Posts Tagged ‘Platinum Games’

DoFuss 2010 – See Me Vanquish My Pain

Wednesday, June 22nd, 2011

I have just realised that I forgot the obligatory games of 2010 preamble… so yeah. This is about a game which came out last year that made an impact on me, not the best or the worst of the year but I liked it. This is the penultimate one of these so soon I should be back with some more in the moment posts, in the mean time if you want to check out my current reviews or articles go here, here or indeed here.

Games can encapsulate a mood; they can heighten a feeling, and sometimes even lighten the load. Some titles achieve this emotional resonance from their narrative content, others simply come at the right time capitalise on events in our lives, for better or worse (as Braid recently did for me). It is a dynamic that can be both painful or therapeutic, throwing in to relief an issue or allowing an outlet for raw emotions when there is no way to confront an issue directly. For me it was Vanquish that came at just the right moment to vent some very primitive emotions. And as thoughtless a game as it can be, it was just what I needed.

Beautifully Vanquish offers and standard definition HUD, also perfectly timed for this point my life.

Sat alone in my tiny apartment I was, simply, angry; at myself, at my life and my situation. I couldn’t decide if it was my fault, the worlds fault, the years fault, all I knew was that somewhere in me there was a rage with no escape. My anger sat beneath the surface of my smiling facade as I taught children and went out socialising, only occasionally escaping in at very drunk moments.

I had pre-ordered Vanquish months in advance of its release on the promise of another Platinum Games twist on an established genre and director Shinji Mikami’s involvement (the man behind beloved Resident Evil), little did I know how much I was going to need its cathartic action by the time I collected on my order, and how susceptible I would be to it.

Furious, fast paced action punctuated by mindless bravado filled cut scenes and (deliberate?) bizarre translation. Vanquish immediately drew from me a happiness that harkened back to movies like Starship Troopers.

This particular level is one of my favorites, fighting off attackers from a train as it circles around a tunnel.

As I struggled to decide how deliberate the genius of the game was, I realised I was transferring the anger inside me on to the hundreds of enemies that swarmed the world. Robotic opponents that balanced perfectly my ability to blow them to pieces with a range of satisfying weapons against a difficulty that challenged just enough to make me feel accomplished without a sense of being patronised.

It wasn’t just the gunplay that had me wowed. Vanquish’s core mechanic of fast paced movement, which saw me speeding around on rocket powered knee pads from one cover point to the next, did an equally amazing job of drawing the negativity from me. Typically such cover focused third person action games employ a plodding stilted advance, limping from one area of (relative) safety to the next, hiding as energy slowly recovers before repeating the same process again. Duck, fire, duck, fire, crawl forward, it frustrates and gives a sense of impotence in the face of the odds. Vanquish sheds this, forcing me to leap from one cover points to the next, dodging bullets as I go. In truth the system is ultimately the same, with a defensive posture still necessary to recover energy and boosters fuel, but speed and movement makes this defence as engaging and satisfying as offence, far more similar to the 2D games of old than a modern shooter.

AAAAHHHHHH!!!!!!!!.... AAAAAAAAAAAAHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!

Vanquish drew my frustration and anger from me as played. The game became a storm drain for my emotions, running off all the excess that had for so long bubbled under the surface. Harmlessly dissipating all of the darker thoughts I had been having. There was no down time, no question of thought or brooding as I sped from one piece of low cover to the next and switched between ever more satisfying weapons to take down robot hoards. Pure unadulterated stress relief that, in my case, was perfectly timed.

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Tags: 2010, 360, Anger, Japan, Platinum Games, PS3, Shinji Mikami, Vanquish
Posted in article, editorial, game opinion No Comments »

Bayonetta (360, PS3) in 250 words.

Wednesday, June 16th, 2010

I am not that familiar with the third person fighting genre. It may be my own fault, a lack of commitment to learn the complex mechanics. But even with that caveat Bayonetta depressed me; proving mashing buttons was enough to reach the finale, offering no incentive to hone my skills.

So it may be my fault that I didn’t enjoy Bayonetta, my own lack compulsion to submerge myself in the experience. It’s stylish environments and exuberant moves initially drew me in, but I quickly discovered that smashing my palm on the controller was enough to reveal everything the game had to offer.

Manic and beautiful, but not enough to keep me interested.

Even the frantic gameplay and titillating lead character were not enough to hold my interest.

Unfortunately its appearance could only carry it so far, and with no discernable story, there was only the combat to hold my attention, which it rarely did. Even bosses, who proved spectacular on the first meeting, had their impact muted by multiple encounters.

Part of my ease of progress through the game came from the generous checkpoint system that allowed repeated failure. I was happy it was included but it left me able to brute force my way through the game only mastering the dodge ability. Not wanting to dismiss the game I tried again on ‘hard’, but ‘hard’ translated to ‘insurmountable’, so gave up disillusioned at my skills.

Everything about Bayonetta screams style. Yet despite the skilled execution it failed to hold my attention beyond the initial wow. Set pieces and boss fights were the clear highlights, but simply didn’t offer enough of a draw for me.

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Tags: 360, Bayonetta, Platinum Games, PS3, Sega
Posted in game opinion 3 Comments »

Mad World (Wii)

Thursday, May 7th, 2009

Boss fights and bonus rounds offer much needed variety to the game play.

Boss fights and bonus rounds offer much needed variety to the game play.

With Nintendo and most third party publishers focusing their sites on the ‘casual’ market few have tried targeting the more serious gaming audience on Wii. With the comparative failure of such titles and their high development costs who can blame publishers from being a little wary about venturing into this niche market on the little white system? Sega has thrown caution to the wind however with their latest offerings.

Foremost amongst is Platinum Games (formerly Clover Studios) developed Mad World. Superficially it seems like everything the traditional gaming crowd has been demanding. A (primarily) black and white colour palette gives a stylish Frank Miller graphic novel vibe to the experience and a lavish splattering of blood and gore (I said primarily black and white) ensured it received a rating of ‘M’ for mature (which is the last thing I would label it). It is a visually arresting style and while in dire need of some anti-aliasing it manages to dodge most of the Wii technical limitations and function far better in motion than stills suggest.

And there’s blood.

And there’s blood.

To ensure your ears don’t feel left out of the offensive fun, Greg Proops and John DiMaggio provide fantastically obscene comedy over a Rock sound track. The pair were evidently given full licence to make their roles as profane as they could manage, references to everything you would expect to rattle a classifications board are all present and for the most part extremely funny the first, second and third time you hear them. After that even the foulest remarks do tend to become a bit over familiar. I honestly never thought anal sex would be something a game would desensitise me to, but this may well have done.

Its outer appearance masks a simple old fashioned fighting game, updated for the 3D generation with a few waggle controls added for the Wii. You move through stylised levels, which for the most part merely amount to new skins over a single blood soaked skeleton, forcing you to repeat the same few mundane actions until you reach a stage’s unique bonus stage or boss fight. While Mad World’s intermissions are certainly more diverse than its forefathers the one hook that used to keep me enthralled is sorely lacking, co-op. This is a game that should be enjoyed and at laughed with friends, but when your friends can only sit and drink beer while watching the mayhem it loses something that used to make me replay Streets of Rage over and over again.

The black and white aesthetic is far clearer in motion.

The black and white aesthetic is far clearer in motion.

I concede that I may have played this game ‘wrong’. Not to say that there is really a ‘right’ way to play any game, but most ‘hardcore’ games these days lend themselves to a more involved experience which cultivates hours of continuous play. Mad World is more akin to an arcade game. Something to be enjoyed in small chunks, not delivered as a single narrative. The story is hackneyed and essentially pointless with a futuristic blood sport being the only explanation for anything that’s going on. As such the repetitive game play is left holding the baton. Which it does; up to a point. The enemies and death machines may all behave in the same way but faux variety offered by altered outer facades is enough to keep it entertaining, if not experienced in rapid succession. When played in short bursts it proves truly refreshing from longer narrative centric games. It is a casual game for hardcore players who don’t like Peggle but want something to relax with after a hard evening of Call of Duty.

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Tags: Mad World, Platinum Games, Sega, Wii
Posted in game opinion 3 Comments »

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