Delayed Reactions: Gotham – a city worth saving?

[This post is kicking off the new Delayed Reactions* feature that will likely see a lot of action in the coming months, as it’s going to involve impressions and review-ish pieces about stuff in my backlog (which is quite large at the moment).  I already did a “First Few Hours” post about Batman Arkham Origins, and so this piece (and pieces like it) will go a bit more in depth about what’s working, what isn’t working, and how I’m feeling about the game without being influenced by current review scores.]

If I had to pick one word to describe my feelings about Batman Arkham Origins at this point, I think that word would be “absurd.”

Absurd point #1:  Considering that the game is about a comic book superhero, I’m more than willing to suspend my disbelief in order to preserve narrative coherence.  And I’ll also note up front that my familiarity with Batman is strictly limited to the first Tim Burton film and the three Chris Nolan films; I don’t read the comics, I haven’t watched the cartoons or animated features.  But I understand that Batman is, among other things, a vigilante hell-bent on saving his city, a man with near-infinite resources and an ethical code that prevents him from killing, but doesn’t prevent him from beating the crap out of anybody in his way.  THAT BEING SAID, I’m 9 hours into the game, and I’ve probably taken out at least 500 bad guys already, and so it begs the question:  with the notable exceptions of Alfred, Jim (Not-Yet-Commissioner) Gordon and his daughter Barbara (more on her in a second), are there any citizens of Gotham that are not crooked, corrupt or just plain evil?  Even the police that I’ve come across are all mobster-controlled scumbags, which makes it very odd that Batman still feels obligated to have Alfred leave anonymous tips to the GCPD every time he captures a particularly notable baddie.  More to the point:  Batman’s need to “save” Gotham is, at this point, pathologically insane, because there is nothing worth saving, anywhere.  Frankly, the bad guys who keep saying that Gotham is past the point of saving are clearly speaking the truth.  There are never any citizens out and about on the streets, but there are gangsters on nearly every street corner, rooftop and sewer tunnel that you come across.  If there’s that much criminal activity, who on earth is there left to steal from?

Absurd point #2:   The key phrase in the previous point is that after 9 hours of gameplay I’ve had to fight what feels like 500 dudes already, and yet the game is telling me I’m only 20-25% complete.  There is SO.  MUCH.  COMBAT.  Let’s all agree that the Batman games have the best melee combat system out there right now as far as third-person action games are concerned (and I say this as someone whose never been particularly graceful as far as the combat is concerned, going back to the first game – I like it, of course, but I could never get very high scores in the Challenges, and that still continues in this game – I very rarely get graded above a “B” in the game unless it’s just one dude and I sneak behind him and perform a silent takedown, and the XP bonuses for shitty scores really rub it in, how not amazing I am at the game).  But let’s also agree that too much of a good thing ceases to be good and starts to become very, very tedious.  In this game, it’s not enough that you clear out a room full of a dozen guys armed with guns; halfway through the battle another wave will come in, for no apparent reason other than the developers seem to think that more combat is always the right answer.

Absurd point #3:  When you’re not endlessly beating dudes to a pulp in service of the main story, there are literally dozens and dozens of side quests which also involve beating dudes to a pulp, and it’s gotten to the point where I’m being reminded of Assassin’s Creed Revelations, where you literally can’t move 10 feet without something popping up on your HUD – a crime in progress, a Penguin arms cache, a hidden Anarky tag, an Enigma henchman and/or datapack and/or radio signal thing.   I can barely catch my breath and just look around without having to hit something.  On the one hand, I appreciate the desire to provide content; on the other hand, almost all these side missions end up being nearly identical in how they play out, so it doesn’t actually feel meaningful in any way – and considering that bad guys seem to respawn endlessly, it actually feels like I’ve done nothing to clean up the city.

The crime scene activities kinda sorta break up the pace a little bit, to be fair, but they’re also a little hackneyed and ridiculous (i.e., the “reconstructions” are cool but completely beyond the bounds of reality, and because there’s so many of them they eventually become a little eye-roll inducing, and in any event the crime scenes are not puzzles beyond you simply finding the next thing to scan), and they also almost always end with you finding the suspect in a group of baddies and you have to beat them all down, which, again, enough with the combat already.

Absurd point #4:  Origins is a prequel to the previous games; I’m not yet sure if it has any direct ties in to those games, or if it’s merely set on a previous day.  In any event, it’s “neat”, I suppose, to see Gordon in his pre-commissioner days, and to see Alfred looking a bit less, er, old.  Another notable event featured in this game is how Batman and Barbara Gordon meet and become allies – in Arkham Asylum, they’re already working together, and I was always a little curious to see how they met.  I won’t give it away (although it happens pretty early in the game, and the game is already a few months old, so I’m hopefully not spoiling anything), but the scene in question is so short that it comes off as silly.  He startles her; she recognizes him and immediately gives him all the info he needs; the end.  I was hoping for something a little more interesting; perhaps it’ll arrive a little later, but for now it just feels dumb.

I’m trying to enjoy the game; and there are times when I’m having fun.  I did ragequit the game last night, though, during a boss battle with Deadshot; I’d cleared out the room and took out most of Deadshot’s health, and then the room flooded in with armed bad guys again, and one shot killed me, and then it started over from the very beginning of the fight, and so I promptly turned the game off and went on with the rest of my life.

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* Alternate titles for this feature include “Poor Lag Time”, “Telling You Things You Already Know”, and a revival of my little-used feature, “Everything Old is New Again.”

the first few hours: Batman Arkham Origins

When Bioshock Infinite was released earlier this year, the first wave of reviews were positively glowing with praise; it wasn’t until a few weeks later that the game’s more glaring flaws started to show.  A similar thing happened with Grand Theft Auto V – that first wave was all 10/10, 9/10, near-unanimous accolades, and then, as the rest of us sunk our 60+ hours in over a more reasonable amount of time, the game’s problems became a lot more apparent.  I can’t help but wonder if the insane timecrunch that most big-league reviewers have to undergo in order to get their pieces out by release day means that they can’t see the larger picture.

I’m not saying those reviews are wrong, necessarily; I’m just saying that there are two different ways of spending 50 hours with a game, and that the one in which those 50 hours are spent non-consecutively are obviously going to have a certain degree of perspective that the time-crunched player simply can’t have.  This is the nature of the beast that is video game journalism.

This is partly why I tend to avoid official “reviews” here on this site, and why I prefer to write these pseudo-real-time documentaries instead.  While it’s dumb to describe the life of a non-profit videogame blogger as “luxurious”, the truth is that I, as a non-big-league writer, have the luxury of not having any deadlines.

In any event, I’m around 90 minutes into the lukewarm-reviewed Batman Arkham Origins, and – at least so far – it’s not nearly as bad as I thought it might be.  Perhaps it starts off strong and then peters out?  Perhaps it’s simply that it’s keeping to the well-worn formula of the previous two games and doesn’t add or improve anything of any significance?  No matter; it’s doing what the Batman games do and it’s doing them well enough for the time being.

If I have one particular nit to pick, it’s that if you happen to get into a random combat encounter, enemies will seemingly spawn in from thin air; you might have a strategy to deal with the 4 or 5 dudes that you can actually see, but then 10 more will fly in from nowhere, and it’s the sort of thing that makes these fights become longer and more tedious than they need to be.

I suppose another nitpick isn’t actually this game’s fault, but rather my own; I just spent 50 hours playing Assassin’s Creed 4, and while a lot of the controls between the two games are similar (especially when it comes to melee combat), there are a few that are very much not; a key example is that in AC4 the run button is mapped to the right trigger, whereas in BAO the right trigger makes you sneak.  I suppose this is actually something that could come in handy, as it’s usually not a good idea to run around as Batman, but it’s still the sort of thing that makes my brain hurt every once in a while as I struggle to get acclimated to a new control scheme.

All that aside, I’m enjoying it.  Maybe it’s not as inspired as the previous two games, but it’s still doing what those games did and doing it well enough, and for the time being that’s quite enough for me.

of piracy and patience

1. I’d hoped to get the 360/PS3 post up before Thanksgiving, but you know what?  It can wait.  There’s no rush.  I’m dealing with a thousand other distractions, to be sure, but the fact remains that this generation is still not over.  And in any event, I’d rather put the post up when people are back in front of their computer monitors, freed from tryptophan-induced eye-glazing (and family-induced eye-rolling).

2. I continue to be tremendously impressed with Assassin’s Creed 4, even if I’m starting to realize that the reasons why I’m enjoying it so much are because of all the things that are cribbed from other games.  The platforming is still very much classic AC, though the controls feel much tighter (most likely influenced by Uncharted and Tomb Raider), but the hunting and crafting is straight out of Far Cry 3, a lot of the treasure map stuff and related ambient events feels lifted wholesale out of Red Dead Redemption, and the customization of the Jackdaw reminds me very much of Mass Effect‘s Normandy.  All games steal from everybody else, and it just so happens that these are good things to steal from, and I’m very glad to have them in this particular context.

Moreover, I love that the game is letting me play at my own pace.  If there’s an undiscovered island between my ship and my next mission objective, you can be damned sure I’m going over there and clearing out as much of it as I can – opening chests, chasing down sea shanty pages, clambering towards Abstergo artifacts.   And along those lines, I’m happy that the incentives for finding all of that side stuff are, for the most part, worthwhile.  (The sea shanties alone are worth it.)  The Mayan statues are a far cry from the weird future glyph puzzles in Assassin’s Creed Brotherhood, but they’re a fun enough diversion.

And even though I’m not particularly interested in the naval combat (partially because I’m not particularly good at it), I don’t necessarily have to engage with it if I don’t want to.  I suppose I’ll have to get better at it at some point, as I’m sure the game will require me to engage in some heavy-duty naval battles in order to get through the narrative, but for the time being I’m happy to ignore it, and I’m pleased to not be punished for doing so.

I’m also really intrigued by AC4’s “modern” storyline, though I’m reluctant to say more on that until I get around to a full-on spoiler post.

I guess the thing that’s impressed me the most is how relatively un-glitchy it is, especially compared to AC3.  I’m probably 12-15 hours in at this point, and I’ve only ever gotten stuck in a tree once.   That being said, the glitch in the video below is maybe the best glitch I’ve ever seen:

3.  While I’m glad that I’m still resolute in my decision to hold off on buying one of the new consoles (even if it’s been less than a week since the Xbox One launched and I’m already getting super-fidgety), I’m finding that the decision itself is becoming harder and harder to make as more impressions come in.  I suppose this is a good thing.  Ever since E3, I had always been hell-bent on acquiring a PS4 as soon as possible, but the more and more I hear about the XBO, the more intrigued I get.  The short version of this argument is that the PS4 is, essentially, a super-deluxe version of the consoles we currently have, but that the XBO is a machine from the future.  Of course, the Kinect is still a bit buggy, and the idea of constantly talking to my television is strange (especially during the hours when the baby is sleeping in the next room), but that’s stuff that can be fixed with software patches, and I expect that when that stuff is working the way it’s supposed to, it’s going to be very cool indeed.  If any of you have either or both of the new consoles, I’m very curious to hear your thoughts and impressions.

the first few hours: Assassin’s Creed 4

My hopes for Assassin’s Creed 4 were virtually non-existent, to be frank.  It wasn’t just a matter of low expectations; it was simply that, after falling in love with Brotherhood and then being so incredibly disappointed by both Revelations and last year’s straight-up broken AC3, I didn’t want to have to care anymore.  I certainly didn’t expect very much out of yet another annual sequel, especially if it was rushed for a new console launch.

But the positive reviews of AC4 got me too curious to sit back; and when I’m curious, I get frisky; and when I’m frisky, I end up spending money before I have a chance to think about what I’m doing.

And so I bought the PC version.  The deluxe edition.

And after around 3 hours or so, I think I’m in love again.

Furthermore, now that I’ve had this joyous introduction with 4, I think I can better explain what went wrong in Rev and 3.  I mean, I’d finished the first three games pretty thoroughly and probably sunk at least 100 hours of playtime over the course of that trilogy, and so I considered myself a pretty hard-core AC fan; but man, Rev and AC3 immediately rubbed me the wrong way, and I never thought I’d go back after feeling so personally affronted.

Basically, the problems with Revolutions were two-fold.  First, there was far too much tutorializing in the early going.  Again, remember that I’d already played the first 3 games and knew them inside and out – I didn’t need to be interrupted every 30 seconds to tell me how to jump or climb or unsheathe a sword.  And it didn’t help that the controls – in Revolutions, at least – didn’t feel right.

But on top of that, there were all these brand-new systems on top of the old ones; I’d just barely finish learning one new thing and the game would already be teaching me 3 new systems, and it became almost impossible to keep track of anything – not just the moves themselves, but the story and the characters and why the hell I was even doing what I was doing.  There was no opportunity to establish any kind of flow.  (I’ll come back to this point in a second.)

Furthermore, the animation, while still beautiful and graceful, was so heavily prioritized over everything else that I’d miss jumps that I shouldn’t have, or I’d still be leaping instead of swinging a sword.  By the time the tower defense stuff started happening in earnest, I’d all but given up.  I didn’t care anymore; I was doing these things not out of story necessity, but because the developers thought that what made Brotherhood so good was the addition of all these new features, and so they felt obligated to throw the entire kitchen sink and the pantry and the dining room table into the mix for Revelations.

The problems with AC3 are a little less complex; basically, that game was just straight-up unfinished.  I’m not sure I’ve ever encountered so many game-breaking bugs in a major console release; I got stuck in geometry more times than I can count.  To its credit, it did at least get out of its own way and let you do a bit more exploring without constantly interrupting you, and so ironically it suffered the opposite problem from Revelations – it introduced a ton of new features but didn’t explain any of them.  None of the trading or hunting stuff made any sense to me, but it also seemed clear that I’d need to get good at those elements in order to stand a fighting chance towards the end of the game; I gave up on it before I allowed myself to get that frustrated.

So the clearest difference between those two games and this new one, then, is how AC4 just kinda starts and gives you an entire island to figure things out on your own, where you can explore at your own pace, and simply learn through doing and seeing how things work in context.  Sure, there’ll be a button prompt here or there, but for the most part the game stays out of your way.

That first island is brilliant, too, because it’s really well designed; there’s tons of hidden things to find and discover, and since that’s the way I like to play, I had an absolute blast with it.  Reminded me a fair amount of Far Cry 3, actually – and I mean that in a good way, because I really enjoyed most of FC3.

As I said before, I’m playing it on my PC, and it looks absolutely beautiful.  So beautiful, in fact, that it’s the first game I’ve played on my PC where I’ve had to really turn things down and/or off in order to get a stable/playable frame rate.  And even then, on the lower settings, it still looks great – maybe not as great as I’d like in order to take screenshots, but it’s definitely nothing shabby.  (Side note – the “modern” sections of the game tend to lock up on me, though, even on those lower settings.)  Frankly, it really makes me want to either get a new graphics card or… um… get a new console.

Anyway – I’m now in Havana, having synchronized almost all the viewpoints there, and I’ve done a fair bit of exploring and random side stuff (found some buried treasure, snatched a few sea shanties and Abstergo fragments, rescued a few pirates, etc.) and now I’m on my 3rd or 4th mission.  Very much looking forward to seeing what happens next.

the first few hours: LEGO Marvel Super Heroes

As I said last week, I am now in the process of wrangling together my retrospective(s) of this console generation.  This is no easy task; I played a lot of games since 2005, and while I’m doing my best to make sure that certain games don’t get lost in the cracks, it’s inevitable that I’ll forget something.

So I’m saying this up front – I don’t want to sleep on the LEGO games.  I’ve played almost all of them, and while I don’t think any of them have ever appeared on any of my year-end top 10 lists, I’ve generally always had fun with them, and they’ve always been great in terms of fan service.

As it happens, I’ve been a bit stressed out lately, and I felt like indulging in some minor retail therapy, and so I treated myself to a PC download of LEGO Marvel Super Heroes over the weekend, even though I knew my weekend schedule was going to prevent me from really digging in.   (Side note – this is my first PC Lego experience.  I’ve played everything else on the 360, and I’d been hoping to score a 360 rental copy of Lego Marvel from Gamefly, but the timing wasn’t going to work out and in any event I don’t care about Achievements the way I used to, so here I am.)  I did manage to sink around 2-3 hours into it, though; I did the first 5 or 6 missions, and then spent a bunch of time running around Lego NYC.

Here’s what I can offer after such a short play experience.

On the one hand: LEGO Marvel Super Heroes is by far the best Lego game yet, which is saying quite a lot considering how good the recent Harry Potter, LOTR and Batman games have been.  Even though I’m not especially knowledgeable when it comes to comics (my familiarity with all things Marvel these days is primarily through the films and my wife’s rabid Marvel fandom), I can still appreciate the unprecedented levels of fan service being offered through its absurdly deep character roster, and even in the early going I can get a kick out of pairing Wolverine, Spiderman and the Hulk.  (And the fact that each character has their own specific idle animation is sure to tickle the most die-hard Marvel fan.) The game also features a surprisingly impressive graphics engine – even if, on my PC, frames tend to lock up during mid-mission saves and level loads.  Most impressive, though, is the open world simulation of New York City that serves as both a between-missions hub world and a full game unto itself, complete with side quests and hidden Lego bricks and races and all sorts of diversions to mess around with.  It’s LEGO GTA, basically, and it’s pretty amazing.

On the other hand: the game is still janky as hell, in the same maddening ways that all Lego games have been janky ever since the first Star Wars game, and it’s absolutely mind-boggling that these sorts of control and camera issues have never been adequately addressed.  Characters still get stuck on geometry; platforming still is successfully achieved mostly through trial and error; some puzzles are still never adequately explained; the controls still never feel as responsive as I want them to.  Iron Man can fly – which is great! – except that controlling him is a nightmare, especially in tight areas.  Certain objects can only be used by “web-slinging heroes”, except that Hawkeye can also interact with them via bow-and-arrow.  Combat can grow tedious, especially as most enemies are one-hit-kills.

Still, though, I can (usually) look past that stuff, because when the game is working it’s an absolute delight.  And the amount of content on display is nothing short of ridiculous; as in previous Lego games, each level is designed to played multiple times and with multiple characters in order to unlock all the hidden areas and find all the hidden stuff (and in this case, to help free all the Stan Lees, too).  And – again – did I mention the Lego New York City that binds all this stuff together?

Barring some sort of game-breaking catastrophe that I’ve yet to encounter, this seems like a very easy recommendation for the Marvel fan in your life – even if you’re just a fan of the movies.

The First Few Hours: Beyond: Two Souls

I am in a weird spot when it comes to David Cage.  On the one hand, I’ve grown tired of shooters and mindless violence and flashy, empty spectacle, and so I’m very appreciative of games with ambition; games that clearly meant something to their creators; games that actively try to do something different.  On the other hand, I’ve played his previous games (i.e., Indigo Prophecy and Heavy Rain) and have come away flummoxed and disinterested.  

Beyond: Two Souls arrives at an interesting time for me, then, as I’ve just spent 40 or so hours finishing up GTA V, a flashy, spectacle-filled (if not spectacular) game that features both mindless violence and crazy ambition.  While I think I can now say that I ultimately enjoyed GTA V in spite of its numerous flaws, I’m also well aware (and maybe a little sad) that my favorite game franchise is no longer intended for me, or someone my age.  The point is, I’m vulnerable.  I’m in yet another release calendar lull, I’m wanting something to really sink my teeth into, and I’m wanting to play something that doesn’t insult my intelligence.

And so, to that end, I find that I must commend David Cage, because Beyond: Two Souls is (for the most part) a success.  And unlike his previous two games, I have every intention of finishing it.  The game’s technological strengths are astounding – the facial animation in particular is probably the best of this console generation.  The acting is quite good (even if the script is occasionally hokey and/or overwritten), the non-linear storytelling is a novel approach to an already-strange story, and I’ll admit it – I really want to see how this story ends, even if it occasionally gets unintentionally silly at times.

But because I’m also a fan of clever wordplay, I cannot commend the game without also condemning it, because some of the game’s controls are the absolute worst.  The game is played almost entirely via Quick-Time Events, which is not necessarily the end of the world – it’s just that they’re woefully inconsistent in terms of responsiveness, or even necessity.  I mean, I get having to do it when I need to climb out of a window or ascend a rock wall, but do I really have to use them in order to draw a picture?  Moreover, there are some times when the game wants you to mash on a button.  But the cue to do so is inconsistent – it’s unclear if you need to mash it in a certain rhythm, or at a certain pace, and often you’ll fail the cue and have to do it again.  Even worse are the combat scenarios, which eschew on-screen prompts entirely – instead, you have to follow Ellen Page’s arm or leg movements, wait for the game to enter slow-motion, and then move the right thumbstick in the same direction as Ellen’s limbs.  That the game doesn’t tell you that it’s the right thumbstick is bad enough, but the ultimate problem is that even if you fail, it doesn’t seem to matter; you’ll take a few more punches than you should, but you’ll end up finishing the scene anyway.  So what the hell is the point?

The game is much better at immersing you in quieter moments.  A particularly brilliant example of this comes early in the game, when Ellen Page’s character Jodie is a teenager, attending her first party with a bunch of strangers.  I actually want to go back and re-play this particular chapter, because the first time I did it I found myself responding to questions and situations as I personally would have, which is to say – very awkwardly, and with disastrous and humiliating consequences.  There is an option to go back into the party and get revenge, and I opted to not do that; I know it’s a pussy move, but it’s what I honestly would’ve done, and it was neat that the game let me do it, and that Jodie responded in a very real, touching way.  (But believe me, I very much want to go back into that room and set everyone on fire.)

I’m glad that I’m not reviewing this game for any particular publication; it seems to be an impossible task to tell a potential consumer if this game is right for them or not.  (Judging from the reviews, it seems a lot of reviewers felt the same way, and the wide range of scores bears this out.)  I came in without any real expectations; like I said above, I appreciated what Heavy Rain was trying to do but found it exceedingly tedious and very much in love with itself, and I couldn’t finish it.  For whatever reason, I’m finding Beyond to be far more approachable than Heavy Rain.  The visual technology is strong enough to overcome my frustrations with the controls, and Ellen Page’s performance is more than strong enough to keep me involved in the story, despite the story’s goofier sci-fi ambitions, and I’m very much looking forward to seeing how it all winds up.  

GTA V: of yoga and torture

I wasn’t necessarily planning on blogging every GTA V play session, but, well, it’s a slow afternoon.

I did the much-ballyhooed “torture” mission last night in which Trevor and Michael are, for some reason, brought in to (a) help the FIB interrogate a prisoner and (b) assassinate someone based on the prisoner’s intel (given under duress).  It wasn’t necessarily as awful as I’d been led to believe, but that’s not to say it wasn’t utterly distasteful; I suppose the most offensive part was that I’d failed to get the gold medal after I completed the mission because I’d failed to use every torture device available.  Let me rephrase that:  the game said I didn’t do a thorough enough job of torturing an innocent man, even though I’d removed two of his teeth with pliers, hooked his nipples up to a car battery, and broke the shit out of his kneecap – all while using his frantically-offered information to assassinate someone who may or may not have been “bad.”  The whole thing reminded me a bit of the infamous “No Russian” level in CoD:MW2, in that it was senseless and mean-spirited and there simply to make you feel bad, not necessarily to provoke or inspire thought or discussion.

20 minutes after this, I completed Michael’s first yoga exercise, which came replete with the expected sexual innuendo and jokes (including a few ripped straight out of the terrible, terrible film Couples Retreat, which, I mean, come on).

That the controller mechanics for the yoga were not all that dissimilar from the controller mechanics of the tooth-pulling is maybe the game’s slyest joke thus far.

 

GTA V continued: now it gets interesting

[Previous spoiler warnings still apply; I try not to get into story spoilers, but talk about missions and characters are unavoidable.  Do not read if you’ve not yet played.]

[Also: I’d been working on this post all morning but then I got sidetracked with the SteamOS announcement, and so I have no idea what the hell this post is about any more.]

So, where was I….

Ah, yes.  In my last post, I was treading water, somewhat; I had not yet performed the first in-game heist, and I was kinda just messing around in the world, killing time until the last piece of the pre-heist puzzle was solved.  I was feeling a little bit lost, a little less enthused about the game than I’d hoped.

I am many more hours into GTA V now.  Its hooks are now firmly planted in my brain.  I am still a little put off by the relentless profanity for profanity’s sake, but I admit that could just be me and my changing attitudes towards that kind of thing.  The game itself now has a forward momentum that the early hours just didn’t have.

That forward momentum is, of course, personified by the game’s introduction of Trevor, the final member of the player’s trio.  He may yet be the least sympathetic character in the entire franchise; he is also the most appropriate.  He embodies the sociopathic nature of the franchise; he murders and destroys because it’s fun, and because he’s good at it.

But first, before I talk about Trevor, I need to get caught up.  I did finally finish that first heist.  All things considered, it was pretty satisfying to pull off – and the take was nice, too – though the post-heist escape was lifted straight out of Italian Job.  I haven’t seen the original film, so I’m not sure what’s referencing what, but the only real significant difference between the Mark Wahlberg remake and GTA V was the absence of Mini Coopers.  There are times when I wish GTA wasn’t so reliant on pop culture references; things feel familiar when they shouldn’t, which ends up spoiling the surprise.  It’s one thing for film references to help put you in the right frame of mind (i.e., Scarface/Vice City), but sometimes it feels as if the mission designers would rather ape something tried-and-true than come up with something original.  This is something the entire GTA franchise has been guilty of since at least III; I’m just noting it here because it seemed particularly egregious.

(I’m not totally against references, mind you; I just get ornery when it feels like a missed opportunity to do something unique.  That said, there is a post-heist Franklin mission that takes place in what might as well have been CJ’s house and cul-de-sac in San Andreas, and that one gave me goose bumps.  That reference works, though, because it’s (a) subtle, and (b) earned.)

*     *     *

Quick tangent: having never been to Los Angeles – or California, or the West Coast – the verisimilitude of Los Santos is something I can’t necessarily appreciate in the way that I, as a native New Yorker, could with Liberty City.  But I did play L.A. Noire, and San Andreas, and I’ve certainly seen lots of movies that are set out there, and so there’s quite a lot of stuff that I recognize, and everything certainly feels true, which is pretty amazing.  And yet: it’s the stuff north of the city that really knocks my socks off…

*     *     *

But yeah, once the game shifts gears and introduces Trevor… wow.  He’s a really tough character to watch.  People complain that GTA IV was too dark and gritty for its own good, but Trevor is even darker, more menacing, and completely insane – and also maybe a little bit silly, which is off-putting, to say the least.  Are we supposed to laugh at him?  with him?  Is he meant to be entertaining?

We are introduced to him mid-coitus, as he discovers that Michael (his old thieving partner) is not actually dead.  5 minutes later, he’s more or less killed a biker with his bare hands.  It’s hard to know whether what happens over his first set of missions is a continuation of earlier events or simply Trevor’s id exploding with rage, but it almost doesn’t matter; everything goes batshit insane immediately, and without warning, and so the narrative context is made irrelevant.  (This may or may not be a good thing; it’s hard to tell.)  Trevor’s personality is so dynamic and dominant and spontaneous that it’s entirely possible that he just decides to take over all meth operations in that part of town, blowing the hell out of everything in his way in the process – it’s not a culmination of months-long planning, it’s just a thing that he chooses to do, right then and there.

And so suddenly the game is no longer about social issues or class warfare or the financial crisis; it’s about blowing shit up and causing maximum amounts of chaos… which is kinda what the game has always been about.  The franchise just never had a protagonist who enjoys this sort of work with the glee and gusto of a true psychotic sociopath.  Trevor wouldn’t be out of place in Saints Row, frankly, except that the cast of Saints Row aren’t this dangerous; they’re wacky-ha-ha, not wacky-holy-shit-look-out.

On the flip side of the coin, being introduced to Trevor also introduces us to the northern half of the map, which I can’t even describe without completely losing my train of thought. I knew the game would eventually take me up there, but I was too wrapped up in the early missions to really go exploring.  Once I was up there, though… it’s truly breathtaking, what Rockstar’s managed to create.  For all the vulgarity and the racism and sexism and ugliness of the narrative, the world itself is mindblowing.  I mean, the city of Los Santos is as incredibly detailed as anything I’ve ever seen in a game, but once you get out of the city it somehow gets taken to a whole new level.  Honestly?  There’s a part of me that kinda wants to finish the story as quickly as possible just so I can get it out of the way and have the freedom to explore every nook and cranny of that map.

*      *      *

Tangent, part 2:  If I were to interview Rockstar – and specifically the guys in charge of the gameplay experience, however that’s delegated – I think the main question I’d want to ask is how they balance the need for narrative urgency to complete the next story mission against allowing total freedom to do whatever the player wants, or if that’s even something they worry about anymore.  GTA3 took the idea of non-linear, emergent gameplay and made it the centerpiece of the game experience; with each subsequent game they expanded the number of toys you could play with, while also making their narratives larger and more ambitious.  Here in GTA V, they’ve gone and given you THREE different main characters to play as, and yet they’ve also given you the largest and most pliable sandbox ever created.  (This is to say nothing of the online component.)  So, then:  is the story even necessary?  

*       *       *

This post is now running very long and is probably long past being coherent, so let me try to run down some things that are working for me, as well as some things that are not.

Things that work:  The stock market.  I’m really impressed with how this system works, and it’s only because I’m an idiot that I didn’t truly make the most of the first two assassination missions that could’ve given me millions.  Even in spite of my stupidity (wherein, as Franklin, I immediately spent most of my post-heist take on buying a taxi dispatcher business, which meant I had less than $50,000 to play with), I made over $160,000 by buying up the cheap stock that was set to explode because of each mission.  And it’s only now occurring to me that I’ve done two of these missions now and never bothered to switch over to Michael or Trevor so that they could take part in the action as well.  *sigh*

Things that don’t work:  Franklin’s dog.  And not just because the iFruit app is completely useless right now.  Thankfully, this doesn’t seem to be that big a deal so far, and so I’ve been content to ignore it, but it’s a needless distraction in a game already full of distractions.

And speaking of Franklin, I’ve been spending most of my time playing as Franklin at this stage in the game; he’s certainly the most sympathetic character of the three, and his special driving ability is a lot of fun to play with, and his new house in the hills is sweet… but it also needs to be said that his character is not written all that well.   I don’t really understand why he was willing to follow Michael so blindly at the beginning; similarly, nearly all of his side missions are taken with great reluctance  (i.e., the paparazzi dude, the legalize-weed dude).   He gets pushed around and agrees to do things for no good reason other than the game makes him, which is kind of dumb.  It makes him look weak, and I’m not sure the game intends for him to look weak.

The Next Few Hours: GTA V and sadness

[I’m around 9 hours into GTA V, and as such, there will probably be some slight early-game spoilers ahead.  But I’m also well aware that anyone reading this who isn’t an immediate family member is also probably playing the game as well, and is probably ahead of me, story-wise, and so I’m not going to sweat it too much.  Still, though, people will gladly accept any excuse to get angry where the internet is concerned, so consider yourself warned.]

I’m in a strange place with respect to GTA V.  I’ve been in a strange place for a while now, to be sure, but I’m specifically talking about this weird feeling I get when I finally get my hands on something long-awaited, whether it’s a game or a book or an album by a favorite band:

  • I get ridiculously excited in the days leading up to its release, so much so that I either have trouble sleeping or I have constant dreams about the thing;
  • and then, when the thing finally shows up, I’m so intimidated by it that I’m sort-of afraid to open it;
  • and then, once I’ve gotten over all that and I’m finally in the thing, it’s hard for me to know if I’m actually enjoying it or not.

But it should also be noted that I’m prone to binging; when I get into something, it is very hard to tear me away from it.  (When Infinite Jest first came out back in 1996, I was so entranced by it that I basically stopped going to class for about a week; I barely slept; I’m not sure I ever changed my clothes.  I devoured it and could not be bothered by anything else.)  But while I’ve played GTA V every night this week, I have only been playing it in short 2-hour bursts, and I’ll often pause it and check in on the baby, or get a snack, or check my email.  To put it another way, I have not taken any sick days, nor do I feel particularly inclined to.

In the case of GTA V, I remain in tremendous awe over the city itself, and the technology that powers it.  I took my first dive into the ocean last night (during an early Michael mission where he’s trying to be involved in his two kids’ lives, one of whom he rescues from a porno yacht) and my jaw dropped when I saw what was under the water.  There is a part of me that kinda wants to ignore the story entirely (and also the mini-map), and line up towards something off on the horizon, and just go.

But this isn’t Skyrim; there aren’t hidden dungeons and treasures.  There are ambient events, of course, but those aren’t quite the same thing.  The game can be enjoyed in whatever fashion you might desire, but the game can only be played by moving the story forward.

And so that’s where I am; I’ve done all the available side missions for both Michael and Franklin, and I’m in the process of getting set up for the first heist.  There’s one last thing I need to do, but that thing is only available at certain times of the day, and since I missed the window I have a few in-game hours to kill; that’s the state of my most recent quick-save.

But in terms of where my head is at?  Well, like I said – I remain in awe of the world.  And the missions themselves are fun, and the new combat controls sure help a great deal, but some of the missions can get a little janky, as open-world games tend to do – that aforementioned mission with Michael and his kids ends in a jet-ski chase and it was very, very unclear what I was supposed to do and where I was supposed to go, and when I managed to outrun the people chasing us I didn’t understand why – they’d been on top of us the whole time, did they suddenly disappear?  I think I ended up trying and failing that mission 6 or 7 times before I stumbled into a Mission Complete – and while I was grateful for the new, less punishing restart feature, I still felt no closer to understanding what the hell was going on.

But the story, and the characters, and that dialogue – it’s making me wonder if I’ve outgrown the franchise, if my being a new father and suddenly seeing the world in a different, protective way makes me somehow less inclined to play along with the game’s ridiculousness.  The game’s outright hostility towards women cannot be excused by the banner of “satire” any more; the incessant vulgarity does not shock any more; the game’s been telling the same satirical jokes about American culture since GTA III, and it’s just not all that funny any more.

So I wonder; is this game really for me, anymore?

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As I wrote this, I happened to check Twitter and saw that Leigh Alexander basically just took the words right out of my mouth.

http://www.gamasutra.com/view/news/200648/Opinion_The_tragedy_of_Grand_Theft_Auto_V.php

The First Few Hours: GTA V

[Editor’s note: I am very much wanting to write about my first few hours with GTA V right now, but I’m also in the middle of a work-related anxiety attack.  I apologize in advance if whatever follows is gibberish.]

My weirdness about GTA V continues.  This weekend I was having GTA dreams; then, on Sunday night – the night before the game got reviewed – I got no sleep, and instead was having some sort of weird anxiety attack, part of which might very well have been triggered by review anticipation.   A wide assortment of badness happened on Monday morning and so I ended up staying home from work, and so I juggled taking care of the baby while also power-reading through the reviews from all the major sites (while being very careful to avoid the comment sections).

The reviews were more or less what I expected them to be – perfect or near-perfect scores, though not without some caveats, cautions and concerns.  And while I did manage to avoid the comment sections, it was the gaming press themselves on Twitter who reposted the commentariat’s vitriolic, frothing rage over point deductions.  Only on the internet does a 9/10 score get almost 20,000 comments simply because the reviewer dared to point out that the game engages in some misogynistic and racist behavior – behavior which is not unusual for the series but which, in this case, is especially troubling because it doesn’t necessarily seem to be as satirically designed as the rest of the game’s social commentaries.

Anyway, my copy of the game arrived on Tuesday, and I played it for 3-4 hours or so.  And now I’m all sorts of fucked up about it.

On the plus side: it’s technologically impressive as all hell, and by far the best looking game Rockstar’s ever made.   This is the first disc-based AAA game I’ve played on my 360 in months, I think, and I’m kinda blown away as to how good it looks.  I played Red Dead over the weekend and that game still looks terrific, but GTA V really takes it to the next level.   The city is colorful and crisp, the art direction is impeccable, and the animation is among the most convincing I’ve ever seen – especially the ragdoll physics, which are borderline creepy.

And as for the stuff on my wishlist, they pretty much nailed everything I wanted:

  • Failing a mission is much less punishing, and merely results in a mid-mission checkpoint restart.  YES.
  • Ambient events – I haven’t seen these for myself yet, but I watched some gameplay video yesterday and so I know they’re in there.  YES.
  • Miscellaneous challenges – GTA is a different sort of beast than RDR; I don’t know if there’s a treasure hunt yet.  Surely there are hidden collectibles, as there are in all GTA games, but I’ve never been good at finding them.  That said, the tennis mini-game isn’t terrible (though the camera is a bit low), and the golf isn’t terrible (though it’s not great, either) – I’m not sure I’ll play them again, but it was nice to see that there was at least some effort into putting those things together.  Still, I’ve only played for a few hours; there’s a million things I haven’t done or seen yet, and so the  JURY IS STILL OUT.
  • The combat system is very much improved.  Takes everything that worked from RDR and MP3 and further refines it.  Cover system works the way it’s supposed to; targeting works the way it’s supposed to; the radial menu works just fine. YES.
  • I threw in that bit about navigation almost as an afterthought, and yet that was addressed as well.  The new GPS system has a subtle 3D tilt to it, which makes navigation a lot easier (even if I find myself looking in the lower corner more than I’d like).  Still, I wasn’t expecting that, and they addressed it anyway.  YES.
  • Last but certainly not least, there is now a much-needed quick-save option.  This was the very first thing I tried once I had the opportunity.  YES YES YES.

On the negative side:  the short version is that I’m very, very glad that I was wearing headphones.  In the first few hours alone, the script uses more “n-words” than Quentin Tarantino writing a Sam Jackson monologue on 6 cups of coffee.  And I’m using Tarantino as an example because the Houser brothers, as far as I know, are just as white as Quentin is, and so it’s a little weird.  All the dialogue in the game has a stilted quality to it – I suppose it’s meant to sound very naturalistic, but it’s also a little over-eloquent and in love with itself.

And the characters themselves are not what you’d call “nice guys”.  It would be hard to expect them to be, and I’m not necessarily sure I’d want them to be – it’s weird enough playing Uncharted and pretending I’m the charming rogue Nathan Drake while killing 700+ people.  But these characters are ugly, and from what I hear they don’t necessarily get any more endearing, and if this game is as large as it appears to be, well, that’s a lot of hours I’m going to be spending while feeling rather uncomfortable.

I think my larger issue is that the GTA franchise – arguably the most important and influential gaming franchise around, and certainly my personal favorite – has the unique opportunity to do bold and interesting things.  (In fact, Rockstar does do bold and interesting things – in their non-GTA games, like Red Dead and Bully and even The Warriors (and, lest we forget, Table Tennis)).  The rest of the gaming world gets the hell out of the way whenever a GTA game comes out – it’s a special event, it’s something that everyone pays attention to.  These are important games.   And so I guess what I’m saying is that it would be nice if the narrative could rise to the occasion, and not just the technology.