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More Damned Shadows (Link)

Saturday, September 17th, 2011

This should be the last you see of my articles on Shadow’s of the Damned, the game I expected to worship but that I ended up just adoring. It was a hard score to decide on for Play Devil, as their scores are weighted slightly higher than I would naturally place them and I suspect that by comparison to some other reviews on the site I should probably have gone up to 8.5, rather than the flat 8.

As with Shadow’s of the Damned you are likely getting bored of this of me talking about scores all the time so lets make this my last post about this also. I always understood each site and publication weighted their scales differently, but it was never something I gave much thought to. Reading only a handful of magazines regularly for reference, Edge and GamesTM, my internal barometer adjusted to their admittedly strict schemes. Receiving a 6 in either of these indicates is an above average game, but looking at most other sources such a score would be quite damning. By learning the rubric of these two magazines (how they use the full scale with 5 as the true average) the context of any review score is immediately evident to me. Unfortunately my familiarity with systems meant that I internalised them, and I am now finding it hard to slip in to a different mindset.

A good game but how good depends on context, numerically at least.

A score has to be relevant to the place it finds itself, because otherwise it’s just an abstract number devoid of reference. As long as a site is internally consistent with it’s scoring then everything should work out fine providing the readers understand the range. The issue here of course is that as I am struggling to assimilate Play Devil’s system, and so am doing the readers a disservice as they compare my scores with others on the site.

Having become used to the more stringent scoring in the few magazines I read readjusting my thinking is a challenge, but I will continue the struggle. I guess the point of all this is to say that if I were I to review Shadow’s of the Damned on the scale I am accustomed to it would probably earn a 7, but compared to other games on Play Devil I suspect even my 8 was a little harsh.

I hate memes and leetspeak, I despise them, but upon hearing about Shadows Of The Damned my reaction was an instinctual… OMG! It was as if Hermes herself (among her other duties in Greek myth she was also the god of gaming) had reached in to my mind and plucked my dream team of designing talent and forced them to make a game for me.
Read the rest here.
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Tags: 360, EA, Playdevil, PS3, Reviews, Scores, Shadow of the Damned
Posted in game opinion, link No Comments »

Shadows of the Damned (360, PS3)

Tuesday, September 13th, 2011

For me Shadows of the Damned achieved a sublime mix of creative talent. If I were to compare it to the classics I would see it as a mix of Shakespeare, Mozart and Da Vinci coming together for a production. To my Japanese centric mind, with a propensity for horror and narrative, the pool of creative talent EA pulled together was breath taking. Suda 51 brought his spin to the story, with Shinji Mikami handling game play and Akira Yamaoka on drums… I mean writing the score. Honestly there is nothing in this mix that could possibly go wrong. Right? Well, in theory yes, but as I proved one time when I made ramen with a beer and cheese, sometimes the whole can be far less than the sum of its parts.

Meet Garcia 'Fucking' Hotspur and his faithful friend Johnson, the talking and conveniently transforming skull.

I will confess before I begin that absolutely Shadows of the Damned IS better than beer-ramen with cheese topping, both in flavour and overall experience. Every member of the Japanese trio that had me so excited certainly delivers on their promise, with the outlandish plot, supported by solid gameplay and music that is both evocative and unique. But it is hard to ignore the feeling that none of the group are on top form. That, similar to the England football team, each of them was brought in at the top of their game and then became unable to produce their best performance.

To shed a little clarity for those unfamiliar with Shadow of the Damned it is a grind house inspired trip to the Underworld with the fantastically named Garcia ‘Fucking’ Hotspur (not sure if that is his real middle name but he seems to like to). Garcia is a demon hunter out to liberate his girlfriend, Paula, who had been captured by the king of the Underworld, Fleming, who is repeatedly killing her to teach Garcia a lesson for killing all of his minions. This may not sound too odd when I explain it, but I promise it is with all of the odd flourishes that Suda 51 is famed for making an appearance to make you utter befuddled and amused sounds constantly.

A light and dark mechanic allows somethings to only be hurt when in shadow, unfortunately this also hurts Garcia.

Supporting Suda’s story is more than slightly familiar game play, as Mikami reverts to his Resident Evil 4 roots, and a score that thanks to Yamaoka oscillates between appropriately odd and out right peculiar.

It should all add up to my dream title, but the amalgamation just never quiet meshes. Every time the team comes close to the harmonious chorus I long for it goes wrong. There is always a distraction from total enjoyment; a strange music choice here or a loose camera movement there; there is always something elusively that stays just outside my perception, distracting from my enjoyment. Perhaps it was that each of the creative minds involved work better when not constrained by others creative diversions, truly a case of too many cooks spoiling the broth.

Here is the girlfriend, Paula, being killed by Fleming hundreds of times seems to be taking it toll.

Of course there could be dozens of reasons Shadows of the Damned not reaching the lofty heights I had hoped for. A troubled development, difficulties in any number of areas, time restraints or simple lack of inspiration could have all contributed to the game’s underperformance. None of this changes the end result however, which is that Shadows of the Damned does not meet my (unreasonably?) high expectation. None of this is not to say I don’t like it, just where I was expecting a cheese board with a nice red wine I instead received a hearty ploughman’s with a pint of Stella, and I am not that keen on Stella.

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Tags: 360, Akira Yamaoka, EA, Japan, PS3, Shadows of the Damned, Shinji Mikami, Suda 51
Posted in game opinion No Comments »

Story Can Help (Call of Juarez: The Cartel)

Friday, July 29th, 2011

Going in to Call of Juarez: The Cartel to review for Play Devil I was expecting very little. Having previewed it already for another site it sounded like a somewhat soulless attempt by Techland to move their Western shooter to a modern setting and cash in on its broader appeal. What I was met with was something far more surprising.

The Cartel Opening

The Cartel throws you straight into the action with a car chase and shoot out.

Before I begin to tell you why I enjoyed Call of Juarez: The Cartel, I feel it is important to point out that it is not a great shooter. It feels unfinished, characters pop in to and out of existence constantly, it has a colour palette that makes enemies impossible to see, there are visible cracks in the environment and the whole experience is so linear that there is literally a dot that guides you (often poorly) through the game. Indeed if I were to assess this on purely a technical level then I would be inclined to say that it is the worst first person shooter I have played this year. But, and this is a big but, I really like it.

There is a lot Call of Juarez: The Cartel does that is rare to see in a game of this nature. Each of the games three protagonists has their own back-story and agenda and while they work together it is a strained alliance. A revenge obsessed LAPD officer (with a penchant for hookers), an FBI agent who wants to protect her gangbanger brother and a DEA agent who is up to his eyeballs in debt and suspected of betraying an investigation it to the eponymous Cartel. These disparate personalities are all thrown together to form a task force, and the seeds of mistrust are instantly sown.

The Cast

Despite being tasked with the same goal, each member is self serving and distrustful of the rest of the team.

It is the mistrust and ulterior motives that the game immediately capitalizes on. As a game designed for three-player cooperative play, each of the characters is instantly charged with spying on the others. This means attempting to complete any objectives outside the taskforce’s own must be done in secret. These tasks are generally quite simple (picking up a wallet for example) but offer important experience points to gain extra weapons, if caught however it is the others who are awarded prize. It doesn’t really work in the AI controlled single player game, but it adds an interesting dynamic to the multiplayer that pulls in the narrative’s distrust.

These different objectives and levels of play are equally present in the main tale. At times a character is sent away from the main team. In the story while separated their actions play in to the other’s suspicions, but when playing co-op this leads to some nice asymmetry of play, such as one player offering sniper cover to the others as they make their way through a crowded club.

The Journey

Though horribly linear the game does manage to create an interesting journey as the three agents move towards Mexico.

The Cartel also does some bold things with its pacing. I could sit here and bemoan gaming for its lack of options for interaction, shooting is all too often all they offer. But while The Cartel is undoubtedly gun heavy it does add a lot of variety to what could easily have been a mindless shooter. Interrogation, escapes, escorts, tailing suspects, questioning, fist fighting and undercover work are all dotted through out the story, never in enough measure to get dull but always building on the narrative to give texture and a sense of connection.

As I said, Call of Juarez: The Cartel is far from perfect, in fact at full price I would struggle to recommend it to anyone, but when the price drops this is going to be a title you should give serious thought to returning to. There are undoubtedly better examples out there, but with its theme and all of its twists and turns, there are distinct similarities to be drawn with The Wire. True it is feels like it is a rejected story arch from the HBO series, and one that has for some reason been cowboy themed, but it is still surprising and offers a far more engaging plot than most of its peers.

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Tags: 360, Call of Juarez: The Cartel, PS3, Story, Techland, The Wire, Ubisoft
Posted in game opinion No Comments »

Cultural Diversity and Ethnocentricity

Friday, July 22nd, 2011

Last month saw the release of a number of significant titles from Japanese designers and developers, most notably Child of Eden and Shadows of the Damned. For a long time gamer like myself they represented hugely significant titles marking (in Eden) a spiritual successor to a classic (Rez), and (in Shadows) a collaboration of some of Japan’s greatest talents. Yet while my excitement was nearly over flowing at their release, the gaming playing community at large responded with a near inaudible, ‘meh’.

Child of Eden

For all of my protestations and despite having bought it before huge price reductions, I am not enjoying Child of Eden.

The 360 timed exclusive Child of Eden, the first ‘core’ game for Kinect, shifted 90,000 worldwide, while Shadows of the Damned mustered even fewer at 60,000 despite being aimed more at a Western market and releasing for PS3 and 360. This is all set against the sales of the critically panned Duke Nukem Forever, which has (at the time of writing) had sales totaling of 750,000. I say these figures represent worldwide sales but in fact these games have only released in Europe and America, despite their Japanese roots. Interestingly in the same time frame the PS3 exclusive, Yakuza: The End, released in Japan and has managed sales of 400,000 units, proving Japanese games can sell to the right/home audience.

But should this be a surprise to anyone? Having followed gaming in both the East and the West it is becoming increasingly clear that games do not transcend culture as some once believed. There was a time when the limited number of games (and a focus on the pure mechanics of play) allowed sales of ‘good’ games to cross cultural boundaries. Yet with the market and range of games growing, a title’s ‘dressing’ has becoming increasingly important.

Shadows of the Damned

Shadows of the Damned lack of success in the West is a mystery to my, let's put it down to poor advertising.

In much the same way that all entertainment media struggles outside of its cultural home, games are now finding that the environment they are created proves an increasingly limiting factor. A fact that can be clearly demonstrated with Call of Duty: Black Ops, which sold a total 10,300,000 units, only 300,000 of which came from Japan.

The natural conclusion to this for companies will be that they should only release massive games, or those deemed able to cross cultural boundaries, outside their of home territory. In other entertainment media this would leave it to small, specialised companies to bring a title to foreign audiences, but in gaming the cost of translation and distribution are considerably higher, increasing the risks involved. Even endeavors such as fan translations are faced with the struggle of media that is hard to alter, and so doggedly protected by its owners that even purchasing a legitimate foreign copy is often frowned upon and expensive.

Call of Duty: Black Ops

Attempts to bring Call of Duty to Japan have always been half hearted in the knowledge sales will be limited.

It is hard to admit, but the reality is that the market for translated foreign titles is not present, making doing so an unattractive proposition for companies. It is a sad truth for long time gamers (like myself) to accept that despite the affection we have for Japanese titles it isn’t enough to convince a company, whose main focus is profit, to localise them for us. We are lucky to have companies like Atlus importing niche titles, and even more fortunate to have had EA sponsor a title like Shadows of the Damned, but if sales continue the way they are such projects will become increasingly rare. When that happens we can only hope that holders of their copyrights will be willing to loosen their grip and allow fans to find some (at least vaguely) legitimate way to experience their games.

(All figures courtesy of VGChartz.com)

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Tags: 360, Atlus, Call of Duty Black Ops, Child of Eden, Culture, Duke Nukem, EA, Japan, PS3, Rez, Sales, Shadow of the Damned
Posted in culture, editorial, Japan, news No Comments »

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