Wednesday 29 May 2013

Review: Bioshock Infinite

Box Art
Forget Hitler. Screw Freddy Kruger. Hype is the biggest killer in the world. Hype can ruin just about anything. It’s why I dislike Chris Nolan’s Inception, also because Nolan is a very average director, but also because everyone told me how great a film it was and how it will blow my freaking mind.

And much like my penis during my final year of university…my mind remained unblown.

It’s a similar case with Bioshock Infinite; it received 5/5 reviews, over forty awards at E3 and was said to be “the greatest game ever” by one of my favourite videogame journalists. So, I was sold. I wanted to play this game! No, I needed to play this game! And now I have. But before I express my opinion and ended up getting disowned by every gamer friend I have, let’s go over THE FACTS!

Bioshock Infinite is a first-person shooter developed by Irrational Games released in 2013 and was written and directed by Ken Levine. Normally I wouldn’t say who wrote of directed the game but Levine has become somewhat of a celebrity with the success of the Shock series; consisting of System Shock and Bioshock games.  Now THE VERDICT!

Yeah, it’s good. It’s not “so good that I came all over the keyboard and now I don’t have to use the auto-run key because my buttons are so sticky” but it’s good. Like I said, hype really fucked this game over for me. I sat there waiting for this big epiphany moment that would make this game everything that people were telling me but I got to the end of the game and it never happened. Okay, at the end of the game when you momentarily visit Rapture from the original Bioshock was very cool and nonstalgic, but “the greatest game ever” should build upon the past and innovate, not leave us reminiscing.

Bioshock Infinite does exactly this with its combat, because Bioshock’s gunplay was tighter than the Virgin Mary. There is a good feel and look to the guns in the game; in fact the guns looked so good I often found myself reluctant to drop one for another which lead to me carrying my starting pistol for the first couple of hours of gameplay. Although greatly out gunned, I did feel really badass taking down a man covered in armour hurling fire with my trusty peashooter. Most of the guns feel unique and it’s only in the later parts of the game that you start to encounter weapons that are remarkably similar to each other; this design choice is made all the more baffling by the fact you can only carrying two guns at a time and about half way through you will have decided what combination works best for you. My set up consisted of a Carbine rifle that could blow off enemy’s bollocks at a distance or up close, and an RPG for the bigger, tougher bastards. Also making their return from Bioshock are Plasmids, except they’ve been renamed Vigors in Infinite because fuck you. These powers allow you to throw fire, produce a shield or convince Justin Bieber just to give it up and work in McDonalds with the rest of the uneducated teenagers. However, these fall into a similar problem as the weapons, where you find the two powers that work for you and stick with them for the rest of the game. Some of the Vigors are introduced oddly late in the game and seemed to be there for the sole purpose of trying to keep the game fresh but they were so uninteresting that I just stuck with my fire throwing and bucking bronco; throwing enemies into the air and them hitting them with the flaming grenade really does relief the stress of a hard day’s work.

The parts of the game where you are trapped in a certain area and can’t go on until you’ve killed all the enemies in the most brutal way possible are made all the more interesting by the introduction of a Skyline, a rail that runs through the city which you can ride on with your melee weapon. The Skyline does add uniqueness to the combat; otherwise these sections would just equate down to nothing more than a static turret sequence. However, these “killing playgrounds” aren’t new and are taken from games like Batman Arkham Asylum, except in this case it’s done via first-person. There sole purpose is to make the gamer want to come back and play the section again just to discover new ways of these killing the enemies.

Sigh...look at her. She's just perfection.
Now, I will give credit where credit is due and say this, “Elizabeth is hands down the best companion in video game history”. There is so much I love about this character and how she’s programmed to behave at all times. When you’re just walking about she will wonder off and look at things in awe and when she’s done waits for you at exit, which might not seem like much but it’s the fact the designers animated her to lean against the wall with her arms folded just makes it seem so natural. Elizabeth’s mannerisms changed too, depending on the environment; while walking through a burning building she would develop a terrible cough or when sneaking through a creepy mansion she would fearfully hug herself. It’s this attention to detail that makes Elizabeth truly come to life and her positive attributes don’t stop there as during combat she will actively seek out and toss things like ammo and health to you mid-fight and save your ass. However, the greatest thing about Elizabeth is that she can’t die! An escort that can’t die! It’s the childhood dream fulfilled! Honestly, this kind of makes me hate the game more because I know I will never find a girl that is as perfect as Elizabeth in real life.

The game has an amazing ability to tell a story without taking away from the gameplay and any cutscenes in the game are seamlessly integrated with the gameplay and always from the P.O.V. of the protagonist, Booker DeWitt. What helps the story be told is the world in which we inhabit, the floating haven called Columbia, and how is uses every detail to add new layers of narrative to the world; from the conversation between two citizens to the propaganda posters plastered of the city. However, the dialogue between DeWitt and Elizabeth seems very forced at times because of the lack of cutscenes, for example, I was reading a poster on a wall when all of a sudden Elizabeth says to me, “It’s okay. You can ask.” This leads to a conversation about Elizabeth’s pinky finger, which is missing, during which she insinuates that I was looking at it, whenever I wasn’t. I swear I wasn’t. I was just looking at the wall. Honest! The beginning of these conversations just come out of the blue and can be very abrupt but once they get going they are funny, emotional and very realistic.

Okay, now here is the real reason why I included Ken Levine earlier and it’s so I have someone to direct my utter contempt at for this plot point. Oh…and SPOILERS by the way. You gone? Good! Ken Levine you can go and fuck yourself with a twelve inch rubber dildo with rusty nails sticking out of it for using a plot element so fucking convoluted and “get-out-of-jail-free”ish as the multiverse theory. That shit is right up there with time travel! What? Couldn’t get the copyright done in time to make a time travelling Zeppelin with a balloon the shape of a DeLorean, you twat? The story was good! It was a touching piece about a father’s self-sacrifice that could have had be crying on the ground whilst hugging my knees but instead you take the most pretentious route possible. Seriously, do yourself a favour and stick to directing your next game and hire the writer of Spec Ops: The Line to teach you about real action and consequences in a narrative.

Bioshock Infinite is good. Really good. It isn’t “the greatest game ever” and, sorry to sound pessimistic, but we never will have a greatest game ever because games are too versatile to have a title like that and it’s that versatility that makes me love videogames. The ability to play a game and then play something completely different in mere secondsis one of the best things about games. Is Bioshock Infinite the greatest first-person shooter of all time? Possibly. Is Bioshock Infinite the greatest Shock game of all time? Yes. However, that’s just my opinion. So do me a favour and stop throwing your “greatest game ever” opinions in my face.

Instead, start a video game blog and shove it in the internet’s face. Like me.

“Bioshock? More like Biocock! Imma right?"

Hans Davis

Wednesday 8 May 2013

Review: Star Wars - Knights of the Old Republic II: Sith Lords


Box Art
On 6th May 2013, EA and Disney announced a multi-year deal that EA would be producing core Star Wars games and being a raging queen for a juicy bit of gossip it inspired me to do my second review, this time on Star Wars: Knights of the Old Republic II: Sith Lords (hereby known as KOTOR 2 because life is too short) and what most people consider to be one of the last good Star Wars games.

I was hesitant about reviewing this game because it was developed by Obsidian Entertainment, who I haven’t seen eye-to-eye in a couple of years. It all started with the unplayable Fallout: New Vegas, and I don’t just mean it was bad. It was literally unplayable due the game’s number of bugs and instability, which was a massive disappointment to me as Fallout 3 still remains one of my all-time favourite games. I’m also a huge South Park fan, so knowing that Obsidian is working on South Park: The Stick of Truth has me worried; seriously if they fuck up that game, I’m going to kill all the developers’ parents and turn them into chilli.

Anyway, let’s get on with it…

KOTOR 2 is a roleplaying game released in 2004 by American developers Obsidian Entertainment and was the company’s first major release. It was also the sequel to Star Wars: Knights of the Old Republic, which garnered praise from both critics and the public.

It’s a sequel, so a lot of comparisons can (and probably will) be drawn between the two games, such as the opening of the games. The very first thing you do is create a character, choose a class…yadda yadda yadda RPG stuff. You’re then thrown into the tutorial. Now, in the original KOTOR the tutorial takes place on a spaceship that is being attacked by the Sith, so you’re given a blaster or a sword and are told to massacre everyone wearing a suit of armour. A simple, fun and effective tutorial.

KOTOR 2 does not do this.

The tutorial starts on your ship, The Ebon Hawk, that is broken down and idling floating through space; you have to fix it. Now, here is my first issue with the game, even though you just spent hours (okay, more like minutes. This is 2004 character customisation options, not Skyrim) you don’t play as you’re character during the tutorial. You play as T3-M4, some R2-D2 wannabe droid. Admittedly, this isn’t a problem at this point because you’re allowed to skip the tutorial but there are points later on in the game where you are forced into the role of your crewmates. I’m playing an RPG! Let me use my own character so I can pretend it’s me! More importantly, I’m playing a Star Wars game, let me play as a fucking Jedi! Who wants to play as a goddamn droid? The film is called Return of the Jedi, not Return of the R2 Unit.

This hatred for my crewmates when playing as them, is not helped by the combat system. It is the typical RPG/MMORPG system where you click on an enemy and watch the numbers go down as they auto-attack each other, occasionally pressing a button to do a special attack and make the numbers go down faster. Honestly, I’ve had more excitement during a wank than in this combat system. There was a segment of the game that especially got on my generously portioned man-tits when I was playing as a droid named HK-47, who can best be described as “what if C3-PO had post-traumatic stress disorder and just fucking lost it one day?”, and I was fighting other HK units. Both myself and my adversaries were using blaster rifles, standing at either end of the room firing at each other. Yet none of us were able to hit each other. I even moved up, to mere inches from opponents, and their shots were still able to miss my metallic frame by miles. I don’t think I can ever look at a Sci-Fi film that mentions machines taking over the world without snorting at it dismissively, like that one hot girl I asked to dance at my formal….bitch. Well, whose winning now? Huh? You’re off having the time of your life and Im writing a blog on Star Wars.

Aw, I just made myself sad.

No matter how frustrating my crewmates were to play as, talking to them on the ship was always something I looked forward to after every mission because you learnt more about them and their backstory, all of which were fascinating. Well, most of them were. One or two of them were so dull and boring that I gave up on them after a view conversations, which came back to bite me in surprisingly taught ass. In the penultimate mission there was a huge twist with one of these “boring” characters that made him instantly interesting but it was too late to go back and converse with him because I had enter endgame. Oh, if only I’d listened to my mother and not judged a book by its cover.

There is more than just your crewmates’ backstories to get out of talking to them as Obsidian do a good job of giving purpose to these conversation as you can learn abilities off them or, and this is the real selling point, turn a majority of them into Jedi. If you max out your friendship with a character you can convert them into a Jedi. Unfortunately, it’s not all of your team that can be converted, just the humans, which came as a huge disappointment to me as I would have loved to have my waist high T3-M4 droid out on the battlefield dishing out lightsaber assisted vasectomies to my enemies. Not only this but your crewmates also start to reflect your force alignment, whether you’re lightside or darkside but all this adds up to is them looking normal (lightside) or them reliving their gothic phase from their youth (darkside).  

Handmaiden (light)
Handmaiden (dark)
So, narrative is definitely one of Obsidian’s stronger qualities and it’s not just your band of merry men that are the better for it but the overarching game narrative will leave the front of your pants sticky too. Obsidian don’t allow the story to fall into the usual problem that comes with Star Wars, which is everything is so distinct. Jedi are good. Sith are bad. Everyone else can piss off. Instead, KOTOR 2’s story deals with the middle/neutral ground which is normally the boring and least prosperous route, especially in games with a morality system. But KOTOR 2 doesn’t do that; instead it looks at the positive aspects of being morally ambiguous, the big one being is complete freedom. Instead of forgiving this man who has made very chauvinistic remarks to my female companion, as a Jedi is taught to do, I can cut off his dick with my lightsaber and make him perform fellatio on himself. Problem solved!  What helps reinforce this neutral story is the representation of everyone else in the galaxy; they’re dicks. The Jedi are dicks. The Sith are dicks. Bounty hunters are dicks. Even the everyday pedestrians are dicks. While travellingon Nar Shadda, I gave a beggar a couple of credits because he was down on his luck, I took two steps away and some asshole came up, killed him and took his money. Dicks!

It’s this amazing way that Obsidian has handled neutrality and what is usually a very difficult element of a game’s narrative and really nailed it, which makes me think this is one of the aspects that KOTOR 2 surpasses KOTOR.

Which is a good thing because I’m not sure I can sit through another game where Bioware, developers of the original KOTOR, rehash the same story but in a different game. Honestly, look at KOTOR, Mass Effect and Dragon Age: Origins. They are the same story. “User created character has to join an elite group (Jedi/Spectres/Grey Wardens) and defeat an ancient evil (Sith/Reapers/Dark Spawn). I once criticised Capcom for having a poor writers but at least they actually tried!
Try and unsee this!

KOTOR 2 had some big shoes to fill being the sequel to KOTOR but honestly, Obsidian did a great job (that was one of the most difficult things I’ve ever had to type.) It makes me wonder what changed that they went from making games like KOTOR 2 to a buggy mess like Fallout: New Vegas. If I haven’t convinced you yet, know that unlike my review for Dragon’s Dogma I actually completed KOTOR 2 which clocks in at over thirty hours of gameplay, so that should tell you something.

It’s unfortunate that we may never see a KOTOR 3, especially with EA taking over all Star Wars games for the foreseeable future. I guess my Luke Skywalker/Han Solo fan fictions will have to tide me over until EA make a move.

“Oh! I never thought a lightsaber could be used in that way.”
Hans Davis