Thursday 27 March 2014

Let's Talk... Ninja Gaiden Z: Yaiba

Yaiba takes the Ninja Gaiden series in a radically different direction, replacing the very traditional Ninja tropes and extreme difficulty with a cel shaded art style, frequent use of crude humour, and zombies…? The radical tonal and thematic shifts Yaiba makes to the long-running and esteemed Ninja Gaiden series will likely confuse long-time fans, and it’ll probably take a while to get used to the series’ apparent new direction. The crude sex jokes, the zombies, the shallow and extremely easy combat, the bland and rote environment design. Especially when you consider some of the high points the Ninja Gaiden series has had over the years, it’s hard not to be disappointed by what feels like such an uninspired and formulaic experience.

The game's cel shaded art style is probably one of the game's biggest strengths, and it does look pretty cool to be fair
The game’s story starts actually starts out pretty well, and makes a great impression… for about five minutes. The game opens with a short but sweet cutscene that shows off the game’s shining new cel-shaded art style (which looks pretty spectacular), as Yaiba (the protagonist) and Hayabusa (the game’s main antagonist, and protagonist of the previous games) fight to the death in an epic display of swordplay and extreme gore. It’s actually pretty exciting, and provides hopes that this zombie-filled nightmare might actually be a good game. Unfortunately, however, then the rest of the game kicks in, and it all goes downhill from there.

After Yaiba is brutally murdered by Hayabusa in the opening cutscene, he is reanimated by a large corporation and stereotypically evil CEO, who allegedly wish for him to hunt down and kill Hayabusa. Fortunately, the (excessively) foul-mouthed Yaiba’s goals align with said large corporation, and he pursues the trial of his attacker. Along the way to assassinate Hayabusa, Yaiba must also push his way through the apparent zombie outbreak that has invaded the generic urban environment in which the games takes place. The reason for this zombie virus is never explained, nobody even blinks at the infection and its origins are never even so much as hinted at. As for the characters, there are few and the few the ones that do populate the world are largely insignificant and extremely shallow. The protagonist is a loud-mouthed, excessively cursey badass who is sleazy to women, because that’s cool, right? Next, we have the painfully sexualised pair of breasts for to check the box for obligatory sex appeal. Finally, the evil CEO man… he’s an evil CEO with bad intentions etc etc. The characterisation is as shallow and cheap as the game’s almost irrelevant storyline and choice to include the inconceivably overdone cliché that is the zombie horde.

The game plays around with some elemental stuff, but it's pretty rudimental
The gameplay, or more accurately the combat, is almost as shallow and simplistic as the game’s story and setting. The combat uses a pretty standard 3-button combo system with knock-backs, knock-ups and the like. You have a light attack, a heavy attack, and a sweeping area-of-effect attack. Although you do gain a significant amount of basic and extended combos as you gain levels, they rarely get more complex than XXXXY or YYY. If you manage to pull off an “execution” on elite enemies you are rewarded with their own unique special weapon for a limited number of strikes. Such weapons include an explosive rocket launcher and a pair of speedy clown arms. They don’t last particularly long, but generally do a ton of damage. The combat is pretty shallow and highly repetitive, but it’s generally fairly satisfying, even if fighting hordes of zombies (who are the primary enemy in the game) quickly becomes a pretty dull ordeal.

As little depth as the combat has, the environment design truly wins the award for sheer lack of inspiration. The majority of the game takes place in the most painfully rote environment imaginable in a video game. Plain urban setting? Check. Sewers? Check. Desolate rooftops? Check. The environment design in the previous Ninja Gaiden games wasn't exactly the most original, but at least the traditional Japanese setting and appearance made it feel a bit fresher than most games. The environmental design in this game just feels so stale and unremarkable, and considering the game’s cool-looking art style it’s a shame it’s so plain.

This game is excessively bloody, and the blood does look pretty cool
Ultimately, Ninja Gaiden Z: Yaiba is a disappointingly average 3rd person that takes a radical departure from what we’ve come to expect and love from the Ninja Gaiden series, trading it for crude humour and incredibly rote enemy, environment and story design. Yaiba isn’t an inherently bad game so to speak, it just feels completely forgettable. Also, if you want to get cynical, the choice to include zombies, urban environments and relentlessly crude sex jokes and excessive sexualisation feels like a game just trying to check boxes and appeal to a much wider audience.

Friday 14 March 2014

Let's Talk... South Park: The Stick of Truth

It’s no secret that licensed properties and games have a dark history, especially South Park. Whilst most licensed games feel like soulless cash-ins riding off the success of a popular TV series or film, it’s a pleasant surprise to say that The Stick of Truth couldn’t stay any more true to what has makes South Park such a simultaneously infamous yet beloved series. All the over-the-top set pieces, the political jabs, the constant flow of jokes that makes you feel awful for laughing at. It all feels so distinctly South Park, and your feelings on what that actually means are detrimental to whether this game is for you or not.

The Stick of Truth opens with the game’s completely silent protagonist, aptly named “New Kid” (or just “Douchebag” to some), moving into his new house in the sleepy mountain town of South Park. All details of your previous life are withheld, except that your lack of voice has some mysterious dark history to it. New Kid joins forces with Grand Wizard Eric Cartman and his human faction the KKK (Kingdom of Kupa Keep) as they seek to return the apparently hugely important “Stick of Truth”- which has the alleged power to control the universe, according to the ever-changing rules of their little game- from Kyle and Stan and their Elven faction. As you’d probably imagine, the story is a load of totally insane, yet hilarious, crap that gives you ample excuse to roam the fairly small but densely populated world, which takes him from the depths of Mr Hankey’s sewers to the mystical lands of 16-bit Canada.

Hopefully that'll make up for all the awful deeds this game makes you do...
The show’s tradition of constantly 1-upping itself with somehow even more offensive, controversial and just plain outrageous jokes and biting satire. The Stick of Truth feels like the writers Trey Parker and Matt Stone to use their apparent love and appreciation for the classic video games of yesteryear and the tropes of high fantasy to craft an adventure that simultaneously pokes fun whilst also serving as a thoughtful homage. Weapons and items are all everyday objects that somehow hold magical properties, cardboard forts that can withstand intense pummelling, and a school that quickly turns into a complete warzone. The game does an excellent job of consistently turning the ordinary into fantastical and hilarious set pieces, and all shown through the twisted imagination of a couple of kids.

Although the continuing nonsense of foul-mouthed kids acting out insane fantasies is a regular theme in the story, it’s only a mere fraction of the sincere weirdness the game has to offer. Alien abductions, government conspiracies and a Nazi Zombie virus are just some of the unbelievable madness that the game spits out at a lightning fast pace. The lasting quality of the humour can be accredited to the game’s ability to know when to keep going with a joke and when to move on, as well as the fact that it never holds the player back to say “look how crazy that was” and simply rolls with every inch of its insane madness from start to finish. There are a couple of instances where a joke or scene lingers a little too long, but the game usually knows when to move on.

The combat features a nice variety of delightfully dumb of spells, abilities and summons
The RPG side of the game is nothing to write home about, with exploration usually leading to more quests, loot or just more jokes, and the turn-based combat just being fairly simple with its focus on hitting the right timing to achieve maximum effect. The combat is fun and there’s a certain satisfaction from mastering the rhythmic button prompts, but don’t come into the game expecting anything more than a frankly rudimentary (and very easy) combat system. Besides, most of the combat is just in service of making another joke anyway, whether that is through the ridiculous Final Fantasy summons or the ludicrous animations or button sequences required to pull off some moves. The RPG side of the game is fun and well-made, but you may be disappointed if you’re looking for a deep and lengthy RPG since South Park only lasts around 12 hours.

One of the game’s key mechanic is frankly is a bit of a clunker. Since it’s a South Park game, this mechanic is naturally a farting mechanic, which, if that’s what your into, may funny the first few times but quickly gets old. Farts are a form of magic in this world that can be used on parts of the environment and in combat as an offensive spell. Such farts come in the form of a handful of spells, the most powerful being crudely named “Nagasaki” of all things. To “perform” a fart, you have to hold down the right stick and used the left stick to find the right “frequency”. It’s a little awkward to pull off and can be somewhat unresponsive to properly execute, but fortunately there are only a dozen or so instances where you are required to use it and I almost never used it in combat.

The combat is simple but satisfying, and like the rest of the game its full of dumb jokes
Ultimately though, your feelings on South Park and its own brand of insane and offensive humour are essentially the only thing that should impact your interest in this game. As much as saying “fans of the genre/property will enjoy this more” gets a little tiresome, it cannot be overstated with The Stick of Truth since South Park’s humour can be hilarious to some and downright offensive to others. South Park is a fantastic example of a licensed game done just right and is possibly one of the best licensed games of all time, not that there’s much competition…

Saturday 1 March 2014

Let's Talk... Castlevania: Lords of Shadow 2

Castlevania: Lords of Shadow was an excellent blend of exciting combat, well-crafted puzzles and grand boss fights that quickly became the single best-selling Castlevania of all time. Lords of Shadow 2 puts you back into the shoes of one Gabriel Belmont, who became (or already was?) Dracula, the Prince of Darkness, at the end of the first game. A more action-oriented game than its predecessor, Lords of Shadow 2 focuses more on its excellent breed of fast-paced combat but suffers from a convoluted and unfocused story and some occasionally over-ambitious gameplay ideas that simply fail to come to fruition.

Dracula is portrayed as a stone-cold badass... but also loving father..?
Lords of Shadow 2 takes place well after the events of both Lords of Shadow 1 and Lords of Shadow: Mirrors of Fate and is actually set in the modern day. After his castle is besieged by an angry mob known as the Brotherhood of Light, Dracula is forced into a deep sleep lasting a thousand years. He awakens in the present day (ish) and comes into contact with Zobek, one of the Lords of Shadow (and voiced by Patrick Stewart), who promises to remove his curse of immortality if he destroys Satan, who Zobek will return to Earth soon. Dracula must track down the three Satan-worshipping acolytes that can lead him to Satan. Along the way, however, Dracula is plagued with constant visions of his late wife (who he was tricked into killing in the first game) and his son, Trevor Belmont aka Alucard (yes that is Dracula backwards…). Oh, and he’s also being stalked by bloody reincarnations of his castle, who are desperate for him to stay in his castle and so possess people and objects to attack Dracula…

Needless to say, the plot gets a little weird. It gets off to a promising start, but each layer of convoluted nonsense that gets added spread its focus thinner and thinner. It’s hard to enough to keep up with the game’s intense back story and all of the crazy lore surrounding the Lords of Shadow series without all the extra nonsense layered on top. The game makes a number of rather hokey attempts to humanise Dracula by trying to show him as a loving father and devoted husband. These scenes are hard to take seriously and really highlight the confused pacing and tone of the story. These failed attempts to explore Dracula’s character are made worse when they are continually contradicted by scenes of Dracula being a ruthless, cold-blooded bad-ass (which is exactly what he should be). That’s not to say that the story is completely without merit, however, and there are a couple of cool moments spread throughout (with a genuinely good twist towards the end). But, frankly, Lords of Shadow 2 presents a fairly disappointing conclusion to the trilogy.

It's fair to say that things get weird before Dracula's dead wife shows up
Where the story fails, however, the gameplay truly excels. The combat is more complex than the previous games and takes more explicit influence from titles like DmC: Devil May Cry. These influences come from your three main weapons: your Blood Whip, Chaos Claws and Void Sword. Combat revolves around you switching between these three weapons to take advantage of their varying effects. The Void Sword does less damage but returns health on each strike, the Chaos Claws hit fast and hard and can break armor, whilst your Blood Whip is your default weapon. Both the Void Sword and Chaos Claws require separate types of magic to power and each successful strike will deplete a weapon’s respectful magic bar (magic is gathered through killing enemies and dealing damage without being hit). The DmC likeness comes from the way that each weapon is effectively toggled on and off. The Void Sword is toggled with one button (LB on the 360 pad) and Chaos Claws are toggled with another (RB). The game gives you good reason to switch between weapons, though the few they give become quickly predictable.

The game also encourages you to mix up your weapon habits by offering you three levels of “mastery” for each weapon. Full mastery of a combo is gained through prolific use of it, which is displayed by a percentage that will increase by a small amount after every successful use of that combo. Once a combo reaches 100% mastery, it can be transferred to the overall mastery level of the weapon that it belongs to (since each weapon has its own combo list). Each mastery level gained for a weapon will increase its damage output and thus its overall effectiveness in combat. It’s an interesting system that gives you plenty of incentive to vary your combos and encourages you all weapons in equal measure. It works excellently in giving you a legitimate reason to mix things up and resist the urge to just mash out the same combos every time. The combat generally flows better, looks better and feels way more satisfying than it ever did in the first game.

Gameplay is fast, fluid and vastly improved 
Further improvements in the gameplay come from the ability to turn off  quick-time events. First of all, arguably the most important change from the first game, the ability to completely get rid of all quick-time events from start to finish. A bizarre yet fascinating feature to include, one wonders when or why these QTEs became optional (negative reaction from fans? Play testing?). Either way, QTEs are now a toggle-able option in the options menu. This is made even stranger because of how QTE-rich this game is, boss fights are full of them, interacting with objects usually requires it, all finishing moves use them, the list goes on. Being able to turn off QTEs is an excellent and refreshing change that really makes you realise (even more so) how dumb and unnecessary they really are.

The game’s excellent combat, very basic puzzle-solving, and rewarding exploration are occasionally let down by some truly awful pseudo-stealth sequences that feel both poorly designed and completely out of place. Whilst the majority of the game is well-made, the over-ambition and lack of focus that encumber these stealth sequences unfortunately overshadow the obvious talent over at Mercury Steam Entertainment. Occasionally you’ll be faced with clumsy forced stealth sequences in which Dracula must evade a pair of huge brutes wielding inexplicably large weapons, who will instantly vaporise him on sight. Escaping these sticky situations either involves distracting them with a swarm of bats and then sneaking past or using Shadow Portals to turn into a pack of rats to then distract them or get behind them before possessing one of them, usually to then open a locked door. Needless to say, these sequences are horrible. Frustrating, poorly designed, out of place and thoroughly without merit. Such sequences feel like a physical manifestation of a developer with too many ideas and too much ambition.

Most of the boss fights are pretty awesome
The design of the world, however, is one of the few things in Lords of Shadow 2 that actually feels like it stems from too little ambition. Unlike the exotic locales of the original Lords of Shadow, this game takes place almost entirely in a stale and extremely ordinary modern day setting and many of the environments live off a colour palette diet of dull greys and browns. Whilst there is some novelty to the concept of demons in a modern day setting, they just don’t do enough with it to make it interesting. Aside from a panic-ridden news report towards the beginning of the game, there is zero mention of people and society in this completely empty world and the world is inhabited almost entirely by demons. That is, of course, except for a group of mech-soilder dudes with guns and jetpacks who are given absolutely no explanation, and become a prevalent enemy type later in the game. When you consider how great the game looks on PC, the environment design is disappointingly plain and feels far too uninspired (especially when DmC: Devil May Cry showed us how cool demons in the present day can be when done well).

On the PC, the game looks truly amazing. With some excellent lighting and some great-looking environments, the game’s many beautiful moonlit set pieces really show up the game’s 360 and PS3 counterparts. Fortunately, the game also manages to run extremely smoothly. Controls are tight and the game plays reasonably well on a mouse and keyboard set-up, though you’d probably be better off using a gamepad. The star-studded cast of the first game continues here with Patrick Stewart reprising his role as Zobek and Robert Carlyle reassuming the lead. Needless to say, the voice acting is truly excellent and, in some cases, manages to compensate for some shaky writing and the unstable plot.

On the PC, the game looks really fantastic
Castlevania: Lords of Shadow 2 is a fairly divisive mixed bag. On the one hand, the game presents a thoroughly improved and truly satisfying combat system, incredible visuals, some great boss fights and a number of outstanding moments. But on the other hand, you have a convoluted story with confused pacing and tone that offers a pretty disappointing conclusion to the Lords of Shadow trilogy, a couple of over-ambitious mechanics and simply boring environment design. In the end, though, Lords of Shadow 2 maintains a high level of quality and enough moments of excellence to make up for the parts that just leave you thinking who thought this was a good idea?