Game Review:
Short Bites 2
A collection of short game reviews
Game Reviews by Andrew Glassner
December 16, 2002
Introduction
As many of you on this list know, I make it a point to keep up with
what's happening in the world of video and computer games. I do
this both because I like playing games, and because I learn a lot
in the process. I'm finishing up a book on what's generally called
"interactive fiction", and games are our best insights
into that world today. I generally don't play many sports, simulation,
or combat games, so you won't see any of those here (if you feel
like some sporting action, I heartily recommend the snowboarding
game "SSX" or its equally rewarding sequel "SSX Tricky").
My game reviews differ from those in the media in two ways. First,
when I start a game I am heavily biased. I am strongly in favor
of the game, and I'm cheering it on. I've paid my money, I'm giving
it my time, and I want the game to be wonderful. I'm happy to overlook
and forgive any and all problems that I possibly can - I'm actually
eager to do so. I work hard to throw all expectations out the window,
and take each game on its own terms. I want to love every game I
play. I'm on their side. My goal is to have fun, and I don't have
any specific theories or criteria that the game has to satisfy other
than that it's fun to play. Once I'm done, I think about the experience,
and try to understand why I enjoyed the parts I did, and why I was
let down by any parts that disappointed me.
Second, I usually only review games that I've played all the way
through. I feel that each game's creators deserve the respect of
an informed opinion. It's easy to discern that most published game
reviews are based just on the manufacturer's literature, a demo,
and a few minutes of gameplay. That's not unreasonable: many modern
games take many hours hours to play, so there's just no way a professional
reviewer has enough hours in the day to crank out reviews by playing
games all the way through. But that's a serious problem, because
many games have design flaws that are not obvious during just a
short test play, or at the start of the game, yet can become increasingly
problematic over the course of sustained play. Some games that start
out wonderfully turn into torture somewhere along the line. Similarly,
some games that start out as uninspired pick up depth and become
better and better as they go along. You can only find these things
out by putting in the time. A couple of my reviews below are for
games that I didn't enjoy and couldn't manage to finish, despite
trying my best to persevere. The reviews indicate which these are.
In this brief collection I'll keep things much shorter
than my usual reviews. If you want to know more about any of these
games, type their names into Google and then stand back to avoid
getting buried in the avalanche. Here are the games in this collection,
along with their final scores out of a possible 100.
Grand
Theft Auto III
(40)
Star Wars: Jedi Starfighter (95)
Star Wars: Rogue Leader: Rogue Squadron II (70)
Star Wars: The Clone Wars (70)
Final Fantasy X (95)
Eternal Darkness: Sanity's Requiem (50)
Starfox Adventures (40)
Super Mario Sunshine (45)
Kingdom Hearts (95)
Grand Theft Auto Vice City (95)
Blinx: The Time Sweeper (40)
Syberia (20)
Grand Theft
Auto III
PlayStation 2
Score: 95/100
You play a small-time hoodlum working his way up the ranks of the
mob by carrying out a series of assassinations, demolitions, and
other deadly havoc in a violent, over-the-top modern American city.
You get around town by carjacking vehicles that appeal to your whims
or needs. Between missions, you can drive or walk around, sightseeing
or causing mayhem as the spirit moves you. Liberty City is geographically
huge, and it hosts a number of radio stations that you can listen
to as you drive, many of which are populated by delightfully deranged
DJs, talk-show guests, and advertisers.
This game is just wonderful. People who haven't played it, or have
played it only a bit, react strongly to the violence. And there's
plenty of that. Lots of pedestrians get run over. You murder lots
of people as you climb the mafia's ranks. You can also rob people,
and hire prostitutes and pay them for sex in your car. On the other
hand, you can steal a police car and dish out some vigilante justice,
swipe a firetruck and run around putting out fires, or steal an
ambulance and get paid for saving lives.
The game is no more violent than The Sopranos, and you kill no
more innocent people than Godzilla flattens in a typical power walk
through downtown Tokyo. The radio stations are very funny. The physics
of the vehicles are totally unrealistic, but they feel just right,
and the cars are a pleasure to drive. The game is filled with dozens
(if not hundreds) of fun little elements tucked away all over the
place.
This isn't a game to teach morality, but to give you a chance to
enjoy creating mayhem in a consistently over-the-top world. It succeeds
wildly.
Star
Wars - Jedi Starfighter
PlayStation 2
Score: 70/100
Star Wars
- Rogue Leader: Rogue Squadron II
Gamecube
Score: 70/100
Star Wars
- The Clone Wars
Gamecube
Score: 70/100
I've put the three Star Wars games together because they're pretty
much all the same. You get a little bit of exposition in the form
of an opening cut-scene, which gives you an elbow nudge to bring
back all your positive Star Wars emotions ("Hey, this is Star
Wars! Remember? How about that great John Williams music? The text
crawl at the start against a field of stars? Here they are again
- woohoo!"). Then you're introduced to some characters who
want to save the galaxy by blowing up the bad guys and everything
they've got.
The result, depending on the game, is that you fly your ship in
the air or just above the ground, and you try to shoot down the
very many bad guys before they shoot you down. If you fail, then
you get blown up and you have to try again. If you succeed, you
get some more Star Wars music ("Hey, this is Star Wars! Remember?")
and then another cut-scene that usually shows someone telling you
that, yes, okay, you got through that battle alright, but this next
battle coming up, well, boy howdy, it's going to be a big one, and
it's absolutely vitally imperative that you win this one or the
Sith Warlords are going to conspire with the droids and the clones
are going to launch a walker at the radar dishes or some crazy thing.
Frankly, the plots of these games are as disjointed as the plots
of the last couple of movies, and about as relevant. You could take
away all the cutscenes and the game would remain unchanged: fly
around and shoot all the bad guys before they shoot you. By and
large there's nothing particularly "Star Wars" about any
of these games, except for the music and recognizable visuals (e.g.
the spaceships, droids, references to Yoda and the Force, etc.).
The gameplay is usually quite good: if flying and shooting is what
you're looking for, these games are great examples of that genre.
Although there's little that's novel here, one thing that these
games have going for them are the great production values. The visuals
are superb, and the two Gamecube games are among the best real-time
3D stuff being made today. The music and sound effects are usually
just as good, though sometimes there are mixing problems. Voice
acting is a place where many current games take a big belly-flop.
Most of the time the voice work in the Star Wars games is a bit
better than average, which means it's not horrifying. An exception
is the voice of Anakin Skywalker in The Clone Wars; his delivery
is even flatter and more monotonic than in Episode 2, making me
wonder why they bothered to hire an actor at all. Subtitles would
have had evoked more emotion.
Final Fantasy
X
PlayStation 2
Score: 95/100
The first thing to know about this game is that it is HUGE. It took
me over 120 hours of play. Okay, I know you read that twice, so
I'll assure you it's not a typo: over one hundred and twenty hours
of sitting in front of the TV with the console controller in my
hands.
I'll acknowledge right off the bat that this makes no sense at all.
If you're an adult in a relationship, this game's going to take
you weeks or months to get through. If you're single, or a kid,
you can make better time. You can also rush through: some people
on the net claim they've flown their way through this game in 40
or 50 hours. I believe them, but they're missing a lot of the fun
along the way.
The game is set in a fantasy world. It begins with your character,
a professional "blitzball" player, walking to the stadium
for his next game. Suddenly, Something Very Bad appears out of nowhere
and everyone's yelling and shouting and there's a big fight and
someone throws you a sword and you have no idea what's happening
and you fight fight fight and now you're transported somewhere else
and just what the heck is going on here? Frankly, it takes a while
to sort it all out, but eventually you begin to get the bigger picture.
A dark force has been steadily attacking villages and killing everyone,
and the attacks are gaining in power and frequency. You meet someone
who can help stop this force, and you and some of the other characters
you meet along the way enlist yourselves to help her out. The story
of the game is as much her story as it is yours, as you seek to
help her discover how to stop the evil force, and to find out more
about yourself and this world you've been transported to. Along
the way you learn some very disturbing information about the situation
that gives the whole enterprise another layer of meaning.
The game has four basic modes: cut-scenes, movement, battles, and
the sphere grid. Let's look at these in turn.
There are a lot of cut-scenes in this game, some produced in real-time
on the console's 3D hardware (a technique known as machinima), and
some already rendered, and simply played back off the CD. These
latter cut-scenes are often very rich and sometimes have wonderful
detail and subtlety. The camera work, lighting, sound, and other
production values are usually very good in the cut-scenes (as well
as the game itself). The voice acting is ranges from hardly-awful
to truly-awful.
Movement is pretty straightforward: you point your guy and he goes.
The world is an interesting mix of 2D and 3D. You don't get to control
the camera in this game, but the camera does move around along pre-defined
paths. Because the designers knew where the camera could and couldn't
go, they were able to focus their resources where they matter. Through
a careful mix of elements, you get parallax and a strong sense of
3D, though if you look at some of the scenes with a technical eye
you can tell that there are a lot of tricks being played (and being
played very well).
Battles pit you (and your allies) against monsters that appear
out of nowhere. You take turns, almost like a card-playing game.
When it's your turn, you pick what you (or your ally) should do:
slash with a sword, cast this magic spell or that one, and so on.
Then the bad guys get their turns, and they whomp on you. Winning
a battle means knowing what your characters are capable of, and
what the bad guys can do offensively and where their weaknesses
are defensively, and then carefully putting together a game plan
to take them out. There's no timing or twitching in these fights:
they're all about strategy and tactics (and some luck). Once you
get to know the monsters in an area, this strategizing becomes a
lot of fun. I played with the cheat book by my side, which has an
encyclopedia-sized chapter that describes each monster, and spells
out out its strengths and vulnerabilities. I don't know how you'd
make it through without that information, but with it, it's a lot
of fun.
Finally, the sphere grid. Each time you defeat a group of monsters,
everyone who took part in the fight gets some experience points.
You can "spend" these points on the sphere grid, which
is a big loose network, like something a drunken spider might weave.
Basically your experience points let you move along this interconnected
web of lines. When you reach certain nodes, or intersections, you
can spend a "sphere" (something that's sometimes dropped
by monsters that you defeat in battle) and gain the ability associated
with that node. The nodes are spatially grouped into themes: physical
strength, magical ability, thievery, etc. So you might have a character
that starts off in a region of the sphere grid that's all about
physical strength. Once he's filled up all the nodes in that neighborhood,
you can decide what new skills to add to his repertoire by taking
him to the appropriate part of the grid. Once you "spend"
your experience points and spheres you can't get them back, so these
choices are important. The nodes are clearly labeled, so you can
make informed decisions about where you're going and why, and thereby
customize your party's skills in a way that suits you.
The game isn't perfect, but the flaws are far outweighed by the
consistency of vision and gameplay, and high quality of almost all
production values in the game. There are hundreds of little things
to stumble across and enjoy. The big elements are very well handled.
The story is a little wacky, but it holds together, and while the
characters aren't novel quality, they do have moments of depth.
There are also plenty of moments of treacle, too, but they eventually
pass.
The game was very intelligently designed to be played in chunks.
You save by walking up to a "save sphere". These are placed
just far enough apart that you have to fight your way to them, but
not so far that you can't get there in a single game session. So
it's very attractive to pick up the game for a while, play until
you hit the next save point, and then put it down and return to
your life. I think this is one of the reasons why I was willing
to continue playing once I realized just how enormous the game is:
there's always a reasonable place to stop just up ahead, and there's
always something rewarding along the way.
This is a huge game. You should only play if you have the time,
and I strongly recommend using a hint book (I used the one from
BradyGames, and was very happy with it). In terms of sheer hours
of pleasure per dollar spent, no other video game comes close. The
game is repetitive in structure but not in detail; e.g. the monster
fights are pretty similar, but the monsters are different and that
keeps the battles interesting. There are dozens of side quests that
you can take up along the way if you want, or simply ignore if you
don't.
The production values are generally very good and sometimes excellent.
Every now and then I'd be crossing a bridge, or walking down a path,
and the camera would follow me, and I just thought to myself, "Wow,
what a beautifully-composed camera move. These guys actually think
about foreground and midground and background!" This is a huge
game, but one that is consistently, frequently rewarding.
I enjoyed this game tremendously.
Eternal Darkness:
Sanity's Requiem
Gamecube
Score: 50/100
You play a young woman who is investigating her grandfather's death.
Soon after arriving at at his spooky old mansion, you discover his
secret lab and within it an old book, which serves as a portal to
different places and times. You fight monsters and solve puzzles
as you slowly discover the secrets of the house, and the plans of
a terrible dark enemy who is planning to plunge the world into chaos,
because he's a... because he wants to... because when he was just
a young monster he... look, he's bad and evil and wants to ruin
the world, and I'm sure he has a good reason, even though he keeps
it to himself.
This game obviously had high ambitions in terms of story and atmosphere.
And although they get a good start, both of these elements fail
to quite work. The story is way too fragmented to ever quite come
together, and the spooky atmospheres get repetitive.
There are important pieces of the game that just never make any
sense. For example, near the start of each section of the game,
you're inexplicably transported to a place where there's a creepy
old book you must open. Do so, and you're transported back to where
you were, but now you can cast magic. Whaaaa?
The game has lots of arbitrary puzzles, and unlabeled choices.
For example, near the very start you find yourself in a room with
three objects, each a different color. You're supposed to pick one.
At this point you know nothing about what's going on, what these
objects are, what the colors mean - nothing. But your choice here
is very important. It determines what kind of game you'll get: lots
of physical fighting, or lots of magical fighting, and so on. It
determines what kind of monsters you'll encounter, and how hard
they'll be to fight. In other words, this is a chance for you to
shape the kind of game you want to play. But they don't tell you
this! Not only do you not know what choices the objects represent,
you don't even know the nature of the decision you're making. So
you're making a random choice for unknown reasons. Only if you cheat
(e.g. by reading the cheat book, or going to the web) can you discover
that this choice makes a big difference to the rest of the game,
and what your choices mean.
This is just nuts. Game designers that force you to make important
choices at random may think they're being clever, but they're simply
lazy. They should be forced to build a stone wall for eight hours
a day, every day for a month, carrying one rock at a time along
a mile-long road from the quarry to the wall. We'll paint the rocks
so it will be impossible for them to tell which ones are feather
light, and which ones are back-breakingly heavy. An overseer will
make sure that whatever rocks they pick up at the quarry, they have
to carry all the way to the wall. A month of this and they'd stop
with the unlabeled choices.
The game has one very clever new idea: a sanity meter. Each time
you encounter a monster, it scares you so much that you lose a little
bit of sanity (as measured by a green bar at the top of the screen).
There are ways to get some sanity back, but usually over time your
sanity slowly drains away. When you get sufficiently insane, really
really weird stuff starts to happen. That stuff is the best part
of the game, and somewhat reduced my ire over the disconnected plot
and random puzzles.
Starfox Adventures
Gamecube
Score: 40/100
This is a straightforward adventure game. You play a space-traveling,
adventuring fox who has been hired to oust the bad guys from Dinosaur
Planet, and in the process reassemble bits of the planet that have
flown away. You spend most of your time fighting with bad guys and
solving puzzles. An unusual touch is that you fight with a staff,
so much of the combat is hand-to-hand, though the staff can also
fire energy pulses, so it doubles as your standard science-fiction
phaser.
The game is obviously meant for kids, so it feels a bit slow-paced
and dim-witted for an adult. It has many nice visual features, such
as lovely grass and pretty good water. Most of the environments
are fun to walk around. One sour note in the visuals is that the
main character is visually unappealing. The designers obviously
decided to stay very close to the face of a real fox, but that means
his facial expressions are severely limited. He always looks to
be in pain: smiles look like grimaces, and when he cheers you wonder
if he's trying to get someone to drive him to the hospital. The
sound is about average, and the voice acting is the usual not-very-good.
Even so, I might have given this game a better score were it not
for the tug-of-war. This is a skill challenge you have to pass about
2/3 of the way through the game, so you've put a lot of time into
it so far and you're reluctant to walk away. The idea is that you
must prove your "strength" by besting a warrior at what
is essentially a tug of war. The way you win this contest is this:
hit the A button on the controller as hard and as fast as you can.
That's it - that's all you do. And I'll tell you now that it's all
but impossible. I tried a dozen times. I went to the web, and read
up on what other people were saying. Hardly anyone could get past
this. There were all sorts of tricks posted: put your fingernails
on the A button just so, and move your wrist like this. Or try cradling
the button with your thumbs and rocking it back and forth. I tried
all of these and more, and frankly decided that it just wasn't possible.
So I went to the store and bought a new "turbo" controller
that electronically simulates rapid-firing of the A button. That
worked, and I got to finish the game. It turned out to be a great
investment: there are times in this game when you have to rapid-fire
your staff to defeat an enemy, and I could just set my controller
to turbo and not wear down my thumb pushing that button over and
over ad infinitum.
But this is obviously an absurd demand in an otherwise reasonable
game, and I just can't imagine how it survived play testing.
Future archaeologists will wonder what disease swept through our
nation in the early twenty-first century, wearing away a groove
in the bones of people's thumbs. I'm only guessing, but I'd look
for today's video-games companies to be quietly buying up pharmaceutical
firms that manufacture anti-arthritis medication. I can see the
ads now: "Sure, Sony's ThumbEase Cream works great for PlayStation
2 thumb pain, but I played a lot of Gamecube games, and nothing
makes my joints feel better than Nintendo Knuckle-B-Good suppositories!"
Super Mario
Sunshine
Gamecube
Score: 45/100
We get to once again join Mario the plumber as he travels through
a variety of different 3D environments on his obsessive-compulsive
search for golden coins. This is a twitch game, pure and simple.
Can you mash the buttons fast enough? Can you press them with sufficient
precision so that Mario jumps and then spins at exactly the right
instant to land on the rotating platform? Can you move the camera
around fast enough to shoot at incoming rockets while aiming with
your own water-filled jetpack to put out the flames of the fire-breathing
robot monster while you're carried along on a roller coaster? I'm
not making these activities up; they're from the game!
I like Mario games in general - they're colorful and light-hearted
and good for just simple happy jumping around and exploration. But
I found that this game was too hard for me. Maybe 15-year-old reflexes
can perfectly execute a complicated spinning triple-jump at just
the right moment, but my reflexes can't. And the price you pay for
messing up even once is huge. Mario makes his way through some very
big environments in this game. If you miss a jump, you often have
to start the whole level all over again. I usually could figure
out what what I was supposed to do, but I just wasn't able to carry
out some of the multi-button sequences with sufficient speed, timing,
and overall precision to make my way all the way through, and thus
would have to start over from the beginning and repeat everything
again.
Eventually the process of going through everything again became
unbearably tedious and boring, and I just couldn't stand to go through
any of the environments available to me even one more time. This
high cost for even a single failure was an unfortunate design decision,
and made the game less and less fun with each passing moment, until
I ultimately gave up in frustration.
Kingdom Hearts
PlayStation 2
Score: 95/100
To make "Kingdom Hearts," follow this simple recipe: Take
a copy of Final Fantasy X (reviewed above), add real-time fighting,
3D environments and camera control, create a series of environments
based on Disney movies, add in a couple of Disney characters as
your sidekicks and fighting allies, add in a bunch of Disney villains
as bad guys, throw in a few characters from prior Final Fantasy
games for spice, and then do the most improbable thing of all: make
the result a huge amount of fun.
This game is just terrific. As is typical of these games, you play
a boy in his early teens. The adventure starts off with some very
well presented mood-setting, followed by a chance to run around
on your home island a bit to practice fighting and get used to the
controls. When you're ready, you're transported to another world
and the adventure begins. Over the course of the game you travel
to over a dozen different worlds, each modeled on a famous Disney
film, where you typically find good guys from that film to help
you out while there, and the villains from that film to defeat.
This whole experience could have easily been nothing but a prolonged
marketing gimmick, and of course it is exactly that, but it is so
well done that the game rises above that imprinting purpose and
is a genuinely fun experience.
Because it's so much a Final Fantasy-type game, it inherits many
of that genre's conventions. The basic idea, as always, is to bash
a series of monsters until you get to the chief monster of that
environment, and then bash him too. There's a lot of monster-fighting
in this game, but they've set things up so that you can generally
get an edge by using your knowledge of your opponent, rather than
simply wailing with your sword. I remember one bad guy that seemed
to be invulnerable until I realized that if I jumped on his head
(easily done), two strokes would do him in. Experimenting is encouraged
in this game, because the cost of "dying" is small.
The levels are beautifully designed and executed, and reminded
me of the architecture of the Disney theme parks: the spaces aren't
physically very big, but they appear larger because they're filled
with useful or interesting nooks and crannies.
Your nearly-constant companions in this game are Donald Duck and
Goofy, who never break character in voice or physical performance.
Throughout the game you encounter Disney characters, many of whom
are voiced by the original actors, and the others by sound-alikes.
There's no question that the voice work in this game is by far the
best of any game out there: the vocal tracks are beautifully produced,
the character's body language matches the vocal delivery, and the
voice acting itself ranges from good to excellent, with most of
the characters near the high side of the scale. The game uses sound
effectively to help you make sense of the world and what's going
on inside.
Music is important. I was once in Disneyland, on the "Pirates
of the Caribbean" boat ride, when the ride broke down and we
came to a halt. We sat in the boat for what felt like ten or fifteen
years as they worked to get us moving again. I must report that
the charming musical refrain "Yo-ho, yo-ho, it's a pirate's
life for me" becomes rather less charming after hearing it
repeated without pause for what feels like several thousand years.
By the end, I was ready to admit that the moon landings were frauds
filmed in a hanger in Utah, I was ready to eat worms, I was ready
to gnaw off my own forearm; I would have done anything they wanted
of me to get off that boat. But without demanding a ransom they
eventually fixed it and we were on our way. So you can see that
I may have felt some trepidation regarding the music in this game.
I'm happy to say that the music was wonderfully, gloriously inconspicuous
and innocuous. It was a fine bed for the action, but never drove
me crazy.
This game isn't flawless, which is why it's not getting a score
of 100. Some of its flaws are very small, and some are bigger, but
none are show-stoppers. The problems produce the same feeling you
get when trying to drive across town, and just when you're ready
to turn you find it's a one-way street going the wrong way, forcing
you to have to overshoot and then come back. It's a little more
inconvenient than you'd like, but after a shrug of the shoulders
it's left in the past.
I enjoyed this game so much that I played it through until I'd
completed every one of the side quests and other little bits. I
frankly didn't want it to end, and so I kept exploring every corner
and taking on every optional challenge until I knew I'd seen and
done everything and no longer really had an excuse to keep returning
to it.
Very highly recommended.
Grand Theft
Auto: Vice City
PlayStation 2
Score: 95/100
Everything I said about "Grand Theft Auto III" (reviewed
above) is also true of this sequel. It's basically more of the same
game, though it takes place in a different city. Just about every
element of the game is bigger: there are more cars to drive (as
well as boats and helicopters and motorcycles), more errands to
run if you want (like delivering pizzas), and more missions to carry
out. Your job is also bigger: rather than just doing odd jobs for
the mafia bosses, your goal in this game is to take over Vice City
for yourself.
The game has a few odd quirks, most of which seem to come from
a lack of consistency. For example, most of the characters move
in a stiff and awkward way, which you come to accept as part of
the world. Then every now and then a bit of motion-capture appears,
and it leaps out because suddenly one character seems to be moving
100 times more fluidly than any of the others. Similarly, sometimes
a character you expect to move in a very realistic way (like the
dancers in the strip club) are surprisingly clumsy. Some textures
are sharp, and others right next to them are blurry.
But that's small stuff. The game is simply a lot of fun to play.
The new talk-radio stations are very funny, and the music stations
are programmed with the actual music of the times (the Latin jazz
station is particularly good). The vehicles are fun to drive and
handle just the way they should, the city is fun to explore, and
the jobs you need to carry out are creatively diverse. Although
you can solve many of the missions through very skillful shooting
and driving, you can also accomplish many of them with normal skills
by scouting the area first, watching the targets, thinking it through,
and coming up with a good plan. The game doesn't care how you get
the mission accomplished, and there's usually more than one way
to do it.
Once you finish a job you can pick up another one immediately,
or you can take as much time as you like to cruise around the city,
holding up shops, visiting clubs, delivering pizzas, putting out
fires, buying car dealerships, racing toy cars and helicopters,
and otherwise just having a great time with the many amusements
that are part of the landscape of the city.
The violence is again over-the-top, and a lot of people (gangsters
and innocents) get killed before it's all over. To interpret this
game as a morality play is to miss the point; it's a cheerfully
violent cartoon. And a whole lot of fun.
Blinx: The
Time Sweeper
Xbox
Score:40/100
This game has an original and very creative gimmick. You play Blinx,
a cat who's out to destroy some monsters who have gotten loose.
You use your vacuum cleaner to suck up garbage that's lying around,
and then blow it back out at the monsters to hurt them. The gimmick
is that along the way you can pick up crystals to control time.
You can slow and pause time (so you can avoid dangerous moving obstacles
by effectively slowing or stopping them), rewind to jump back a
few seconds, and fast-forward if you want everything to speed up.
The most interesting control is record: while the record button
is active, you can "tape" 10 seconds of your activity.
Then it plays back automatically, and now there are two copies of
Blinx on-screen at the same time: one of them repeating what you
did a moment ago, and the other under your live control. This lets
your "old" self and your current self cooperate to bash
monsters, push switches, and otherwise work as a team.
Other than the time control idea, this game is firmly in the "Mario"
genre: run around and pick up precious artifacts that have been
left lying around while taking out all the bad guys you encounter
along the way. The game adds a time limit: if you can't clear a
level in 10 minutes you'll need to start over again.
The time-control gimmick is a really nice idea. But sadly, it felt
to me like it was squandered. The fun thing about time travel seems
to be the chance to actually play with time and do interesting things.
But in this game, many of your time-travel tricks are essentially
pre-scripted solutions to puzzles. For example, at one point you
walk up to a bridge that you need to cross, only to see it fall
down as you walk up. So you use your reverse control to go back
in time, watch the bridge re-assemble, and then run across it. It's
not like you need to get the bridge back up somehow, and you figure
out that reversing time is one way to do it, but rather that going
into reverse is the one and only right answer. Other than the time-travel
trick, the game isn't very good. The art direction is ho-hum: the
main character isn't appealing to look at, the environments are
dull and busy, the lighting is flat, and even though there are only
a few types of enemies, they're simplistic and unattractive. The
game's controls have a mushy feel to them, like you're playing in
a world of transparent, viscous goo. Blinx seems to take a long
time to cover a small amount of distance.
The old problem of bad automatic camera control rears its head
here. I often had to fight with the camera, particularly in boss
battles, jamming the control stick all the way to one side while
running and still finding myself unable to point it where I was
going. Another camera problem crops up when you get hit by a bad
guy and knocked out. If you have a "retry" available then
the scene "rewinds" and you get to to pick it up again
from just before that moment. But the camera goes back to the same
place too, so if you were stuck in a corner, or looking the wrong
way, you frequently get knocked down again right away, which is
frustrating. I found that after a while I was forcing myself to
continue playing, hoping that the game would get better, but each
level was really just more of the same. Eventually I stopped at
about a third of the way through because I wasn't enjoying the experience
much at all, so this is one of those games that I couldn't bear
to play to the end.
Syberia
PC
Score: 20/100
Ah, I left this one for the end on purpose. Writing this review
is like dessert. I played the other games in this email over the
last year or so, but this is the game that actually got me to get
up and write reviews and send this out.
"Syberia" is an adventure game in the classic tradition,
which is a genre that has all but disappeared in recent years. You
play Kate Walker, a New York lawyer who's come to a small, declining
European town in order to wrap up the contracts for selling a toy
factory. Upon your arrival you discover that your business contact
(the owner of the factory) has just died, and that to get the contracts
signed you must embark on a search for a mysterious heir. You control
Kate from a third-person viewpoint as she moves through a series
of fixed-view, pre-rendered environments. The gameplay involves
solving puzzles and holding conversations with the people you meet
along the way. Kate picks up little bits of information as she goes,
and from these you can start to form a picture of your elusive client.
You also occasionally receive cell-phone calls from friends and
family back in New York, designed to give you a window into Kate's
emotional and professional life.
This game is so bad that I had to write this to warn you.
It's getting great reviews, which I think has more to do with the
sociology of adventure game fans than the game itself. Basically
this genre has all but disappeared, so people are pleased as punch
to see a new entry, and are willing to overlook its many serious
flaws. They hope that by praising this game to the skies, it will
sell well, and then more new adventure games may start to appear.
This is not unlike people who dote on their beloved but sociopathic
pets: "Sure, Mister FluffyBottoms ruins the furniture and throws
up on my carpets and brings dead birds into the house, but he's
my sweety-weety kittykins and I wuv him even when he jumps up on
my houseguests and shreds their faces with his razor-sharp claws,
don't I Mister FluffyBottoms-poo?" In other words, they're
crazy.
This game has some positive qualities. First and foremost, it's
beautiful. The overall design style is art nouveau in a world that
is slowly crumbling. I love the look they've given to the world
of machinery that's past its prime, rusty and creaking but still
just able to work. The architecture is always good and sometimes
stunning, and every now and then I'd see a desk or window treatment
or lamp or ornamental statue and just wish I had one in my own home.
The game is simply beautiful, and each time I moved to a new screen
I felt like I was unwrapping some marvelous new present.
The rest of the game goes downhill from there, though, and it picks
up speed pretty quickly. The game is firmly in the Myst style of
adventure games, which means that they're repeating all the cliches
and contrivances of the genre. Though we've learned a lot over the
last decade about these kinds of games, this product manages to
even forget some of the lessons that were learned in the production
of Riven (the sequel to Myst). There are so many basic, easily articulated
problems with this game that it would make a great case study of
all the things that no game should ever do again. The list of problems
is long; here are just a few representative samples to give you
just a feeling for them.
At one point you're in a hotel, and you open the door to a broom
closet. Inside is a broom, a bucket, and several shelves full of
all sorts of cleaning supplies. On one shelf, among other supplies,
there are some bottles of detergent. If you slowly move your cursor
over everything in the closet ("Hey kids! Hours of exciting
fun exhaustively searching every screen, running your cursor over
everything and hoping it changes shape!"), you find that you
cannot pick up anything here - but no, wait, you can pick up one
of the bottles of detergent. Not any bottle, of course, but this
one in particular. Why just that one bottle? Why, because it's a
magical item that you'll need later. Why can't you pick up anything
else? Why, because you won't need them in the game. How do you know
that? The cursor doesn't change shape and so you're not allowed
to pick them up. And why is that? Because otherwise the game would
be unplayable. So this bizarre game cliche of the magical object
that you discover through an exhaustive object-by-object search
keeps you on track in the game, defying all reason and appearances.
It gets worse. Kate encounters many mechanical devices on her travels.
Sometimes it's clear what these do, and so you might reasonably
try to work the device. But if you're doing so before the game thinks
you've been given the clue to figure out what that device does,
Kate won't even try to work it. Instead, she says (out loud), "I
don't need to do that yet." I beg your pardon? How does she
know that? And other times, when you try to work a machine again,
she'll say "I don't need to do that again." And again,
how does Kate know that? At one point after working a machine she
throws away key parts, saying "I won't need these again."
What? Everything in the story and setup of the game says that she
knows nothing of this world, and is exploring it as she goes, just
as you are. This ability of hers to predict the future is just uncanny,
particularly since it's limited to just these acts. Getting people
to do the right things in the right sequence is a staple of adventure
games, but this kind of clumsy, ham-handed control over the player
breaks any illusion that you're actually figuring your own way through
the experience. In this game, you must do the specific right things
in the specific right order, or you won't get anywhere.
The game abounds in these kinds of stereotypes and cliches, each
of which robs the experience of a little more coherency, or a little
more fun. Although exploration is a critical element of this game
(that is, you must find the exact right thing to do next), it comes
at a very high price. To get from one place to another, you must
move Kate there step by step. It's not uncommon to have to walk
through a half-dozen screens or more. So if you think you need to
be somewhere else, or you need to go back and try another exhaustive
search somewhere because you missed some inconspicuous little 10-pixel-high
object, you must (take a deep breath) click on the screen to get
her moving, watch her run, get the next screen, click to move her
to the edge, watch her run, get the next screen, click to move her
to the edge... and on and on, plodding wearily through one screen
after the next. And then you get there and discover that no, after
all, this probably isn't the place you need to be. Maybe over there?
And you start the mind-numbing process again.
There is no shortcut, no way to jump to a place you've been before
and want to return to. Why not? The only reason I can imagine is
that the designers are so in love with their artwork that they couldn't
bear the thought that only four or five or ten exposures to it was
enough, and that players would welcome being forced to see it again
and again and again and again. This would be a wonderful game to
give to anyone who thinks that they can design an adventure game,
because this evidence shows that people just aren't learning anything
from other games. So we should take such people, strap them to a
chair, and force them to play "Syberia". We can be humane
and give them food and water and bathroom breaks, but we must be
strong and keep them at the computer, moving Kate from screen to
screen, having one awful multiple-choice conversation after another,
searching for tiny little clusters of bright pixels that indicate
a button to push or a magic object to pick up, until, choking back
tears of regret and sorrow, they have an epiphany, learn right from
wrong, feel the pain of their players, and start to see how these
thoughtless cliches ruin their best intentions.
For all its beauty, this game is not fun to play. I'd like to bring
adventure games back, but praising this game isn't the way to do
it.
If you like pounding your head into a wall, you might like "Syberia",
but you'd probably like pounding your head into a wall more.
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