have a hard time picking one that stands out from all the rest. My criteria has changed; my TV has changed; my available time has changed. In fact, when I think about my favorite things, across all mediums, there’s really only one time that I was ever able to say “this is absolutely the best thing I’ve ever [——]”, and I wasn’t even able to say that until I’d finished it, and that’s because when I was reading Infinite Jest, during my junior year of college, when my own life was in a bit of upheaval in all sorts of directions, partly because of close friendships gone astray, partly because of girls that I cared deeply about and kept making mistakes with, partly because of non-stop pot smoking, and partly because I was contemplating giving up the acting life (and thus negating my 6-figure tuition that my parents had scraped together) in order to try and become a rock star, which I seriously entertained as a legitimate possibility – and but so in the midst of all this I started reading the book and ended up staying in my dorm room and not moving or talking and just lived with that book for an entire week, cover to cover, from the opening sentence to the very last 6pt-font-ed footnote; the sum total of all of that was a life-altering experience, and I could feel it happening as I was reading it. I had changed after reading that book.

Which is to say – when you care about something, when you spend money you don’t have in order to experience it in all its forms, and you obsess about it and you maybe start a blog in order to better organize your thoughts about it, and you end up getting a job in a field where you get paid to talk about the stuff you care so deeply about, and the job is high-profile enough that people you don’t know and will never know hear the things you say and read the things you write and take you at your word because you are now an authority, and then you experience something as part of the daily course of your job and then immediately call it the best experience you’ve ever had, without any sort of visible period of gestation and self-reflection, without providing any sort of context, and especially in this post-Gerstmann-gate era where you never quite know if there’s under-the-table payola being bandied about, you’d better fucking mean it.

>Talking About Talking: The Fake SFTC Podcast

>We’ve been wanting to get a STFC podcast going for a while, now, and we’ve been so busy with other things that we haven’t been able to figure out the logistics of making it happen. (Speaking of which, if anybody reading this can recommend a reliable method of recording Skype calls, please leave a comment below.)

In the absence of having a podcast, then, what follows is a fake transcript of what a STFC podcast might sound like, as we’ve been having a rather interesting email conversation about Uncharted and Brutal Legend over the last few days and we don’t feel like keeping it to ourselves:

Gred: Goddamn, the Uncharted 2 reviews have me salivating!!! They even motivated me to start clearing my plate for its release. I went back and played a bunch of Batman. I think I’m nearing the final act (just left Croc’s lair, now on my way to have it out with Poison Ivy in the Botanical Garden). Once that’s wrapped up, I’ll go back and push through Uncharted 1. And if there’s still time left over before U2 comes out, I’ll finish HL2 Episode 2. I hope you won’t be too quick to swear off Uncharted 2 multiplayer! I know you’re not an online shooter guy, but if it’s as fun as the initial buzz suggests, then there should be plenty of fun to be had even by the sucky…

Fuck. I just remembered that Uncharted 2 and Brutal Legend come out on the same day. I’ll buy both, but how am I supposed to choose one to play first???

Jervo: 1. You are indeed near the end of Batman. But I would make preparing for U2 your highest priority.

2. I tried the U2 multiplayer demo last night for a few minutes; it’s definitely U2 multiplayer. As combat is my least favorite part of Uncharted in general, I’m not entirely sure how much time I’m ultimately going to spend with it (especially since my bluetooth headset doesn’t always work), but it’s solid and clearly no joke. If you’re so inclined, I’d say you should download it when you get home, and maybe we can try it out together before getting DiRTy.

3. I’ve preordered both U2 and BL, and having played the BL demo already, I think my choice is clear; I’m playing U2 first. I liked the BL demo, although I’d already seen most (if not all) of it already – it’s more or less what they showed at E3. And I must admit that I’m not as excited about BL as I feel I ought to be. The more I hear about it and how it changes from a GoW action game to more of an Overlord-type RTS, I get a little… I don’t know… nervous. U2, on the other hand, is right in my sweet spot; that’s the sort of game I want to be playing right this second.

Gred: I’m super excited about BL. I totally trust Double Fine. Psychonauts certainly wasn’t perfect, and parts of it were tedious, but it was all wrapped in such a terrifically imagined world with such outstanding writing that I was able to forgive a lot. I don’t expect BL to be the be-all end-all in terms of its gameplay, plus I’m beginning to wish Jack Black had never become involved, though that has admittedly provided a good visibility boost which should help sales. But until Double Fine fails me I will buy their games on day one, RTS elements and all. So that’s why the strategy stuff doesn’t make me nervous as far as my own enjoyment of the game. But it does worry me from a potential sales standpoint… A game based on an original IP that doesn’t lend itself to easy categorization could find itself in limbo at retail. Not that Double Fine should kowtow to the mainstream 100%, but Lord knows they could use a hit.

That said, I probably will play U2 first. Seems like U2 lends itself more to burning through the single player campaign in a fevered rush, whereas I could see myself taking my sweet time with BL.

Jervo: I’m an old-school Jack Black fan; I am generally embarrassed whenever he appears in anything these days (except for Tropic Thunder) but I loved Tenacious D before it was cool to do so, and everything I’ve seen of BL confirms that it was a perfect casting choice. (I was going to say something snarky here about how voice acting’s impact on gameplay is less than negligible, but that’s not necessarily true; it’s only true when it’s obvious that 90% of the development budget went towards the voice acting. Frankly, one of the things that made the first Uncharted so endearing was the quality of the voice acting, and all the reviews indicate that U2 is even better in that regard.) I’m sure BL will be enjoyable, and I’ve already ordered it, so I feel like I’ve done my part in terms of supporting DoubleFine. It’s just that, well, U2 is going to be jaw-dropping.

Gred: Dunno if you saw that Action Button reviewed the first Uncharted: http://www.actionbutton.net/?p=607. I haven’t read it yet, but I assume it’s a great read!

Jervo: I told you about this the other day. They call it a “murder simulator.”

Gred: Oh. Right.

Yeah, so I read it. Definitely not one of their better pieces. I thought they’d take it somewhere more interesting, but they kind of briefly made their point, and then the review fizzled out.

Jervo: Well, considering that our main problem with the game is that you can’t kill the bad guys easily enough, I think it’s a pretty insightful point to make. The game does such a fantastic job in terms of story and presentation and motivation and yet it can’t be ignored that you’re killing hundreds of human beings – and I was never actually sure why I was killing them, except that they were in my way. It’s a similar observation to that of going to Rapture in Bioshock and eating potato chips out of the garbage that are at least several years old and getting healthier as a result.

Gred: The Bioshock potato chip thing makes very little sense, particularly because of how dissonant some of the contrivances in Bioshock are with their bend-over backwards attempts to get you to buy into the plausibility of Rapture, as the ActionButton guys brilliantly observe and explain in their review.

All the Uncharted killing, though, makes at least some sense to the extent that all of these guys are trying to kill you. I agree that the combat gets tiresome and that the game would have been more interesting with fewer, more considered confrontations. But movie-like games remain games nonetheless. They require a different sort of suspension of disbelief than movies do. Drake is not Indiana Jones. Drake leaps up crumbling fortress walls hundreds of feet up as a matter of course, whereas if Indy did that repeatedly (rather than, say, as a unique set-piece moment) we might not so readily accept it in the context of a movie. It’s not apples to apples.

But if we do want to compare apples to apples, I don’t really see how Uncharted is all that different from most large-scale shooters. How is exterminating all of these guys is different from annihilating untold numbers of Covenant, German soldiers, Locusts, etc.? Sure, those are framed as larger-scale “save the world” scenarios, but at the end of the day it’s still “Kill them or they’ll kill you.” Drake’s own adventure admittedly starts as a mere treasure hunt, which is hardly the noblest of causes nor one that would justify a triple-digit body count. But as far as I’ve gotten in the game, they’ve worked in enough alternative motivations (search for and rescue Elena, avenge Sully) that the killing just doesn’t bug me from a moral standpoint (though it gets pretty damned tiresome from a pacing/fun perspective). Plus, the enemies in Uncharted are presumably mercenaries, i.e. men who have entered the private army business for money. These guys (including Drake!) are all vying for a big fat prize, and they are all willingly playing a high stakes game. In that regard, it wouldn’t be a tragedy from a story perspective if Drake was killed during his quest. He’s a mercenary of sorts himself. From a gameplay perspective, of course, his death sucks.

The Uncharted body count doesn’t keep me up at night. Far less morally challenging or ambiguous than, say, the countless games which turn World War II into a shooting gallery. (Sure, I play them. But there is something about it that’s unsettling.)

Jervo: Indy’s personal body count in Raiders, by my perhaps faulty recollection, is actually rather low. He punches a lot of dudes, and knocks out a few guys to change clothes, but he really just shoots that one dude with the sword – and according to film legend that was an ad-lib by Harrison Ford because he was violently ill and didn’t want to do the fight scene choreography. The guy he fights by the plane ends up getting his own head chopped into sushi; shit, even God ends up killing more dudes than Indiana Jones.

I’ll admit that the combat in Uncharted is necessary as it breaks up the action and creates a different sort of tension. It’s a game, after all, and you kill dudes in games. And it was clearly something that the design team thought about and tried to implement as well as they possibly could – the cover system works well, the death animations are convincing, and the whole thing would’ve been perfect if the enemies hadn’t been so bulletproof. As long as we’re talking about Uncharted influences, Tomb Raider’s combat (at least in the more recent, better iterations) is not nearly as much fun or as well implemented – of course, there’s not nearly as much of it, either, so it kinda evens out.

But I submit that Uncharted is different from other large-scale shooters because Nathan Drake is not a soldier, and he’s not saving the world. He’s not killing aliens or Nazis or zombies. More to the point, I don’t want Uncharted to be Modern Warfare with platforming and puzzles. My favorite parts of Uncharted – as they are in Tomb Raider and other games of that sort – are the exploring and the puzzle solving, when you’re not rushing against a clock or dodging bullets, and you’re free to examine the environment at your own pace. That’s the part where you actually feel like a treasure hunter, because it’s actually you and your brain that’s solving the puzzles; that’s the part that could actually happen in real life. You don’t have to suspend any disbelief (other than the idea that every archeological find can only be found by moving blocks onto weighted floors).

Gred: See, that’s where I think their point is interesting. Would/could Uncharted have been a sales hit without all that shooting? Shooters sell. Is there a “realistic” style exploration-based adventure game that sold out there? I can’t think of one. So they are totally right to call bullshit on all of the gamers who cry foul and say “Not all games have killing!” Right. Just the ones that sell. And 85% of the games I buy. But I still find the term “murder simulator” to be a bit silly.

Jervo: Would Uncharted have been a sales hit without the shooting? No, probably not. Does that suck? Yeah, it kinda does. Can we be grateful, then, that the combat mechanics in Uncharted are at least well-designed and constructed, except for the bulletproof enemies? Absolutely, and that’s probably got as much to do with why the game did so well as anything else. Hell, that’s why they built a whole multiplayer mode around it.

BUT.

There’s still way too much killing in Uncharted than is necessary for the game to still be successful and enjoyable, and that’s a stone-cold fact. And the fact that the enemies are bulletproof merely exacerbates how tedious it becomes, this killing of people over and over and over again. We can assume AB purposefully uses the term “murder simulator” to recall good ol’ Jack Thompson’s railing against GTA, and in that context they’re probably right – I’ve probably killed more virtual people in Uncharted than I did in GTA4. (Not counting driving accidents, of course.)

Gred: Sucks that it wouldn’t have sold without shooting: Herry hoo. [Translation: Very true.]

Too much killing: Herry hoo. (Though I still see the high body count as a difference of degree and not kind from most other games.)

I love that running people over in GTA games doesn’t count! Even if you try to play the earlier games as a “nice” criminal who avoids killing the “innocent” (Niko can’t really be played as nice), you can’t avoid running people over or the game will just be hell. So it’s a “necessary” evil, the necessity being that it would otherwise take forever to drive anywhere!

And then, suddenly, we were both hit by a truck.

>Everything Old is New Again: Uncharted

>I’m resurrecting the “Everything Old is New Again” feature, and we’re changing the ground rules a little bit. As you no doubt surely recall, EOiNA was originally intended to be an ongoing series wherein we’d play classic games for the first time, and I started it off with a few entries regarding my very first playthrough of Final Fantasy 7. As it happens, I got stuck about 10 hours into the game (couldn’t seem to get a chocobo, iirc), and then my 360 got back from the repair shop, and I returned my borrowed copy of FF7 to its rightful owner. (As FF7 is now available on the PSN, and my save files still work, I do expect to return to it at some point.)

That said, I’m resurrecting EOiNA because I’ve been (re)playing Uncharted for the last few days, and as it happens, I’ve got quite a few things I’ve gotta say about it. But let me set the scene first:

1. The wife and I have recently gotten sucked into Firefly, which we recently Netflix’d. We’d caught Serenity on some movie channel a little while ago and liked it very much and figured we ought to give the series a shot. And so while it’s true that Captain Malcolm Reynolds has quite a bit in common with, say, Han Solo, he also bears more than a passing resemblance to good old Nathan Drake. So much so, in fact, that I double-checked Nathan Fillion’s IMDB page to make sure he wasn’t Drake’s voice-actor. (I do not remember him being in Jade Empire, and I played that game twice.)

2. I haven’t really done that much gaming on the ol’ PS3 these days. Yes, I recently finished (and enjoyed) InFamous, but aside from the very occasional Trash Panic session, there really just hasn’t been all that much to do. So I’ve been feeling neglectful.

3. Going into E3 this year, I had most of my attention squarely focused on a few selected titles, specifically Mass Effect 2, Brutal Legend, and The Beatles: Rock Band. (My affection for the original notwithstanding, my hopes were not very high for Bioshock 2, and that hasn’t changed much.) And sure, the new Splinter Cell footage was pretty encouraging, and Assassin’s Creed 2 turned a lot of heads. But when all was said and done, I came away from E3 2009 with Uncharted 2 at the very top of my wishlist. Even without the multiplayer, which I probably won’t play very much of anyway, the single-player footage looked absolutely amazing, and reminded me of how much I enjoyed the first one.

And so here we are, in the doldrums of the summer release calendar. A perfect opportunity to revisit the original Uncharted, one of the brightest spots in the PS3’s launch.

For the most part, the game is still excellent. The graphics are still lush and colorful, the environments are nicely varied, the platforming controls are still tight and intuitive, the pacing is just right, the story is engaging and remarkably well-written, with one of the better all-around voice cast ensemble performances of this (or any) generation…

…And, of course, the enemies are still relentless and bulletproof. For what at first glance appeared to be a prettied-up Tomb Raider clone, the game’s ratio of combat-to-platforming is about 80:20, and it can get wearying at times, even on the Easy difficulty setting. You can pepper an enemy in the upper torso 3 or 4 times and they’ll simply stagger about – headshots are the only way to really keep a guy down, and even then they don’t always work. This was my single biggest complaint the first time around, and it hasn’t changed this time, either – it’s not uncommon to feel like you must be doing something wrong, that the rest of the game is so incredibly polished and so it must be that you’re not shooting the bad guys in the head hard enough. It’s great that the enemies are smart – they flank you and throw grenades and considering that you’re heavily outnumbered, it’s not a surprise that you die so often. I just wish the weapons felt a bit more powerful.

I wish I could say that it’s worth a 2nd playthrough for the Trophies, but I don’t really give a shit about the PS3’s Trophy system. It’s nice that I’m getting them, I guess, but the PS3’s Trophy system is arcane and impossible to quantify. It’s an added bonus if you care about it; I do not. It’s to the game’s immense credit, though, that it does not matter one bit.

>The Lair of Evil

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This post is a few days old already (which means it’s ancient history) but it’s a very fascinating read about architecture in videogames – specifically, where the bad guys live.

Evil Lair: On the Architecture of the Enemy in Videogame Worlds