Sunday, December 25, 2011

Christmas Reflection

2011 was a lively year for computer gaming, with several brilliant surprises.  Multiple roguelike games saw relative commercial success: The Binding of Isaac, Dungeons of Dreadmor, and Realm of the Mad God.  Bioware managed to disappoint with Dragon Age II, while announcing Mass Effect 3 will have a few more RPG elements than it's immediate predecessor.  But there are two surprises in particular I want to talk about here.  Two things I honestly though I would die without seeing: a good Deus Ex sequel, and Duke Nukem Forever.

Both these games have a lot in common.  They hail from distant, misty ages of shooters: Duke from the once-great kingdom of circle-strafe action, and Deus Ex from the isle of immersive sims.  Both genres were thought to be done, with Duke by decade-long delays and scrapped projects and Deus Ex by public disinterest.  At least Duke had the benefit of nostalgia, largely because the last game in the main series (Duke Nukem 3D) is remembered fondly.  Among those that hungered to return to a world of conspiracy, choice, and trenchoated robo-spies, DX2 was, and I am being as kind as humanly possible as a DX fan when I say this, less than satisfactory.  I won't go into how it failed, but it did, both commercially and critically.
What Normal People See


What Deus Ex Fans See





So two big franchise revivals in 2011.  Gearbox acquired the rough, largely unfinished Duke Nukem Forever, and went to work stitching it together like a desperate surgeon.  And though the body was intact, there was no brain to it, no heart.  It would have been kinder, perhaps, to let it fade into the night and keep our memories of the good times, but as the fates had it, we had to suffer the indignity of parading this tragedy in front of the world.  Duke Nukem Forever is the Terry Schaivo of gaming.

BALLS OF STEEL!
We all wanted the Duke's return to be heroic, to signal that the manshoot need bend itself to the Alter of Halo NO LONGER.  We will carry ten weapons. We will not have our health regenerate.  And we will NOT take cover.  It was to be the John the Baptist to Serious Sam's Jesus Christ, with Bulletstorm and Hard Reset as the apostles.  Instead, Duke had become all we hoped he would stand against.  If you need any proof of it's mediocrity, just look at it's sticker price on Steam: $20.  Six months and it's already shovel-ware.

ENOUGH.  It is Christmas Day as I write this, which is no time for sadness.  Deus Ex: Human Revolution was a triumph, which reinvigorated my faith in human progress.  Because you see, in many ways, DX:HR is a better game than the original (!).  It's stealth is razor-sharp, rather than vague, it's characters have more depth and development, and the hacking mini-game manages to be entertaining, though I am biased because it's largely just copy pasted from Uplink, the greatest hacking game ever.  Wait, you haven't played Uplink?  Well, fix that: it's brilliant.

What makes DX:HR shine so bright is that the developers worked hard to understand what makes Deus Ex so fun, so compelling, and distilled that essence through the still of a decade of gaming.  It takes the droll cover-based combat, and merges stealth and combat into that system, breathing life and tension into the game.  Mass Effect taught us much about guns and conversations; DX:HR takes this and runs with it, having easily the best social persuasion gameplay in the history of man.  Even the aforementioned hacking was on-point.  But all of this, critically, serves to strengthen a single game, a whole creature of distinctly Deus-Exian design.  DX:HR doesn't play much like the original, but it plays like a DX game should, with the same challenges, same choices, and same memories.

Retractable Face Sunglasses Are A Legitimate Business Expense
It's not all roses: three miserable boss fights and a poorly designed skill tree system stop the game from being anything like perfect, but that's fine.  I don't want perfect: perfect means you weren't daring enough, weren't dreaming big enough.  There's other things too, like the intelligent presentation of not only transhuman issues, but wealth disparity and corporate culture as well.  But I don't want to gush, because Dishonored and Bioshock: Infinite are coming out next year, and I would like to hope I need to save some immersive-sim-love for them.

As a final disclaimer, I don't have anything like a Computer Game of the Year, because I haven't played several key games, mainly Bastion and Witcher 2, and so do not feel qualified.  Of those I played, DX:HR absolutely takes the cake.

3 comments:

  1. The Duke Nukem Forever experience shows that you can't float a boat on pure nostalgia for very long. Besides, I never got the nostalgia for that franchise, which to me (having not played it as a young 'un) seems to be 99% misogynistic garbage. I remember hearing a story about how the head of Gearbox started crying when relating how his friends at the previous studio had lost their jobs over the long development time, and now I can't help but thing "good, anyone who worked on such a shit project deserved to lose their job."

    In any case, I think that your write-up on Deus Ex: Human Revolution is pretty good, although I wouldn't use such panegyric language. The stealth elements were quite well done (although I am bad at them), and the dialogue system, especially the "boss fights," were amazing. The two city zones were both awesome, especially Hong Kong, although I wish they'd been able to put in one or two more (It seems like there were plans for a Montreal hub, which got cut). My main complaint, however, involves the story, particularly the ending. Throughout the game, as is typical for a current generation RPG, choices are made, the consequences of which seem rather superficial as many involve just a brief show-casing which amounts to "you made a decision! This is what it is!" The ending is utter garbage in both game play and plot. To the former point, you know what doesn't improve a stealth action RPG? The inclusion of waves of zombies. Finally, the ending seems to vanish completely up the ass of the game's themes (which were well balanced with actual plot previously) at the expense of actual storytelling. The writers seemed so insistent on hammering home the "bleh, consequences of trans-humanism" elements that they forgot to wrap up the stories of the characters involved. Strong thematic overtones are good because they transform a humdrum basic story, video game or otherwise, into something much more profound, but plot structure and basic human drama are necessary to make the story accessible, engaging, and relatable; ultimately DE:HR misses on this latter point.

    Also, you really should give the Witcher II a try because in spite of some awkward dialogue (the result of translation and ESL issues I imagine, but the fantasy genre does not lack for bad writers), and the fact that Geralt is an unlikeable bag of ass-barf, the story is complex and immersive, and choices have real and deep consequences on the game's plot.

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  2. Ah yes the End-O-Tron 5000; really regrettable. Most of the major flaws of Human Revolution were the consequences of limited time and money; I know they originally planned for two more hubs (Montreal and Upper Hengsha), and the three boss fights were outsourced for the same reason. It's a shame, but I feel a little dickish for putting a developer on blast for not having a machine to print money like Blizzard and Valve.

    I'll say this though: it's true DX's decisions don't alter the plot in any major way (consequence of the cost of triple-A development) but the ways that things do play out are usually very satisfying. Wayne Hass comes to mind.

    I do want to try Witcher II but I am currently balls deep into Skyrim, and there are only so many hours in the day.

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  3. Oh, I'll also add it wasn't my intent to be fully critical of the game in this space; be assured, if I were, I'd call it a review instead of an obscure Greek word.

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