Friday, August 13, 2010

DeathSpank is Fun for all the Wrong Reasons


I'd heard DeathSpank was rather Diablo-ish going in, but my only experience with Blizzard's RPG was the scant demo I played of it half my lifetime ago. I barely recall it, but if memory serves correctly you merely pointed on enemies and your avatar fought them automatically, trading blows until one party fell. The skill came from deciding what equipment to use and stat buffs to utilize. One could still heal and use items mid-battle, but by and large, you had no active control in the combat. Of course, this is all speculation based on my memory of a 14 year old demo. But it's still what I think of when I think of Diablo.

DeathSpank looked a lot more enticing to me. I was mostly interested because of Monkey Island creator, Ron Gilbert's* involvement, but on a mechanical level the combat looked far more responsive. You could attack in real-time, block, and do all the things one would expect in a hack-and-slash action game. In short, aside from the loot-collecting, it didn't resemble my foggy memories of Diablo the way I expected.

So it was with a bit of disappointment when I played the game and soon realized it fell a little flat on the two things I was most looking forward to; the writing and combat.

The writing is certainly above average and traces of Monkey Island can be found all over the place, but I can't help but agree with Sparky Clarkson's assessment that while the game cleverly personifies its protagonist's world view, DeathSpank isn't a very interesting protagonist. Clarkson goes on to say that Gilbert did the "moron-hero" thing better in Monkey Island, but I'd argue that Guybrush Threepwood was never a moron. A wimp, certainly. And lacking certain social skills around women, sure. But not a moron. He was often clever, cunning, and aside from physical stature, really did embody the crafty skills his dream profession required. DeathSpank, however, is a moron. He's just a one trick pony. His one defining characteristic is that he's stupid, but thinks he's amazing. Guybrush too thought himself a mighty pirate, but the difference is that Guybrush had pathos. We felt bad for him as he tried to woo his love interest, an often sought after tomboyish governor. Everybody roots for an underdog and that's what Guybrush is. DeathSpank, however, is beefy and foolhardy enough to complete his quest, so there's no sense of overcoming the odds. Or maybe I'm just a sucker for a good romantic subplot. Either way, I don't care much for this guy.

That being said, the jokes hit more often than miss and there's a lot of charm to be found in the game. It's just not as consistent or endearing as his earlier work.

I want to get back to the combat though, as my reaction to it was the most surprising thing. Going into it expecting more of a skill-based hack-and-slash, I was disappointed. The enemies cluttered the screen too much, I could never tell when to block, and even when I could block successfully I'd find enemies chipping away at my health without being able to tell that their blows were connecting. It was messy, sloppy, and dare I say, broken as an action game. Here's the weird thing; I didn't mind.

Despite having direct control over your avatar, combat is much how I remember Diablo. It's so imprecise that you'll end up trading blows with the opposition no matter how honed your reflexes are. You can't take on high-end enemies at first, but must be at an adequate skill level before you have any chance at success. It's ultimately just an excuse for you to kill things, gain new levels and equipment so you can take on bigger enemies, kill them, and gain even more levels and equipment. It's everything that I claim to hate about lazy, padded design.

And yet I like it. I like watching the numbers go up and my character getting stronger. I'm sucked in in the same way that's always alienated my from RPG players and I can think of two reasons why.

a.) DeathSpank is very well-paced. It seems as though I gain a new level or a better piece of armor or equipment every couple of minutes, so I'm never wasting a significant amount of time with negligible progress.

b.) DeathSpank is short. A vast majority of RPGs I've tried I've given up on after about a dozen hours. The few I've completed were rather slow-going by the end and I really had to force myself to push on. Admittedly I'm only 9 or so hours into DeathSpank and I'm sure that if it were a 30+ hour game I too would tire of it long before the end credits roll. Thankfully, it's not. I've discovered 23 of a possible 30 outhouses (respawn points), so I'm going to assume I'm about 3/4th through and thus have another 3-4 hours left. That sounds about perfect to me. As soon as I'll start to tire of the grind, I'll be at the end and ready to move on to something else. And it only cost $15, so I don't feel cheated about length which I know is a concern for RPG veterans who like longer games.

Ultimately, DeathSpank doesn't fire on all cylinders for me, but it fires on the ones I least expected. I still maintain the the premise was flawed and wish it was more Monkey Islandesque when it comes to puzzles. Though for a genre I always looked at from a distance and could never quite understand the appeal of, DeathSpank is a wonderfully accessible entry.



*Note: One of my most embarrassing experiences as a journalist comes from when I asked a friend at Hothead studios if she could introduce me to Ron Gilbert. She took a step forward, interrupted his conversation and said, "Hey Ron! This guy wants to meet you!" Horrified, I cowardly thanked him for Monkey Island, then snuck away with my tail between my legs.

Wednesday, July 21, 2010

New Column and Some Monkey Island Love

I'm sorry it's been so long since my last blog post, but things have been hectic. I went to E3 which I meant to write a lot about, but instead found myself exhausted after the convention, Disneyland and Magic Mountain (not in that order). Long story short; E3 was fun, Disneyland was moreso. Epic Mickey looks to be a happy medium, but still no substitute for actual being there. Okay, now I'm getting weepy over Disneyland withdrawals so moving on...

The big news is that I've stopped writing Challenging Conventions at TGR (nooooo!!), but started writing its spiritual successor, Defying Design, at GameSetWatch (yaaayyy!!). Think of it as Challenging Conventions 2.0. The first edition is about what makes a game scary as well as suggestion on how to make current more action focused horror games scarier.

Other than that, I've been on a big Monkey Island kick. While I was buried deep in announcements at E3, Tales of Monkey Island was released on PSN unbeknown to me. I'd always wanted to play it, but I didn't have a PC up to snuff and heard lackluster things about the price-hiked Wii port. Stubbornly, I held out in hopes of an XBLA or PSN port and over half a year later my prayers were answered. The PSN version looks great and runs like a dream. Better yet, it's a great game in its own right and while it has its flaws, it improves upon the series in a few meaningful ways. I'd tell you what they were, but may save that for a column;) Just know that despite its lackluster first couple chapters it gets better and by the end I cared about the cast more than I ever have before. Ultimately, it's a worthy chapter in the saga and the first traditional adventure game I've played in over a decade that I'd consider a real return to form for the genre.

So enamored was I that I picked up the special editions of Monkey Islands 1 & 2 and am playing through them now. I had some issues with the presentation and interface of the first special edition and found myself regularly switching between old and new, but so far I'm really blown away at how well they've adapted Monkey Island 2. The new look is lush and vibrant, and the animations smooth. The voices and music are top notch as well and I love what they've done with the interface. I'm only a few hours in so far, but color me impressed!

I also played Limbo and reviewed it for TGR here. As you can tell from the review I liked it quite a bit, but found myself perplexed and befuddled by the end. It's either brilliant and I'll prove myself a philistine for not getting it, or it really does have no story. I look forward to discussing interpretations with others upon release (which is today. Go out and buy it!).

Anyway, here's some other stuff I've written lately:





Challenging Conventions # 16: Bite-Sized Gaming This was my final CC piece. It was about how most of the games I got excited about at E3 were digital downloads which tend to be cheaper, smaller, and exhibited a greater degree of creativity. On a side note, I think a lot of people were disappointed by E3 this year (where was The Last Guardian?!), and while there was no huge new game that got me excited (Zelda was particularly disappointing) I walked away feeling like I'd seen a lot of great stuff particularly from the downloadable market. Forget Kinect and move, this is the part of the industry that has me most excited.

Note: Forgive me if I don't update again soon. I'm moving house in a couple weeks, so I'll be pretty busy and without internet access for a few days.

Wednesday, June 9, 2010

Super Mario Galaxy 2 and Other Goings On...



My background with 3D Mario has been spotty at best. Not having owned an N64 in its heyday, my first foray into Mario's 3D adventures was the underwhelming Super Mario Sunshine. I liked it alright, but found controlling Mario in a 3D environment to be cumbersome. With so many different types of jumps and a controllable camera to manage, it was difficult for someone coming off 2D gaming to gauge depth. I also found the repetition of environments and tropical aesthetic tiresome. As far as 3D platformers went, I much preferred Sly Cooper's exploits.

I eventually got around to trying Mario 64. By an odd stroke of luck I acquired it for the DS and N64 on the very same day. I gave the N64 version a shot, decided I'd rather play a newer game at home and save Mario 64 DS for being out and about. From the little I gleaned of the N64 version the analogue stick helped, but didn't make the game. Ultimately, I found Mario 64 DS to be a step up from Sunshine in terms of variety and creativity, but still awkward to control and not nearly as much fun as its 2D ancestors.

So it should come as no surprise that I wasn't all that excited for Super Mario Galaxy. The use of motion controls were still novel and I was curious to see them implemented by the big N itself, but otherwise I was expecting a pretty good albeit unrevolutionary 3D platformer. I couldn't have been more wrong.

What changed my mind, you ask? Well, it wasn't any one thing, but a variety. Capturing star bits with the Wiimote pointer while otherwise controlling Mario with the analogue stick was a neat addition, as I felt like I always had something to do even when backtracking. I admired its unique spin on gravity and how it downplayed traditional platforming in lieu of spinning and interacting with the environment. Mostly, I loved how much variety it had on display with multiple objectives in the same galaxy taking you to wildly different places. I could go on and on, but others have sung its praises endlessly in reviews all across Metacritic. The point is that it gave me the sense of wonder and excitement that most people had for Mario 64 that I probably would have shared had I been into games at the time.

That being said, I was skeptical of Super Mario Galaxy 2. It had only been 2.5 years, and the trailer looked like more of the same. And in many ways it is. My initial reaction was underwhelmed. There was nothing wrong about it per se, but they set the bar so high two years prior that I'd already expected excellence. It had to go beyond that.

Eventually it did. There were more novel ideas thrown out faster than Yoshi after eating a flaming hot pepper and I found myself hopelessly addicted to collecting stars in a way I hadn't been since the last Galaxy. But where this one positions itself superior is in its lasting value. Just when I'd achieved 120 stars another 120 hidden ones opened up. One gripe- I wish these had been there the whole time as replaying earlier missions isn't always that exciting. Still, the great thing about the hidden stars is that they encourage you to explore each level to its fullest, often achieving tricks you never thought possible. It's a wonderful reward and certainly more fun that simply unlocking Luigi (who's also in this one and unlocked much earlier on).

SMG2 may not have stirred my imagination quite the same way as its predecessor did a couple years back, but it doesn't matter. It tapped into my OCD in a way that most games attempt to, but fail miserably at. If I'm not consistently making progress, being challenged, and discovering new things, I move on to something else. SMG2 has it's flaws (the swimming and repetition of the Bowser boss battle is a particularly irritating flaw as it's been true of almost every 3D Mario game, yet never been fixed) but it understands pacing perfectly making it my favorite game of 2010 so far.


Oh, and here's what I've written over the past couple months...

Nier Review- I liked the game a lot and meant to write on it more. Perhaps I will...

Zeno Clash: Ultimate Edition Review- I didn't like this one as much, but it had its own charms.

Challenging Conventions# 12 Anticlimax is the New Climax- Games the buck the status quo of ramping up their difficulty for the endgame.

Challenging Conventions# 13 Graphics So Bad They're Good- An analysis of some games where the poor graphics actually enhance the experience.

Challenging Conventions# 14- A look at poor writing in otherwise great games and how at the end of the day fun is fun. But that won't stop me from asking for more.

Challenging Conventions# 15 What's the Hurry?- A look at fast-travel and how it can at times be detrimental to immersion.

Note: I previously believed Challenging Conventions# 14 to not exist as it wasn't showing up in the TGR search engine. Turns out the editor abbreviated it CC and it was nearly lost to the ether. Somehow I didn't remember writing it and thought I'd miscounted. I'm glad it's back and in its full glory.

Saturday, April 17, 2010

Still Alive

After a several month hiatus, I'm bringing the blog back. It's been fun living my life, enjoying time with my beautiful girlfriend and all, but after awhile I started to feel like I wasn't contributing enough to the game space, instead squandering my (admittedly long-winded) thoughts to cryptic messages on twitter. To which I say, nay to 140 character limit. This is my space to unwind my thoughts. If not, what am I paying $15 a year on this domain name for?

I can't promise I'll update this often, but I'll try. I think the problem I was running into before was that I was saving my best ideas for published articles and worried I'd squander them here where I'm not getting paid, they're not getting published, and fewer people would see them. Furthermore, I was stressing too much over my other articles so the thought of writing in my free time sounded extra stressful. But one of the greatest advantages of a blog is that you don't have to worry what other people think or if your current article is making the grade. So here I'm just going to throw out random thoughts I have that maybe don't fit into other articles, yet still cycle through my head whenever such topics are broached.

So, without further ado, here's some links to stuff I've written followed by (drumroll please) a new entry!





Challenging Conventions# 10 How Bioshock 2 deals with Fatherhood Better than Heavy Rain

Challenging Conventions# 11 Playing Hard to Get- My take on Pixel's decision to make so much of Cave Story's best content an obscure secret.




The game I'm loving more than anything on the planet right now is God Hand. Yes, it's over 3 years old, on the PS2, has terrible graphics (even for its day) and scored mediocre critical reception. But I don't care. I love it.

Why do I love it? That question is a bit more complicated. Firstly, the game is extraordinarily fun. With all my highfalutin musings on innovation and narrative, at the end of the day, I mostly just want to have fun. At least that's where I'm at right now. Maybe by summer I'll be bored of fun and want something heady again. But I digress. Right now I just want to kick some ass and zone out on something that dazzles my mind and reflexes. And when I say mind, I mean that I'm constantly thinking while playing. Combat is a puzzle, in a sense. It takes quick thinking coupled with reflexes, contrary to the cliche that action games are mindless. It's rather that the type of mental engagement they provide is fleeting. It's not going to change my outlook on life or anything, but when I'm punching dudes and spanking women, I'm certainly not thinking about anything else. And there's a lot of value in that. It's meditative.

But this is true of any action game. What makes God Hand special is just how unique it is. The controls are just plain weird. Instead of learning new combos, you build them by buying moves and setting up your own. In essence, you get to write your very own symphony of destruction. It's a wonder why this idea of creating one's move set never caught on with other action games beyond simple weapon switching.

Character movement is especially alien. The game utilizes RE4 style "tank" controls, where the main character can't strafe and the camera is always locked behind them. There's even a 180 degree spin move like RE4. This should come as no surprise as God Hand was directed by RE4 director, Shinji Mikami, who also created the very first Resident Evil back in the day. Say what you will about those games (personally, I hated RE0 so much that I never tried any of the other early titles, but loved RE4), but you can't deny their impact on the industry. I find it fascinating that after the critical and commercial success that RE4 was met with, Mikami followed it up with this, which in turn no one bought. While the controls are unusual to say the least, Mikami clearly had an original idea as to how a brawler should control, yet it was rejected because it didn't have a controllable camera, jump button, or lock-on- ya know, things that critics at some point decided all third-person action games should have. Admittedly, God Hand's controls do have their quirks, but I find it no harder to control than other action games of its ilk (and indeed easier than the God of War series with its long, unbreakable attack animations) and it just feels so refreshing after years of god of War and DMC clones.

The game isn't deep at all, the story makes no sense, the dialogue waffles between hilarious to cringe worthy, but the sheer madness of it all combined with such excellent combat have made it my go-to game for the past few days. Mikami has said that he made the game just for him and since it failed commercially, he's trying to make his next game, Vanquish, appeal more to Western audiences. I can't say how much it hurts me to hear him say that. Then again, RE4 was a more Western direction for that series and it worked splendidly, so there's no reason to give up hope yet. I just hope he doesn't sell his soul in the process, because God Hand, it's nothing but soul.

Friday, March 12, 2010

More Things I've Written

Holy crap it's been a long time since I updated this thing. I was going to post a series of plot holes I noticed from Heavy Rain, but then read at least three other articles doing the same, covering largely the same ground. So instead I'm just going to archive some stuff I've written over the past two months. If you enjoyed my earlier Jumping Moustache editorials, check out the Challenging Conventions columns. Don't tell Sinan (TGR features editor), but they're basically my excuse to have a published blog on topics I would have written about anyway.

No More Heroes 2 Review

Endless Ocean 2 Review



Challenging Conventions# 6: The Likable, Mass-Murdering Hero- On less lethal alternatives for action-adventure games that don't break character.

Challenging Conventions# 7: Taking Stock of Mass Effect 2- The pros and cons to Bioware's more streamlined approach and what it means for the industry.

Challenging Conventions# 8: The Transparency of Mass Effect 2- Seriously people, Mass Effect 2 is NOT the greatest game ever. Though it is very good. Here's some things I found not-so-good about it. Not nitpicking so much as giving constructive criticism. It worries me when a game like this gets praised to the heavens, as I fear that its legacy of flaws will live on in the game industry under the philosophy of "Mass Effect 2 did it, so it must be good."

Challenging Conventions# 9: Heavy Rain fails to Understand what Interactive Drama Means- I did not like Heavy Rain. I did not like it for a multitude of reasons (as seen in my review). This article, however, focuses entirely on the design aspects and how Cage drops the ball on making the interactions meaningful.


Otherwise I've been playing a lot of Demon's Souls. It took awhile to really "click" with me, but it now might be my favorite game from last year. No, really. More on that later...

Monday, January 4, 2010

Challenging Conventions Retrospective

I've been doing a rather poor job of keeping up with this blog, but figured this would be a good time to link to my most recent Challenging Conventions columns as let's face it, wading through the TGR archives can be cumbersome at best. Thankfully, I am here to provide the necessary links. In this case, at the end of the great year that was 2009, I wrote about my three favorite games of that year in a row. Lucky me!

Here's a piece on Uncharted 2, and why its pacing makes it such an unusual and memorable game.

And this column is about Silent Hill: Shattered Memories and why it's lack of "gameyness" makes it all the stronger at conveying its meaning.

And finally, my take on The Legend of Zelda: Spirit Tracks, and why I love it, but also why many will not.

Hope you like them, and happy New Year!

Monday, December 28, 2009

2009: A Year of Division

Silent Hill: Shattered Memories. I liked this game a lot. Did you?

Having just recorded the most recent Big Red Potion in which we discussed our favorite games of 2009, it became apparent that a lot of games on our lists were very divisive. We all made our top 5 lists prior to the show and with few exceptions, we all had different picks. We all had Uncharted 2 on our list, and three of us had Batman. Next to that the only repeat offenders were Street fighter IV (Eddie and Sinan), and Silent Hill: Shattered Memories which Joe and I both listed. What's telling is that so many of our picks were incredibly divisive, with many of our choices having cropped up on the previous week's show on most overrated game of 09.

Joe had Shadow Complex in his top 5, which was my pick for most overrated game of 09.

Eddie's favorite game of the year was Assassin's Creed 2, Sinan's pick for most overrated.

I had Brutal Legend in the tail end of my top 5, which apparently numerous people chimed in as having been the year's most overrated game.

Eddie had Borderlands on his list, a game I've heard all kinds of reactions to. Some love its addictive nature, and other found it very repetitious and bland. I have yet to play it, so I wouldn't know.

Even Silent Hill, one of four games to make more than one of our lists received a lowly 76 on metacritic.

Street Fighter IV was more universally acclaimed, but I'll be honest, I have no interest in fighters.

And did I mention how no one had Modern Warfare 2, one of the most highly regarded games of the year, on their list?

See a pattern here? I mean lets look at my top games list. I didn't do a top 10 per se as I don't like the idea of arbitrarily picking a number of games. Instead I categorized them by category. The best of the best, the almost best of the best, and the honorable mentions.

The best of the best (according to Jeffrey Matulef):
-The Legend of Zelda: Spirit Tracks
-Silent Hill: Shattered Memories
-Uncharted 2: Among Thieves.

The almost best of the best:
-Brutal Legend
-Batman: Arkham Asylum
-Demon's Souls

Honorable mentions:
-Punch-Out!!
-New Super Mario Bros Wii
-Assassin's Creed 2
-inFamous
-Trine

Zelda got good, but not great review scores due to many considering the series old hat. Silent Hill got even worse and Joe and I are the only major zealots of it I've come upon. Brutal Legend caught a lot of flak for its RTS elements. And Demon's Souls was such a harsh, niche title that quite frankly I'm amazed it's been as successful as it has. Mario and Punch-out!! were amazing and I was hoping someone else would have them in their top 5, but alas. After discussing 17 games at length, there wasn't even room for such great titles!

I guess what I wanted to say is that this has been a truly wonderful year for games. It's not that their quality has improved so much since the last year, but that there's so much more variety on display than what I'm used to. Remember when every GOTY award flocked to RE4, Modern Warfare, and GTAIV, and if you didn't like these games it was as if there was something fundamentally wrong with you? Sure, we had a GOTY, but it just squeaked by with 2/5 people happening to call it their personal fave. Otherwise we wouldn't have had one. I just think its great that the industry seems to be branching out more and more. No hive mind here. That's for damn sure.


Note: There's still quite a few supposedly great games from 09 that I have yet to check out. Notably: LostWinds 2, Little King Story, Mario & Luigi: Bowser's Inside Story, Shin Megami Tensei: Devil Survivor, Dragon Age, Borderlands, Trials HD (played the demo and would love to play some more), 'Splosion Man, and maybe someday I'll check out that Modern Warfare 2 game everyone seems to be raving about. So just because something didn't make my list doesn't mean it wasn't utterly fantastic.