Monthly Archive for May, 2009

Think Quick!

Blar…  So much for that idea.  I told Jonathan I would write a review on Resident Evil 5 tonight for an unprecedented two reviews in a row, but then I started thinking (I know… it ruins more than you might think).  I was going to whine about a certain aspect of the plot, and I wondered why Resident Evil 4 did it better.  As I remember it, some of RE4′s backstory is told through dropped documents, most or all of which I’d read.  I skipped over most of the documents in RE5, partly because I didn’t want to make Gill wait (he was my co-op partner through the whole game), partly because I thought I could read it later in the “files” section.  Turns out the “files” section is for different files.  So I’m trying to play it though again.  Maybe it’s not a big deal, but I’d feel like a more amatuer reviewer than I already am if I didn’t, so I’m at least giving it a shot.

So here’s my backup plan: a discussion on quick-time events in games.  Sometimes they’d just be an afterthought, but sometimes RE5 would have them like tics, sucking the blood out of the gameplay because the direction the developers wanted the action to go wasn’t possible with the normal gameplay controls.  So, the questions include, I suppose, when does a game have too many quick time sequences?  Does it mean there’s something wrong with the control scheme?  What are they even for?  Is there any good use for them?

To answer the last question first, how about, say dodging?  It makes enough philisophical sense; dodging is an action that typically requires quick thinking.  But why wasn’t dodging in the control scheme in the first place?  Because there wasn’t any room?  No excuse, Gears of War pulls like ten different moves with the A button and left analog stick alone.  Because you’re not always up and facing that way?  Well, whose fault is that?

I guess I already answered the second-to-last question earlier (we’re going in reverse order!  Look out for kids behind the vehicle).  Quick-time sequences are used because the action is going in a direction the normal control scheme can’t follow.  I guess the question comes up, why would the developers steer the action in that direction?  I feel more accomplished when I defeat someone/something because I’m proficient at the game’s standard control scheme.  But that’s just me.

Is there something wrong with the control scheme then, if a game needs to pepper quick-times on?  Well… um… probably.  I’m sorry, it’s late, and I keep looking at what I already wrote.  The arguments are piling, Aristotle.

So when does a game have too many?  I could be a poo and claim that even one is one too many, but they’re here to stay (for how long?), and for goodness’ sake, it’s not like they kill a game.  I’m going to go out on a limb and declare that the point at which a game has too many quick-times is when the regular control scheme no longer feels adequate for the action at hand.

Alright, I’m going to open this up to… comments?  Please?  Try it, you might like it.

I feel the need to caption something.

Resident Evil 5 Various

I'm on a BOAT!

See More Resident Evil 5 Various at IGN.com

Thinking hard so you can too,

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“The Cliffhanger – Part 2″

Click Here to View “The Cliffhanger Part 2″

Who is this new character?
Why is he looking for this other character?
Why did he get shot?
What the crap is going on?!

Tune in next Friday for part 3!

Sorry I’m putting all off you through this mini-series, but next week’s is already drawn out. It’s pretty baller. Now, if you’ll excuse me… I’m going to start my summer break by playing Beautiful Katamari. See ya.

Just another silly picture I made

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“The Cliffhanger – Part 1″

Click Here to View “The Cliffhanger Part 1″

Everyone is going to hate me for two reasons…

1.) Starting another mini-series
2.) Each comic ends with a cliffhanger

Although, now you will all be forced to come back because  you will want to see what happens in the end. Either that or you just won’t care. Oh well, forget you then!

Eh, I got bored one night

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Prince of Persia Review: “Because, you know it’s not like gravity ever killed anyone.”

Alright, here it is, I finished it.  I want to write reviews and gaming criticism, but it always takes longer than I think it will.  Before I know it, I’ve got 1400 words and almost 2.5 pages.  I wish I could do that with my research papers…

Prince of Persia Review: “Because, you know, gravity never killed anyone.”
By Pat Trouba

Upon thee, O Ubisoft, do I bestow credit for Prince of Persia. Giving credit to someone for something is one of those lukewarm responses, like a handshake between old acquaintances. It’s not quite a hug, but neither is it a burning look over a frosty shoulder. Such is the reception I give the series’ latest iteration. It tried something new, it set itself apart from its past. In the end, you might even be glad you bought it. But it doesn’t quite capture the spirit of its predecessors.

I should qualify that. Predecessor. I’ve only played The Sands of Time all the way though, and I loved it. Warrior Within spiked my drink with so much confusion and angst that I was throwing up on my gamepad after only a fraction of it. I didn’t even consider The Two Thrones after that. And just forget about the classic 2D entries. What you may get here is a game reviewed in the light of those happier, tower-climbing, time-rewinding days of The Sands of Time.

Prince of Persia, which is not to be confused with the other, oh, I don’t know, six or so games of the same name, stars a man who may or may not be a prince in a place that may or may not be Persia. He meets up with a princess, Elika. Elika is putting some distance between her and her father the king, who failed his morality exam. Now, a very bad god is redecorating the land once populated with artistic city planners.

After the intro sequence is done, the player will come to understand that this game will follow a very different format than Princes of the past Persias have traversed. You have your pick of one of four different locales, each with about five different sub-locales, which are marked (by the sky!) with something called a “Fertile Ground.” These are places where Elika can unleash her near-boundless magical energy, and upon a crummy, dilapidated world the vast powers of Crayola will burst forth. You have healed the land. Go forth and do this about nineteen more times. Kthxbai.

Prince of Persia Screenshot

Alright... *huff* Almost made it to the beach...

See More Prince of Persia Screenshot at IGN.com

The open world aspect is not the only interesting part about the game’s arrangement; finding and activating the Fertile Ground to heal the land will actually occupy only a fraction of your exploration time. For the rest of your stay you will be served Light Seeds, scattered liberally about the area. Try not to spill any.

Reaching Fertile Grounds and collecting Light Seeds comes with learning the various set pieces of the game’s world. If you’ve played game where parkour-style movement is the feature, none of what Prince of Persia does is going to seem particularly revolutionary. You climb things (like vines), you swing off things (like poles), you wall-run off things (like… walls). The Prince’s single gauntlet is will let you perform a maneuver called a gripfall—much like rappelling, but without all those pesky ropes and safety gear. The gripfall works fairly well as a game mechanic, and stops just short of sounding like a steel-tipped dagger on a chalkboard. All in all, parkour gameplay might feel ever so slightly formulaic and repetitive to a seasoned gamer, but when you’ve found your rhythm, it’s… relaxing. Like, “I’ve had a rough day and I need to go swinging though the ruins of a middle-eastern kingdom” relaxing.

I suppose it slipped my mind to tell you the purpose of finding Light Seeds in the first place (that’s a lie, I just couldn’t find a better way to organize this article). Collect enough Light Seeds, and you can acquire one of four powers from the central temple (again, the order is your choice). Once you get one, you can use a certain colored power plate you’ve probably noticed sitting around looking pretty in the game world. Obtaining powers is going to feel much like pouring too much creamer into your coffee; after your third dose of a mandatory four, that hazelnut taste is going to pervade your mouth. Two of the powers are essentially indistinguishable from one another, each flinging you to places you couldn’t reach otherwise. A third sends you running up or around a wall, letting you steer so you don’t run into obstacles. The fourth, the power of flight, is the most irritating of all. You’ll see yourself doing loops around your destination on a predetermined flight path, purely so the game can put you though its little obstacle dodging mini-game, or perhaps because there are Light Seeds conveniently located along the flight path. I’ve provided a chart to demonstrate what I’m talking about:

for-pop-review

The powers are especially disappointing, not because certain ones are required to get to certain Fertile Grounds, but because the path to so many of the Fertile Grounds is almost entirely constructed from power plate jumps. One power plate will fling you to a distant wall, where you’ll wall-run… onto another power plate, and so on, until you arrive at the Fertile Ground. This is not what anybody plays Prince of Persia for. I came to feel like an Arabic acrobat, but the power plates are driving that exact opposite feeling.

It’s just difficult to figure out what the intention of the powers is. Is Ubisoft trying to make an easier game? Given Elika’s powers (soon to be discussed), that’s not really an issue. Are they trying to add a sense of, say, “upgradability” to the game? That’s fine, just be careful not to make the upgrades the game. Fathom this, I cannot.

While I’m up and facing this way, combat in Prince of Persia earns the dubious honor of “most paradoxical.” Fights will actually follow a formulaic pattern of smacking, getting smacked, and then not failing your quicktime sequence. The smacking, on the other hand, is surprisingly deep. There are an incredible number of combos you can pull off using your sword, gauntlet, princess, and ability to hop over people. It’s a facet that, sadly, I never explored to its fullest extent.

Prince of Persia Screenshot

Sword... beats... scissors!

See More Prince of Persia Screenshot at IGN.com

I couldn’t complete this without talking about our pretty pretty princess, Elika. I remember that in The Sands of Time, the Prince had a partner too, but this game takes it to a new level. She’s one of those partners who never gets in the way, indeed, you’re controlling her too, if only indirectly. With Elika, you don’t really have anything to fear, ever, because she will always save you. Jumped off a cliff? Elika will save you. Landed in evil goo? She’ll pull you out. Missed your quicktime sequence in combat? She’ll panic and explode with magical energy. It means you live, but your enemy will be able to recover a lot of health. One might see this as taking all the challenge out of the game, and I’ll call that one interpretation, but I think what you have here is a more “to the point” Prince of Persia. Elika never helps you advance by herself; think of her as an advanced form of checkpoint. Yet she never feels like a tool, or just someone there to be used. The Prince will move so as for her to move with him. She, in turn, helps him make the long jumps. She is so pulsing with magic one wonders why she doesn’t just go save the kingdom herself.

Well, we know the answer to that. You couldn’t have a good romantic-comedy style relationship without the wise-cracking Prince. The formatting of the duo’s character development is one of the more intriguing aspects of the game. They will open up more and more as more lands are healed, but the player also has the option to initiate conversations in the middle of the game. This will reveal far more, and the game is at its most thematically fascinating in the conflict between Elika’s steady faith and the Prince’s hard “realism.” It is light and even-handed, so you’ll never feel oppressed or preached to. The ending to the game is something you’ll want to see; the reality of their relationship is there, and it brings into question everything you’ve worked for.

Prince of Persia Artwork

Sometimes I love concept art.

See More Prince of Persia Artwork at IGN.com

Prince of Persia is a good-looking, interesting game that I think could appeal to a variety of people. It has a few pitfalls; while this is “to the point” Prince of Persia, this is also sometimes “Prince of Persia lite.” If you can get it for a good price, think about it. This is one of those games that whispers hints to you of where games can go and, indeed, are already going.

Played on Xbox 360.  Completed story mode.

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