Thursday, 1 January 2015

I was a Dead-Eye in Armadillo

















I’d been there before in a hundred westerns, but now I got to go... yes... as a dodgy-looking guy called John Marston. As the train pulled slowly to a halt in Armadillo I continued to regard my fellow passengers and take in the dusty world outside. I knew I would soon make it all my own (just like real life!) 

When opening credits had finished - themselves a spaghetti homage - we knew we’d be riding third-person across a rugged ‘scape filled with old barns, rocks, ravines, creeks, cacti and dangers of many kinds mostly involving bandits. Nothing would be safe... but we'd be safe from nothing. An almost dog-eat-dog world. And we would be searching… for redemption… and for the next cheesy cut-scene with more madcap western stereotypes babbling their intros to the next mission… And this would all lead slowly towards some lonely, final shoot-out. Once more Rockstar Games had seen too many movies… but they knew what to do about it. They knew what a stunning setting it would all make with places like Gaptooth Ridge, Mercer station, Thieves Landing and Escalera.















Red Dead Redemption, its add-on game Undead Nightmare, with their Multiplayer Free Roam world with Competitive and Co-operative maps, make up a gameworld that will be long remembered.

They were powerful experiences for a period of many months. Basically an alternative world in the Wild West, that took the rise of the open-world sandbox adventure game, and polished it. Rockstar are the makers of Grand Theft Auto after all, so they had made these games before. Now was their chance to take the Wild West and plunder it for long hours of immersive fun, and they managed just that. And all so … cinematically. With a real gritty style. A terrific shooting system. And such a sense of freedom.

The trademark game mechanic is the Dead-Eye targeting system, which allows the player to aim at targets in slower motion on the battlefield and then attack with a flurry of bullets.
[from Red Dead Wikia]



You can get lost in the wilderness and encounter all sorts of distracting missions and strange bandits, or... you can stick to consulting the map and finding marked missions in order to see more storyline and progress your character. But it was clever like this, for it was so easy to get distracted. Those distracting missions were deliberately distracting you, making it harder to get on with the game. Sometimes it would be like the fates of Red Dead Redemption were conspiring against you, when it came to getting from A to B. Gossip overheard in the town taverns reflected what sort of progress you were making as did the local paper sold on the corner. And yet still we rode, taking in the landscape, the space, taking potshots at birds far away and saving the innocent… or not.

And then there we’d be… again... lying randomly somewhere underneath the sound of vultures because we had strayed again. To our old ways. Cursing the choices we’d made...

...And another tempting choice was to flick up the Multiplayer Free Roam and load the same, entire worldmap but online… sharing it with other friends or up to 15 anonymous explorers. Mostly they would pick you out from long distances with sniper rifles until you learned to keep down and keep watching your map for nearby connected foes. But also there were mini-adventures to share, mini-games, shoot-outs to enter cooperatively or just ride into town, shoot everybody randomly and then await the coming of the Law. And these posses of the Law were as ruthless but even more fun than in GTA. Occasionally, another player would attract their attention and you could just watch as they were most often finally shot down.


the world map




















It can only be celebrated, those who fired this game up on the consoles of the day. Not only did we experience the real possibility and scale that gaming had now achieved, but probably the hints of what it one day could become. Massive. And finally the dream of being in a western comes true. A real feat of design and level creation. With a narrative that takes John Marston down to the creek. 


Some negatives are the usual Rockstar faults: emotional immersion suffers compared to a movie since the narrative and cut-scenes are hammy and self-indulgent and take away the pace of the playing. It can be sometimes tiring to get to or find the next mission. What about a slicker narrative that cuts even quicker into the gameplay? GTA 5 didn't really improve on this, although there was a bit more going on. They knew they had to build more into the Multiplayer Free Roam in order to increase the longevity of the game.

Character progression suffers as in GTA 5: even though there are sometimes a choice of missions, you do know there are the “key” missions which have to be played in order to progress, or unlock more map sections. This formula is ok if you’re new to it all but for seasoned players the sense of realism in single-player deteriorates.

I'm not saying there aren't some amazing moments that provide a real connection with the game. Once the first part is complete, a song from Jose Gonzales strikes up and you enter some new terrain - a kind of Mexico - towards your next mission and the start of the second half. Your appreciation of the game soars. You really wonder if the character you’re playing can actually find redemption.
















Then there were all the little things you could get up to, just to see what could happen.  Like tossing folks down canyons, lassoing nasty types and dropping them onto train tracks. Youtube started filling up with new channels for gamers posting creative or hilarious sandbox moments. You could say the new artform of spectating while others play or provide commentary on video games was truly beginning...

What else can I say about this game, or that this game makes me want to say about games generally? Its missions drew you into its world, some of which could involve merely helping an old flame to round-up wild horses. Or defend a barn from bandits. Some taught you things about this historic time where many a book or documentary cannot bring to life.



None of the missions were particularly difficult but this enabled the player to feel like we were always on the point of progressing. The open-world game becomes more about the experience, or experiences on offer. Like the mini-games of poker, knife games, darts etc, that can be played in the taverns against bots or against other online players of the online map. It’s all a great illusion of prowess (thanks certainly to a masterfully designed weapon system) and it enables sustained enjoyment that doesn’t frustrate or challenge like a conventional, level-based game. You can’t really get stuck in games like Red Dead Redemption, you can only progress and experience the places and scenarios it takes you through.

When the multiplayer game loads there is more a sense that anything can happen. The Multiplayer dimension plus the add-ons expanded the life of the game for many more months as all shooting scenarios were exploited. There were even huge battles you could join.

I won’t forget joining random posses of online players. Another memorable aspect was the excellent Co-operative Multiplayer levels, specially designed for groups of gamers to work alongside for a brief time in a multitude of scenarios of rescue, defend or attack.

It all makes essentially for a very immersive shooter with a dimension of storytelling and a load of mini-games and side quests. And this formula is still being applied to the more recent games such as Grand Theft Auto V, on an even larger map scale. At the same time, it’s not Skyrim, or such RPGs that took steps further where anything seems possible for your character that you are trying to build. However, the style and slickness of the gameplay in Skyrim suffered when compared to the immediacy of Red Dead. But then, in Red Dead the main occupation is basically shooting.




UNDEAD NIGHTMARE

And there is the Undead Nightmare add-on... a zombie wild west. Not just an add-on but actually adding an extra dimension. Here, the map we know and love is a cursed, changed realm with a new kind of danger. It’s all being steadily overrun by an undead plague. This means that if towns are not rescued the undead could take over and gradually overwhelm the map.

This is a great idea. Actually it’s one that has been applied to some entire games: the slow, breakdown of a whole, open-world war or map, unless the players unique involvement can turn the tide.

The multiplayer section of Undead was similar, but making full use of the shooting system in this setting. I vividly remember the Undead Overrun Co-op where, unless you worked together with your other players you would be overwhelmed quickly. It’s a survival mode featuring endless waves of undead. There are some cool elements: you can revive your friends if they are downed and also be the first to find one of the spawning coffins that give supplies and ammo. Working together was crucial. However, I used to hold back, helping occasionally but waiting until my fellow players were dead. Then I’d camp out in a clever spot where I could take out zombies and therefore be the last man standing. The whole scenario is the closest thing to that ending in Tarantino’s film Dusk till Dawn. 
















All that shooting gets tiring, and the control over one’s own destiny or character is not there like the massive open-world games of today. So one day will come another total Wild West experience. Maybe it will have more disincentives to draw your weapon and greater character depth, meaning that to do bad or to do right could have real consequences on your character and abilities. But will it have as much sheer cinematic fun as this?





Monday, 17 November 2014

Sniping a Stealthy Path to Berlin


I’d made it this far. Amid the ruins and rubble of WW2 Germany. There is some other soldier with me - some random stranger - but he’s already my close comrade; my best buddy. This is because we know what’s coming. We’re waiting for the first wave of Nazis to come pouring in gradually through a ruined entrance. We’ve already positioned mines and collected ammo. Now we just need to knuckle down and keep the cross-hairs scanning the area. I’m breathing carefully but when the trigger is pulled and the first man falls I know the camera will follow the bullet right to its unlucky victim, before restoring my viewpoint back... to a scene of action where every shot counts.


This bullet-cam is called something like X-ray Kill-Cam, because you get to see a gruesome, bone-splintering X-ray where your bullet strikes. In fact, it doesn't get too tired and certainly adds to the gratification of surviving through this game: Sniper Elite V2

Ever seen a World War 2 sniper movie? Enemy at the Gates? Saving Private Ryan with that sniper who camps out towards the end up a church? If you play this game, a 2012 tactical shooter, it’s basically a similar experience. Graphics and gameplay are geared solely towards being in WW2 and fighting Nazis. It’s like Call of Duty mixed with Thief but for snipers.
The single-player campaign is pacey and well-designed with historic war scenarios and levels where you have to stop and think a bit more. Find a good location to score the hit or a more defensive position to survive an attack. It’s about moving carefully. About using weapons and mines to sudden effect after slipping through guards undetected. It generates some excellent moments that leave you feeling great about yourself. For this simple experience - and it can only last so long (unlike the up and coming open-world games of the day) - it delivers perfectly.

On the last mission, you get to take out a top Nazi general, and - in an add-on pack - Hitler himself in a special mission. There is also a zombie add-on (of course) although I never played that one.


But it’s in its multiplayer Co-operative modes - Kill Tally - where I had so much fun. (Less so on the Competitive ones because once the unseen shot comes it was all over too fast. Also you never knew who you were playing against... ie. probably a band of special friends who played every night just to pick off newcomers. I made a couple of videos, long before PS4 capture capability:



looks like a good spot m8
















In Co-operative however, waves of Nazis would arrive on the scene and, with your comrade you had to work together or be doomed. You had to set mines and shift locations, use grenades wisely or be overrun. I remember completing the waves on all the scenarios. There were moments of great glory and this is why this game was so notable.

Saturday, 18 October 2014

Isolation on the Sevastapol

















I feel so... trapped. My crew mates; they burned out on the space walk from our vessel Torrens and now I’m half-mad trying to get back to it (if it’s even still there!) But I know what awaits... I have to stumble through this space vessel to send any communication back.

I... simply... must... get... away. God knows what my mother - Ellen Ripley - makes of all this? I'm wimping out already. If only I’d watched all the movies back to back over the period of a week... before... all this. I’m just not sleeping. I can hear the air release from air-lock doors in my nightmares. And even worse... I’m back in the 1980's. 

A cool, spooky thing about all this - I suppose - is that the world-makers have resisted any attempt to update the artistic details to some far future. They've kept everything authentic to the movie. How many more movies could they do this with? I'm thinking The Millennium Falcon...

For now though… I’m trapped in a 1980's horror/vision of a far space future.. and it’s cold. Lonely.

















I can’t think too much. I just can't! The thing may start breathing around every corner and I must keep trying to make contact and to search for missing crew, from both vessels.

I live every moment... sneaking around, like a little girl. Just like ‘Newt’ must have done in that decent sequel.

What else to report? It’s not unlikely that I’m bound for a sticky end. Multiple ones. This must be one of the most realistic experiences of feeling hunted out there. Real survival simulation. If spiders and humanity were reversed. Or Jurassic Park. Or Quake 3(?)... where, if memory serves, you stroll boldly through level one, before all hell literally breaks out and you must flee back out again through a ruined and broken version of the same level.

Each level here is an area of the space station, elaborate and once-functioning. I move through the desolate rooms knowing it’s very possible I’ll have to return, only under more deadly conditions. A big concern though: will this sort of game-play keep me playing? What is my threshold of fear? And when will I encounter a level so difficult I will simply not come back. That is the nightmare balance for the game designers with such a game. It is also where their sticky web still pulls us players in… What will we learn about? Out here, in the depth of space, in these claustrophobic retro-rooms... Our resourcefulness? Our love of finding out what has happened...

What would be my ideal Alien game? I think ultimately I want the best of both worlds, one where the Alien is forcing us into corners, and one where there are hordes and we must blast our way out, losing our comrades as we go. This Isolation game will not be the last. But it does the former very well, and pulls off a huge homage to the original film. As Ridley Scott the director says: the universe is just as important as a character of the film. The tools such as the Motion Tracker work to enhance the tension.
















Somehow I can see a time where in-depth single-player experiences like this are just one part of a larger package. For the aficionados.
The other? It could be some Co-operative or Multi-player option, where we are thrown into the space station with others and we can work together, or play out roles. Or an MMORG where complete freedom of game-play and exploration presents an incredibly vivid sci-fi experience. These will be masterpieces of excitement.  

Final update:

It all became too much. I blame it on time and old age but also one of the levels - seriously - would not let me into the next, even though I'd outwitted the Alien and returned to some cowardly doctor with the goods. And I'm just not that hard on myself to re-play that section in the hope it doesn't trap me there again. So... therein can be the problem with such intense game-play. However, I will not forget the sight of being decisively run through inside some elevator just as I was about to make a more dignified exit. If I could have sworn without waking the household it would have sounded like some hissing Alien humanoid hybrid. I better just say for the record that I've never felt such involvement in a game before. The potent device of the Alien presence serves to escalate the involvement of the player with the world presented and the need to use that world to progress, to fight and to escape...

BONUS MISSION: 'ALIEN' :

I moved onto the bonus mission where you can re-play the scene from the Nostromo (original Alien movie) and play as one of the characters. I made it through that - an impressive, gruelling experience - and the thought of being back in that film world thrilled and rewarded me, and that has since been enough! Sevastopol out. Taxi Torrens for one please! Next stop... cryo-sleep... into the sequel!?  #alienisolation


















ZEN PINBALL: Take on the challenge, available on most platforms... [Youtube trailer]




Tuesday, 2 September 2014

Palm Trees in the Pacific






















Of course I heard again the call of duty and found myself shipped off to the Pacific. It was no accident. The excitement of 're-living' this part of World War 2 came from watching and knowing the history and the documentaries. Also a film called The Thin Red Line, an atmospheric, philosophical version of the Americans versus the uncompromising Japanese.The result: Medal of Honor: Pacific Assault.

The palm trees. I won’t forget their resonance. Even in reality - on holiday on a Grecian island - I could remember them. You see, on the PC, I had battled my way through the island sections, where all I could see was the sway of undergrowth and the glimpse of Japanese soldier helmets. Then... forced to swoon to the ground with the sudden shell-shock and was cast onto my back, praying to the sky. It's here you get to see these palms swaying and the last few seconds of action from your allies. Or - if no allies were nearby to revive you, or the damage was too severe - your shadowy enemy sticking you with a bayonet.




















In these Call of Duty/Medal of Honor experiences you keep moving. That’s the pull of them. Their pace. You run with a crowd and if you stay too long or fall back too far… it’s over. Eventually the waves and waves of Japanese come and each section becomes harder to break through. But it’s never really too hard. It just takes time. And a lot of shooting. Sometimes it’s broken up with a go on a big gun or a trip on a plane (with guns). No matter. You know you have to do some shooting. But this is arcade gaming; addictive, but wrapped up in a serious, world war setting that is some sort of homage to our heroes. Or homage to the second section of Saving Private Ryan that spawned a mass of historic shooting tributes. A sheer love of being in the action.

















What else was great about this title? Call of Duty had matured by this time and the Medal of Honor series made attempts at making it even more interesting. Like sending commands to your comrades to co-ordinate fighting and work more as a team. Multiplayer online was improving. And we had a full Pearl Harbor level, where we are driven on a tour of the base just as the attack commences. History re-imagined but for fun.






















It can't be long before more titles based on this period of WW2 will return. But we have seen the palms at midnight...


Read more on Wikipedia