Retrospective No. 56 The Last of Us

Titanic blockbuster smash hit? Check. Escort Mission? Check. Young, sparky female sidekick with no experience of the outside world? Check. Troy Baker? Check. With all these similarities I’d be stupid not to draw comparisons between The Last of Us and Bioshock Infinite. Long time readers might remember that last December I drew comparisons between Bioshock Infinite and Uncharted, a different Naughty Dog game. So because it is almost December and that isn’t much of a reason but it’s the best one I’ve got it here is round two of the Naughty Dog v Irrational Games showdown.

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The premise is a great one. The Cordyceps fungus mutates and moves from zombifying ants (not scientifically accurate) to zombifying humans and you play as Joel, a grizzled survivor of the initial outreak, escorting the key to humanities redemption across the destroyed United States. In between you and salvation are the mutated mushroom headed monsters that once were humans and the monstrous looters and cannibals who supposedly still are humans. To add some substance to this weighty narrative the player puzzles and navigates their way through enemy forces in a very similar manner to how progression is managed in Bioshock Infinite.

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So if it’s similar to Bioshock Infinite is it better or worse? I’d say it is better. The inclusion of stealth mechanics saves and elevates the combat above the usual boring encounter based arena gameplay. Unlike the battles where you had to kill certain number of enemies before continuing, the vast majority of these engagements could be completed with no kills whatsoever. The added variety ensures these don’t sink into tedium and feel diverse enough that each encounter is distinct and memorable. This is in part due to clever design allowing the player choices on how they proceed. You might opt to sneak around and with limited ammo this might actually prove easier than going all Rambo and slaughtering everything in sight. For the less gifted or more challenge easier levels allow the player to ‘hear’ through walls to track enemies and guide your progress for silent take downs of an entire room of enemies and the hardcore can have the pride of working it out themselves.

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Unfortunately some similarities do exist between the titles that take you out of the action and make you feel like a visitor to a really cool interactive museum or tourist attraction. Encounter loading is fixed and inflexible. Enter from the wrong direction and enemies might spot you on sight or alternatively be so far out of position as to be cannon fodder. Additionally in its efforts to make you brown your underwear the game loads enemies out of thin air for a jump scare rather than trying to encourage frights naturally. Sneaking along with detection on only to have enemies pop up out of nowhere is frustrating but also immersion breaking. The game is pretty creepy as it is and a bit more faith in the horrible (in a good way) characters and environments they have created would do Naughty Dog some good.

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Post-apocalyptia has never been so good. From first minute to last this is an exhausting, terrifying and challenging environment that thanks to great writing you really share with the characters on screen. Sections of this game rank alongside some of the most legitimately stressful gaming experiences I’ve had but every one of them is worth it. At times the game could be accused of trying too hard to manufacture a sense of wonder, a trait it shares with Bioshock. When it stops trying to force things and focuses on what makes it good which is solid game play and a brilliant story it is a cut above its blockbuster competition.

Retrospective No. 55 Spelunky

Procedurally generated is the hot new buzzword in game design as indie developers reinvigorate techniques from our gaming past for a modern audience. Random (or at least within set parameters) generation bypasses limitations in the creation of these titles which are often made with smaller budgets and smaller design teams. Creating levels in this manner allows added depth and keeps the game fresher as players don’t trawl through the same environments over and over. Recently, I’ve been playing Spelunky a mining themed procedurally generated platformer. Has Spelunky struck gold with this innovative idea or are you left sifting through rubbish?

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 How does the unique selling point (well possibly not that unique thanks to it being the flavour of the month in indie game design) stand up to scrutiny? Does a procedural level creation system compare favourably to good old fashioned level design? Well I’d say it is a little bit hit and miss. The outcome is to actually make the levels feel slightly anonymous as there is little in the way of consistency to tie it all together. Some levels are frustratingly tricky and whilst other generations are noticeably easier than others due to the luck of the draw element that exists as each level loads. This makes it very hard to judge your progress as occasionally I could coast through a run due to a good draw whereas other goes felt like genuine ordeals as you died over and over.

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 Is this just more whining on my part about being rubbish at a game? Oddly enough Spelunky is actually more interesting when the difficulty level borders on the insanely difficult. The challenge reflects well on a difficulty curve is set refreshingly high but this comes with a caveat. As exciting as it is to bound around the mines and outwit the puzzles thrown your way the complete absence of checkpoints makes things more frustrating than fun. It is expected that you will complete a run in one go which considering a fair portion of the time I don’t complete a level in one life is setting their expectations way too high. For a pick up and play title without much depth I found the standards required to get anything from the game well out of my reach. As an attritional challenge it might have worked for me but in its current format it is just an exercise in frustrating tedium.

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Considering the game should be open to an incredibly huge number of variations I found Spelunky surprisingly boring. For all the different variations that are on offer the core game play remains exactly the same and that is where everything is kind of lightweight. This kind of platformer has been done to death (although possibly without requiring this much obsessive commitment) and Spelunky adds nothing new to a crowded marketplace. The random generation removes character from the environments and leaves the player endless trudging through a collection of samey levels with no sense of progressing on their journey. The grand sum of these advances has created limited quality control over the levels that you face and no sense of purpose. An innovation that should have extended the lifespan towards an infinite number of replays leaves me wondering why anyone would bother playing Spelunky more than once.

Retrospective No. 54 Medal Of Honor Frontline

It was only when I was halfway through writing this latest piece that I realised thanks to the wonders of my dark subconscious for Armistice Day I had picked a game that trivialises war and turns it into entertainment. So with these concerns about taste weighing heavily on my mind I will be looking at Medal of Honor Frontline. Frontline is one of many games in the series focusing on playing at Second World War re-enactments. It utilises a setting based on reclaiming territory following the Normandy Landings and carrying out covert missions in German occupied zones deliberately evoking memories of Saving Private Ryan. The only question is whether it can live up to the high standards set by this epic.

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Initially, the game successfully projects an image of war being fun and exhilarating. Playing the Normandy Landing is a hell of a rush and is exactly what it should feel like being so heavily based on Saving Private Ryan. The gunplay is tight and responsive, the weaponry looks the part and the environmental effects are amazing. Charging off the landing boats, dashing up the beach and avoiding heavy artillery fire is brilliant. Should a war really feel so thrilling? A game definitely should and if it is a fictionalised account should it really matter? Ignoring such questions as they are far too important for me to deal with, the game continues but doesn’t really manage to match these early highs. Maybe this should be expected as the Normandy landings has become one of the iconic events in the Second World War so starting there will always lead to a sense of anticlimax. Of course as this is the order that history happened in there isn’t too much the developers could do to avoid this.

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The game is built on trying to replicate the historic feel of the era but when the façade comes crashing down you are left with an empty experience. Once you leave the brilliantly realised beaches it’s very easy to get lost amongst the muddy textures of Normandy and the surrounding French countryside. Due to hardware limitations northern France looks very samey and repetitive which is a slightly underwhelming following a show-stopping beginning. More than once I entered a tunnel network trying to progress only to get turned around in the chaos and end up back at the entrance. Returning along these scripted routes is an eerie experience and you get a sense that you really are wiping out all life-forms on your march to the German high command. There appears to be literally no one else within miles of your location. It is almost like a war themed Truman Show where all the action only takes place for the benefit of the player character. This is also due to hardware limitations but it leaves you with an unsettling feeling of being watched or manipulated.

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I’m not sure if it is entirely fair that I blame Medal of Honor for shattering my illusions when actually this is mainly down to my rubbish sense of direction and not being that good at the game. Would intrusive prompts telling me where to go really be a better option than allowing me to stumble blindly in circles around war ruined France? Both of these sound really irritating and it would be just as likely to ruin the mood if a prompt popped up telling me where to head next. I guess my only mild objection would be that progression points tend to be through narrow rubble strewn corridors presumably to close up the map and hide the boundaries of the game. Unfortunately as it is set largely in rubble strewn cities these corridors don’t tend to stand out as much as they probably should. Once again hardware limitations seem to be my main complaint and the developers can’t really help this. It feels unfair to be criticising a game for flaws and features that are intrinsic to all games but they just feel more grating in this context. Other developers found better ways of dealing with these issues and parts of the game seem so brilliant it is disappointing that it is hindered in such an avoidable fashion.

Retrospective No. 53 Super Mario Land

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If you could all kindly follow that link before reading this post I’d be very grateful. (You don’t need to listen to all ten hours but I’m pretty certain you’ll want to.) It partly provides a bit of context but mainly it’s because I am lacking in the skills necessary to embed this hypnotic, rhythm into the background of this page. Trust me if I could you’d never be able to leave. This is the soundtrack to the first game I had bought for me and considering it sold nearly 20 million copies that might be true for lots of you. However, as I booted up the cartridge the other day and fell back under its hyperactive, slightly agitated, hypnotic spell, doubt began to creep into my mind. Maybe, one of the foundations that my gaming life is based might not actually be that good.

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The game starts, that music begins and all is good with the world. The jumping is present, the head crushing, curb-stomping is featured and you collect coins and mushrooms to give yourself powers. It is all very basic and very standard Mario but also you would expect this for pretty much any platformer. Mario has set the standard so other companies have tried to mimic it. So where do the doubts come in? Well I found that pretty much as soon as I left the first world I started to notice flaws that I had failed to spot as a six year old. Freed from the hypnotic effect of the world’s greatest soundtrack everything seemed a bit mediocre. The controls are a little sloppy with Mario having a frustratingly huge braking distance. This wouldn’t be so bad if some of the platforming from a very early stage ranks amongst the trickiest that Nintendo have ever put forward. The cynic in me might suggest that the massive early difficulty spike helps to bulk out what is a relatively lightweight game but going back to play this as an adult was actually refreshingly challenging. It’s odd that a slightly ragged design choice somehow makes for a pretty fun game and maybe we are lucky that it worked out this way.

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The odd choices also extend to the bizarre cast of enemies that populate the game world. Most of the enemies that pop up here are of species which we never see again. Perhaps Mario is contributing to their extinction as he goes around massacring leaping Easter Island heads or angry fire-breathing sphinxes. Thinking about that in this context is actually sort of disconcerting. Maybe these species are desperately clinging to their lands and lives while trying to fight off a fearsome invader. Whatever the cause the result is a game that doesn’t mesh well with the rest of the series at all. Mario can’t swim and uses a submarine, the final boss (some strange alien who only appears again in Super Mario Land 2) is fought in a biplane whilst the game turns into a weird scrolling 2D space shooter. To cap it all Mario flies off with the Princess (not Peach for all the judgemental puritans out there) in a jet which just raises more questions such as “Why wouldn’t you use the awesome jet rather than the ancient biplane to battle the final boss?”

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Super Mario Land is thankfully more than being the world’s greatest soundtrack even if it ranks as one of the weaker Mario platformers. In the context of the Mario series this feels like a standard early Nintendo ploy of creating generic games and slapping the name of a major brand on the box to see the sales soar. This doesn’t necessarily mean it’s bad but it does seem to stop it being great. It is hard to marry the image presented in this game with the other Mario titles and even the other games in the Super Mario Land series. The unfortunate effect is that the game feels like a Hangover themed Mario holiday in Sarasaland (I literally found that out for the first time whilst researching this). This adventure you’d rather forget comes complete with a total lack of recognition of the events that took place and no acknowledgement that it ever happened. The Mario games aren’t exactly continuity heavy so I wouldn’t say Super Mario Land was a waste of time but don’t be surprised if you don’t get quite what you were expecting.

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Constant Delays

Hi everybody,

Sorry for my complete inability to keep this updated recently. Won’t bore you all too much with the details but a change in job has left me a little busier than I had been. Hoping to get back on top of this soon and start updating more regularly again.

Thanks for understanding.