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Showing posts with label Art. Show all posts
Showing posts with label Art. Show all posts

Monday, 1 March 2010

'Heavy Rain' review: It's not big and it's not clever

I know I am massively out of step with popular critical opinion here, but it is with a heavy heart that I must say, I didn’t like Heavy Rain, the PS3 exclusive title which has promised so much since it was announced at E3 2006. It gives me no pleasure at all to say that many fears people had about the game being nothing more than a series of QTE’s have proven correct. As I said in my last post, after a few hours of playing I had found the “drama” aspect fairly comical and heavy handed, and it didn’t improve from there, with multiple sequences that REALLY stretch all credibility, including a major plot twist that comes from nowhere, and is a far cry from being the game which would make you cry (see video below for Mega64's take on this!).

Admittedly, Heavy Rain does get you doing some novel things for a video game (brushing your teeth; applying mascara; changing a nappy) but none of them are fun or involving or emotional and all revolve around pressing the right control stick in various directions. Failure to get the prompt right usually just results in doing it again and the whole thing is completely pointless. If the intention is to make a drama which just happens to be a video game, then it completely fails on that level. If you play the game imagining it is a film then you are just left with the most hackneyed series of derivative thriller-movie sequences. The whole thing is also quite smug. It is almost insulting how clever Heavy Rain thinks it is whilst being nothing more than a boring Dragon’s Lair clone. I applaud the ambition, and think developer's should be encouraged to aim for the stars more often, but the opening credit sequence, with sad people standing in the rain, or the moment when a red balloon ascends into the sky, are super pretentious and laughable as a result.

Oh, and it is boring and then some. There were so many times when I wished I could run somewhere rather than slowly walk (however "cinematic" walking in the rain might be). There were so many times when I couldn’t care less about a conversation which was happening on screen. But where Heavy Rain really, truly fails is in an area so many ambitious games have failed to master before: that is in meeting actions with consequences, with the intended result of making choices difficult. There are apparently more than twenty possible outcomes, but these are mostly reflected in an end of game “news report”, similar to the bit at the end of Fallout 3 where a few sentences have been recorded for each variant and all get stuck together in the final speech to reflect your path. Most of the time Heavy Rain is asking you to choose whether you want to have orange juice or not... and this has no consequence whatsoever.

Indeed, there were many times I wanted to make a game changing choice (like shooting somebody you have pulled a gun on, rather than waiting for the obligatory bit where they hit it out of your hand and you have to scuffle about on the floor) only to find that there was no option. There was a (stupid) scene where a “bad cop” pulled a gun on my FBI agent during an interrogation of a suspect, and infuriatingly I couldn’t fight him, or tell anyone he’d done it, or turn on the video camera behind the two-way glass to show him beating the suspect... it was completely out of my control. I could go and make myself a coffee, but that would be POINTLESS!

I have nothing against pointless details if they add to an atmosphere (I’ll never forget standing at a bus stop on a cold Yokosuka morning in Shenmue, for example) but the lack of any choice in terms of where the characters go (I never knew why my characters were turning up at various locations for half the game) and generally not having any meaningful input in what will eventually happen (bar a few key moments) took me right out of the game and cut the atmosphere dead.



I don’t want to completely bash this game, however this reads. Heavy Rain is commendable for its ambition and for the fact that there isn’t another game quite like it (previous QTE games have generally used them for action and not tooth-brushing or French-kissing). The titular rain is really well realised and the motion capture work is superb. There were a couple of really entertaining moments, which usually involved running away from/after someone. I also quite liked using the FBI agent character, who has a pair of futuristic glasses that allow him to find forensic evidence quite easily. These bits felt the most like I was playing a game and not watching a generic Channel 5 thriller. I also liked the Kubrick-inspired art design in one key location, which I won't spoil here.

But most of the time the game is stupefyingly repetitive and bland. How many times must I check a bathroom medicine cabinet in a single video game? It felt like every other scene in Heavy Rain involved doing just that. Why is every fight sequence the same (people pick up objects and try to bash you with them or throw them at you, and when you fall to the floor you have to pummel ‘x’ to stand up again). The first time I had one of these fights, it was entertaining. But the novelty quickly wore off.

Basically, Heavy Rain is quite a stupid game with delusions of grandeur, aspiring clearly to win some sort of industry Oscars. If you want to watch a drama about a serial killer, then lord knows there are plenty of them and most of them are better than this one in more or less every way imaginable. Or if you want to see games as an art form than I would, again, direct you to Flower or Shadow of the Colossus. I would love to know someone who genuinely cried at some point during Heavy Rain. I am easily moved to tears, and yet I found myself laughing at every terribly acted “poignant” scene in the game. It takes a real effort to take the tragedy out of child murder, but hats off to the guys at developer Quantic Dream for making it happen.

In summary: top marks for trying... but please don’t try again. Also, the "sexy" female journalist character, Madison, looks unsettlingly like the 1980s Scotch tape skeleton.



Heavy Rain is out now and is rated '15' by the BBFC!

Monday, 22 February 2010

Grow Up Australia!


Pardon the inflammatory title, but “Grow Up Australia” is the name of a high-profile campaign which is seeking to persuade the Australian government to allow the introduction of an ‘18+’ age rating for in-game content (read the full news item here). This has been a hot issue in Australia for many years, with a great deal of moral panic generated by the media and politicians regarding the dangerous moral sewer that is the video gaming industry. There are lots of good articles about the history of video game censorship in Australia and the video below depicts a notorious recent example of this policy in action, with footage of the Australian version of Left 4 Dead 2, released with significant changes to its content last year.



I won't get into whether or not media images can turn children into serial killers (though, for the record, I doubt it) as that is an issue for another day and a longer post. I am just baffled by the fact that this debate is even happening in modern day Australia. Censorship is an unpopular idea when it comes to limiting freedom of expression, so how is it possible for video games to be singled out in this way? Well, because they are still not are still not seen as a form of artistic expression and so they are easier to censor or ban than a book or a film, especially as they are still perceived by many to be children's toys. In the UK, many parents I have spoken to (whilst working in games retail) will happily buy their young children BBFC-rated '18' games, whilst they may be less keen on them seeing a film with the same certification. People simply assume that a video game is something produced for children. When I have explained to parents that a game they are buying include the similar content to that of a violent film, they often express surprise that a video game might contain such graphic content.

Isn't the video games industry partly to blame for this perception? Because whatever their content, most games are still too juvenile to be taken seriously. It is the games industry, as well as Australia, that needs to grow up, and once that happens games may be able to confidently contain the same content as a graphic movie, perhaps even with the consent of the Australian government.

The official "Grow Up Australia" website is full of information about the history and future of Australian video game censorship and those interested should check it out!

Friday, 12 February 2010

Heavy Rain demo available!


Anyone who read my first post on this blog will know I am keenly awaiting Heavy Rain, the PS3 exclusive crime-thriller game. Developed under the direction of David Cage (the man responsible for the interesting Fahrenheit as well as the underappreciated Omikron: The Nomad Soul), Heavy Rain has attracted a lot of interest since it was announced way back in 2006. Much of this interest has been raised by the games mission to be a genuinely emotional experience, with realistic and interesting characters.

Personally, Heavy Rain excites me for many reasons, the first and most frivolous being that it bears some resemblance to the notorious Dreamcast flop, Shenmue (one of my favourite games of all time - pictured above). The resemblance, as I see it, is in the way both games feature mundane actions as gameplay elements. For example, Shenmue saw players waiting at a bus stop on their way to work every morning. You could also open pointless drawers and pick up the various pots and pans... for no reason whatsoever. Heavy Rain seems to allow similar scope for relatively pointless moments, such as playing with your son or opening a fridge. Of course, none of these moments are pointless within the context of the game, as they create a world and an atmosphere. The other similarity both games seem to share is a reliance on reaction times in responding to on-screen button prompts, popularly known as QTE’s (quick timer events).

Shenmue likeness aside, the main reason I am excited by Heavy Rain is that I want to see whether it lives up to its ambitious goal, and makes me cry (or at least feel something for the characters). In that earlier post, I discussed whether games could be considered art, and I see Heavy Rain as a potentially interesting chapter in that ongoing saga.

The reason for writing this now is that a playable demo has arrived on Playstation Network. In it you are allowed to play two brief scenarios, which introduce you to the games control system, as well as setting up two of its characters. I have played this demo and can now give my proper first impressions on the title.

I’ll start with the bad. Well, nothing I played was truly bad. The one thing I really wasn’t sure about was the control system. Pressing the “R2” button (the lower-right trigger on the control pad) causes your character to move forwards (this is again similar to Shenmue) and this took some time getting used to. Moving your character in this way lacks fluidity and this seems to undermine the realism of the game, as my character changes direction like a robot. The QTE’s themselves work well, but I was thrown by their inconsistency. For example, at one point in the demo I was told that pressing down “L2” would always present the option of hearing my characters thoughts. However, this didn’t prove to be the case more than half of the time. Another minor gripe is that the early previews of the game made the characters facial animations appear much more detailed and fluid then they would seem to be in the final game.

The single worst thing I can say about Heavy Rain, so far, is this: the all-important believable story and characters are falling into the trap of aiming for “cinematic”. The story and the dialogue do indeed feel cinematic, but only because they feel cliché. In one section of the demo I played as an FBI agent, complete with the standard banter with local law enforcement about jurisdictions and people saying “look, just remember we’re both on the same team here”. All the dialogue, from what I’ve played in the demo, seems directly ripped out of a million cop shows and movies. It isn’t bad, but it isn’t groundbreaking either. It certainly isn’t “realistic”. Within a minute of starting the demo I was asking a hotel receptionist whether Abe Lincoln would jog his memory. It’s that sort of thing.



It was all curiously affecting, however. Once the demo was over I was surprised that I was really hungry for more, despite having some reservations about what I’d seen. Most encouragingly I was left feeling that even though I had only spent limited time with them I knew both the characters I had been playing as. This will be vital in a game which splits between multiple characters fairly frequently. The game also had a decent atmosphere, with the titular heavy rain lashing down throughout. I must also say that the QTE fight scene I had in the first half of the demo was pretty good. I missed lots of prompts and was rewarded with bruises and busted limbs, rather than having to replay the section as with other games that feature QTE’s. I need to replay the demo and check this out, but it certainly felt like I could have walked away and not had the fight at all, or like I could have come out of it without taking a beating or even that I could have been truly smashed up by the end of it. One of the most intriguing elements of all this is seeing how these different outcomes will affect the remainder of the story. Of course, the demo gives me no insight into this.

It remains to be seem whether the story is emotionally affecting, but overall I am left excited by the prospect of getting deeper into it and I am looking forward to playing the full game (and reviewing it here) later this month.

Heavy Rain is released on Playstation 3 on the 26th of February and was rated a 15 by the BBFC.

Thursday, 11 February 2010

Bioshock 2 - 4 hours in...


I have to preface these comments by saying that I am only four hours (or thereabouts) into Bioshock 2 at the time of writing and I may revise many of these opinions upon completely the game. However, I have so far found a number of reasons to complain about this highly-anticipated sequel.

The original Bioshock was probably my favourite game of 2007, if not my favourite game of this console generation. It was certainly imaginative when compared to the majority of brown-grey shooters which flood the market. Set in 1960 the player was submerged into a colourful, art-deco, underwater dystopia called Rapture. Rapture was eerie, atmospheric and it held my attention fully, demanding that I obsessively uncovered every inch of the map and located each and every audio recording (the games way of filling in background story). Everything from the kitsch faux-1950’s advertising to the bold fascistic sculptures was compelling and made me want to see more of this place and to find out more about its ruin. The sight of a hulking man in a diving suit, with a pneumatic drill for an arm, protecting a little girl from bemasked, Tommy gun wielding drug addicts to the strains of “How Much is that Doggy in the Window” was something approaching the iconic. Needless to say, when a sequel was announced I was extremely excited by the prospect of returning, even if just to see the same things all over again.

It brings me no pleasure to report that I am a little disappointed by what I have found in Rapture this time around. So what is wrong? Well, it’s little things. One of the pleasures of the first game was combining the use of gene-splicing “plasmids”, which granted you the power to throw fire or lightning at your enemies, with more traditional contemporary weaponry, like the aforementioned Tommy gun. This time around you take the role of a “Big Daddy”, one of the diving suit clad guardians who roam the sunken halls, and so you are restricted you using their weapons. These, so far, amount to a pea shooter, a drill which runs out of fuel very quickly (the use of which sees you die as you attempt to get close to your gun wielding enemies) and a heavy machine gun, which runs out of ammo just as quickly. Whereas, in the first game, these tools of the “Big Daddy” spelled quick death when turned against me, in Bioshock 2 they aren't half as effective and I am left feeling a little weak. Of course, my abilities and weaponry will upgrade through the course of playing the game, so this complaint maybe premature.



Another problem with playing as the “Big Daddy” is the fact that the enemy characters don’t seem to be afraid of me... at all. I remember hearing that they would run away if they came across you alone, and come back in greater numbers. However, in practice they always attack me as soon as they see me. They also have the annoying habit of being brilliant shots. I really don’t like it when enemies in a game seem to get the homing bullets out as soon as you turn a corner.

It is also a shame that the game doesn’t imbue your relationship with the “little sisters” with any personality. The key role of a “Big Daddy” is to protect these little girls, and in the first game you’d hear them chatting away to their guardians as they walked about the place. “This way Mr. Bubbles” they would say. However, in the stretches of the game which see you protecting one, by placing her upon your shoulders, she remains silent. A sad omission, this just leads you to forget you’re even carrying one, when it could have been a really atmospheric and interesting new element of the game.

A cosmetic difference, but one that leaves Rapture poorer, is that the vending machines no longer have the jingles and advertisements that gave them so much personality last time ("Fill your cravings at the circus of values!"). They also added a layer of horror: their enthusiasm and happiness contrasting with the carnage which lay about them. I have also found the environments less interesting this time around, because they seem busier. Writing is all over the walls, along with posters and photos, surrounded by candles and cream cakes (I’m not making that up). The last game had a less is more quality to it which compelled me to seek out the details and to study my surroundings. The sequel is less atmospheric and has less personality. Without wanting to sound pretentious, I felt like each level was a distinct character last time around. There was the place where the crazed artist had made displays out of the dead and his whole level had elements of performance and displays of demented art all through it. In contrast, the two levels I have visited so far feel a little samey.

There have been some nice touches so far, in the Ryan Amusements level you can find a number of animatronic dioramas over which Rapture founder Andrew Ryan explains the reasons for the construction of his ocean metropolis as well as the mechanics of constructing the city itself. As a fan of the world from the first game, this was interesting stuff, but it underlined another problem with this instalment: Andrew Ryan and Rapture's past is much more interesting than the new antagonist “Dr. Lamb” and her the new threat she poses. For the sake of not spoiling either game, I won’t go into any more detail on this here.

Probably my single biggest problem with this new instalment of Bioshock is the opening. The first game had you sitting on a commercial airplane, which crashed into the ocean. You were then placed in the middle of the ocean in the dead of the night, your path lit by the bright yellow flames of the rapidly sinking fuselage. You swim to a tower which stands on a small island, in the middle of nowhere. You climb the steps and go through a huge metal door which closes behind you. The lights turn on and you find that you are in a magnificent lobby. You walk down a staircase and get into a small submarine, which begins its descent whilst playing you a video message from Andrew Ryan explaining his intentions for Rapture. This video is pulled away to reveal a window onto the ocean and you look out in wonder at the city on the sea floor and the sea creatures swimming about it. It stunned me and had me deeply immersed in the world of the game from there on in. Check this intro out below:



There is nothing so grand about the opening to Bioshock 2. It opens with a cutscene, which was entertaining, but over which I had no control over and so it didn’t immerse me at all. The first steps you take as a player find you already in Rapture and the game begins immediately in earnest. I can see why the developers at 2K Marin (a different team to that behind the first game) might feel that people who had already played the first game might want to hit the ground running this time around. But for me Bioshock is about atmosphere and having an interest in discovering Rapture is crucial. In terms of gameplay there was nothing really original or groundbreaking about the first game and, obviously, there is even less originality in this sequel.

So, with the game (so far) failing to replicate the atmosphere of its predecessor, I am left feeling a little short-changed. The fact that I have only played the game for four hours since its release on Tuesday speaks volumes.

Come back soon for a full review.

Tuesday, 26 January 2010

The ol' games as art debate...

It's a subject that often appears in the games press: are video games art? Certainly there are artists involved in the making of video games, literally in the case of graphic artists or story boarders to give just two examples. But can a game “say” anything about the human spirit? Can it make you question something or make you cry? Games have been overtly attempting to ape another art form (the movies) since their inception. But cinema has had its own troubled history in terms of gaining serious critical recognition and the story of cinema, of course, mirrors the story of games. Both mediums started out as science and became a novelty entertainment, eventually both adopted ideas of narrative and have both undergone similarly epochal technological changes: sound and colour in film and the move to polygons in games. Both began life outside the home, in theatres and arcades, before being consumed in the average living room and both face similar challenges when it comes to digital distribution in the future. In terms of content games like last year’s splendid Uncharted 2 have already equalled Hollywood’s best in delivering set pieces and action movie style plotlines, even if they haven’t yet resonated on any deeper level. Now, as graphics become more sophisticated so the potential to tell recognisably human stories increases: one of this year’s biggest releases, another Playstation 3 exclusive Heavy Rain (pictured), is promising to be one of the most cinematic yet and is aiming to come closer than any game has yet to telling a story that will resonate with gamers on an emotional level. Whether the game achieves that aim is something I will surely come back to once it is released in late February. But are games that successfully mimic films a laudable achievement? Can’t video games find some way to stand alone as a form of artistic expression?

You could argue that a game like Tetris or Space Invaders is already art. They certainly feature iconic design, often referenced in popular culture or even in fashion (I have seen a fair few retro Atari clothes in Brighton clothes shop windows), but they are also perfectly designed, superior examples of their medium. Likewise, Mario 64 or Jet Set Radio may not be telling a heart-rending tale, but both are arguably succeeding in every way in which they set out to succeed: both master the art of game design.

In a really odd twist it has been game which isn’t “filmic” that has resonated with me the strongest in terms of emotional reaction in the last year. The Playstation Network download title, Flower, is not only painfully beautiful to look at and perfectly simple in terms of its gameplay (you control a gust of wind and collect petals off flowers. Once each area is cleared of petals you move onto another and repeat until the level is completed) but it made me joyously happy and, at one key moment, it creates a very real sense of melancholy and tangible dread. What is impressive is that it did this without trying too hard or pushing any obvious buttons. In an age where more and more games will be shouting “look at me I’m a serious game for grownups: I’m about a cop with a crack addiction who has lost his kid” or whatever, Flower (refreshingly) isn’t edgy. It exists as a marvellous piece game design where a combination of music and lighting create a really compelling and thought provoking atmosphere. For me Flower is a real work of art.