PS3 Demo–Overlord: Raising Hell Underwhelms

There were two games I was upset were unavailable on the PS3 when I purchased the system. One was Bioshock, the other was Overlord.

Though Overlord didn’t get the greatest reviews on the Xbox, conceptually, it is one hell of a great idea. We’re all sick of playing happy, blonde, skinny elves with noble hearts and idealistic warriors whose do-gooder attitudes make them about as much fun as cardboard boxes. Today’s discerning gamer demands variety. We want to be evil, dammit, and destroy the world!

I was happy to see that the Overlord series is coming to the PS3 in the form of Overlord:
Raising Hell.

It looks like it’s going to be the original Xbox release with all the content and hopefully a few updates. I was happier to see that there was a free demo on the PS3.

It’s great that developers are allowing us to play these free demos because I would sure hate to waste my money on a piece of crap like Overlord. While the concept remains good, this game, like many a PS3 hopeful, sucks (see Viking, Haze, Iron Man). It belongs on the PS2. The camera is cranky, the control of minions is clunky, and the graphics are just plain mediocre. In an era of overall masterpieces (GTA IV, Metal Gear Solid 4, and Resistance: Fall of Man) and graphical wonders (Uncharted: Drake’s Fortune) this type of subpar game is just simply inexcusable (again, see Viking, Haze, Iron Man, etc.).

If developers insist on re-releasing on a different platform, they should at least take the time to get it right. This one is mailed in.

Thankfully, some developers are giving us a free sampling of the shit sandwiches they are peddling, and, since most of us prefer turkey or roast beef, we get to not waste our money buying the final product.

I hold out hope for the PS3 Overlord, but I’ve learned my lesson with Viking: Battle for Asgard (god I’m sick of games with :colons: in their title, is that required now?). I certainly won’t be waiting in line to pick it up on the release date.

Check it out yourself. It’s free, and if you’re a nerdy loser (you are, since you’re reading this) like me, you’ve got the 30 minutes to download, play, and be disappointed. Maybe the developers are playing a cosmic trick on us: only a truly evil Overlord would subject people to something this bad.

Let me just give you one final frustrating example of what is wrong with this game. You are allegedly an evil bastard. You come upon a farmer who has been tied up as a scarecrow by some Halflings who took over his farm. He begs for your help. Your minions go destroy his farm (good, er, I mean, evil!) and kill the halflings, but when I tried to kill the scarecrow farmer as well (I am a merciless and evil overlord, right?) I could not cut him to shreds. Lame.

On a side note, I wonder how the free demos actually work out for sales. They certainly can’t help bad games. I’m assuming in the future developers will realize this and junk games will no longer have free downloads, just like crappy movies never allow critics to review them before the release date.

More Sword: Heavenly Sword Addendum

Eugene was kind enough to lend me his copy of Heavenly Sword, and I played through the entire thing in a day. Eugene’s excellent review was thorough and spot-on, so no need to rehash the entire game in my own post. I would like to touch on a few points, though.

Sixaxis? More Like Sixasskiss

In just about every post I’ve made — or conversation I’ve had — mentioning the topic, I’ve railed against the PS3’s Sixaxis controller. At its worst (e.g., Ratchet and Clank’s laser-cutting connect-the-dots tasks), it’s almost pushed me to quit otherwise great games. At its best (Folklore’s system of yanking souls from defeated enemies), it’s been tolerable but unnecessary.

Over the course of playing Heavenly Sword, I underwent a transformation not unlike Winston Smith’s in 1984. My loathing of the Sixaxis wasn’t far off from the hate Winston initially harbored for Big Brother, the fascist figurehead of Oceania.

But just as Winston “won the victory over himself” by the novel’s end, Heavenly Sword helped me achieve my own sort of enlightenment. I learned to embrace the enemy. I loved the Sixaxis.

Though most of Heavenly Sword’s combat is hand-to-hand, there are some extended sequences in which you must use projectiles, like arrows or cannonballs. In these situations, you can just aim your weapon, launch your missile, and let it land where it may — Sixaxis-free.

Or, if you prefer, you can be the projectile: time slows down, and you get a first-person view of flying through the air. It’s like a camera shot from a Sam Raimi movie. During flight, you tilt your controller and guide the missile toward your intended target. If you’re really good, you can aim for specific body parts.

The Sixaxis controls in these sections are fun because the developers were smart enough to try a novel approach to game design: eliminate frustration and add forgiveness.

During the most difficult projectile weapon sequences, your character isn’t personally under attack. Because your only opponent is the clock, you can concentrate solely on your shots. And, for those sequences when you are under attack, the clock slows down enough during missile flight that you don’t have to worry too much about getting annihilated — at least not until your attack is over and the camera perspective returns to third person.

The slow motion adds another advantage. Because the flight of each projectile takes so long, you have plenty of time to compensate for minor steering errors along the way. It may not be realistic for a cannonball to curve upward at the last second, after skimming along the ground for hundreds of meters, but it sure is fun. And if, at any point, you realize that your shot has gone too far off-target to recover, you can bail out and shoot another missile, immediately.

Though Heavenly Sword didn’t make a huge impact on the gaming community as a whole — and Sony has already scrapped plans for a sequel — I hope some developers will internalize what did work about the game’s use of the Sixaxis.

Other Thoughts On The Game

The voice acting and character animations were fantastic. Presentation counts, as these aspects alone got me emotionally invested in a story that was decent, but lean and predictable.

I loved that Heavenly Sword was start-to-finish combat. There was no platforming, where you had to worry about falling off a ledge or restarting your game twenty times to do a single jump. And there were no braindead-easy puzzles to solve or quests where you had to backtrack and fetch a certain item before moving on.

The length was perfect for me. I can’t argue with anyone who feels it was too short, but I loved being able to blast through it in a single day. I played through an entire videogame, and yet it didn’t even blow my whole weekend.

My one gripe about Heavenly Sword is that the boss battles were boring, compared to the regular combat. Each boss battle — including all three segments of the final boss battle — consisted of nothing more than finding a successful attack-defend-attack pattern and sticking with it. The battles against waves of regular enemies were more challenging, diverse, and fun.

I Dare You to Resist This: Resistance: Fall of Man

Rating: Kick Ass!

I generally hate first person shooters. The first (and last) one I played for an extended period of time (and did like) was the original Turok for the N64. That was some time ago. So it took me a long time to pick up Resistance: Fall of Man. I only did so because I’d played through all the other games on PS3 that were in my personal queue.

When I first started the game, I sucked. I couldn’t hit a damned thing. I was getting mowed down by the frightening Predator-like enemies. My own men were getting blasted to shit. I almost put it down forever. I’m glad I stuck with it. Once you understand and master a few simple gameplay mechanics, Resistance is one hell of a tense, action-packed, thrilling festival of massive firepower.

First things first: learn to duck and hide behind things. Learn to use your long-range sights to target enemies from afar. Learn to throw grenades; don’t stockpile them, you’ll get more. Learn to not give a shit about your fellow soldiers; they have only one purpose in this game — to temporarily distract the enemies and serve as cannon fodder while you mow the baddies down. None of them will survive whether you do well or poorly. Welcome to Resistance.

Since everyone and their mother knows what Resistance is about by now, I’ll keep it short. Your enemies, the Chimera, are either a science experiment gone horribly wrong, beings from deep in the earth, or aliens, it’s never explained. However, they are harvesting humans and turning them into hybridized soldiers. Think love children of a Borg/Predator/Alien/Earwigs-from-Wrath-of-Khan orgy.

Their infestation began in Russia in the 1930s. They spread and infected all of Europe, Asia, and Britain. Few humans survived. The US essentially quarantined itself and stayed out of the conflict.

That is, until now. You play as Nathan Hale, a soldier on the frontlines of the US invasion of Britain. You also soon find out you are the only known human who appears to be immune to being infected by one of the little Chimera roaches that crawl down your throat and turn you into a catatonic host.

The Americans have arrived just in time to help the British after millions of them have been killed (not to mention the citizens of Russia, Europe, and elsewhere). Essentially, you arrive when there is precious little to save. Oh well, so much for the old adage that timing is everything.

You are immediately thrown into a grim, apocalyptic Britain that has been devastated by war. Blown out buildings, burning automobile skeletons, ruptured roadways. Your mission: infiltrate various Chimera headquarters, kill them, and blow the crap out of their communications network and infrastructure. It’s harrowing and fun as hell.

The designers nailed the game controls. Even after all these years, I still find the PlayStation controllers a bit daunting at times; especially with games that fully implement all the buttons. Somehow, Resistance did employ the full controls, but made it intuitive and user-friendly. Kudos Insomniac!

Guns? Plenty of them: your trusty machine gun, the Chimera’s trusty machine gun, a rocket launcher (kaboom!), a sniper rifle (head shots have never been more graceful!), an augur (shoots through walls), to name a few. Grenades? Hell yeah! Frag grenades, shrapnel-like grenades (Hedgehogs), and the mother of them all, the air-fuel grenade. Wall of fire, anyone?

Enemies? Yeah, they have all those guns too. And they know how to use them. The AI is pretty intelligent here and that makes the game much more interesting. You’ll not only fight hordes of humanoid enemies, but face off in armored combat against the Chimera’s armored vehicles, including their massive Godzilla-sized “Goliaths.”

Vehicles? Oh yes. Need a tank? You got one airlifted in some places. Joyride in a machine gun-equipped Jeep? Check. Like that Chimera four-legged armored vehicle that looks like an armored AT-AT Scout from Return of the Jedi (you know, the ones the Ewoks destroyed). Take it for a test drive.

Storyline? Pretty compelling. If you save Britain, humankind might just be able to go on the offensive against the Chimera (hence Resistance 2). It’s narrated by a hot-sounding British female soldier who is telling your story, always a plus for me. You never talk, just kill. No complaints.

Resistance has just the right amount of difficulty, it won’t leave you Devil May Crying in difficulty, but it’s no cakewalk either. And it doesn’t ever lose its focus. It’s about advancing through the enemy territory and blowing them to smithereens, up close and personal, or with a bit more long-range strategy (grenades, sniper).

I’m positively giddy about the prospects for Resistance 2. If the first installment took place only in Britain, imagine the possibilities they can create with all of Europe, Eurasia, and Russia for backdrops. Heck, I’d be happy if Resistance 2 only led so far as Western Europe and they had in mind a trilogy, with Resistance 3 having us head into the heart of Russia to finish off the Chimera.

Resistance was the first game that “nailed” the PS3 platform and its capabilities. It’s over a year after its release and some newer games (the lame-ass Haze and Iron Man, for instance, which I demoed) don’t even come close.

I almost never replay games and last night I found myself blasting through two of the missions again. You know what? I totally blew the shit out of those motherfucking Chimerans. Boo Yah!

My Name is Big Eugene and I am a PixelJunkie.

A few months ago I shelled out $500 for the technological marvel of graphics and processing power that is the Playstation 3. I was going to play the best, most recent, mind-blowing and technologically advanced game releases for the foreseeable future.

To fill the time in between massive sessions of the glorious-to-look-at Resistance: Fall of Man and Uncharted: Drake’s Fortune, I purchased a whimsical game called Pixeljunk Monsters for $7.99 at the PSN store. I might as well have taken up smoking crack. This seemingly simple game (whose graphics aren’t anything to write home about and would be fine on a PS1) is utterly addictive and has left me at times in a state of mental ruin.

The game is your standard tower defense game. You are a cartoonish tribe chieftain who faces an onslaught of pesky beings bent on killing your people. Your mission is to run through various forests, chop down trees, and replace them with towers. There are cannons that bomb slow moving ground enemies, turrets to bugger flying fiends, and arrow towers that target both. As each round progresses, you will pick up valuable gold from defeated enemies, allowing you to build more towers, and gems, which will allow you to unlock more deadly towers. Devastating fire, electric, ice, hive, mortars, and laser towers will become available for a price.

The gameplay is hypnotic, from the incessantly innocuous background music (that is harmless, intoxicating, and somehow annoying all at once) to the consistent marching waves of enemies.

The waves occur by enemy type. There are ant-like drones that move slowly (cannons are best) and the rapidly moving and most troublesome (to me) spiders (numerous arrow towers). There are quick bats; large, slow moving helicopter flying thingies; ogres; big, fat flying thingies; and, well, you get the picture.

At first, the game tricks you into thinking it’s easy. You have 20 tribe members. Each monster that gets through your defenses will kill one. It is easy enough to pass each stage and lose only a few tribe members. What is difficult is passing each stage with a perfect score. In order to get a “rainbow” (perfection) you have to ensure that no monsters get through to kill any of your people. You need a certain amount of rainbows to progress in the game. You will become obsessed, then completely obsessed, with scoring a rainbow in each of the game’s screens. You will become so obsessed that you will restart the same screen over and over again after you have lost the first tribe member, until you realize that you have restarted that screen 35 times in a row and 3 hours of your life have slipped away.

The addiction curve for this game is pretty standard. It sucks you in, just like that allegorical kid in sixth grade who offered you drugs for free, then made you pay for them when you were hooked, then beat you up, and you came back for more. “Hey! I passed this first stage on my first try. It’s easy!” you’ll crow. But soon, the game begins to exact a price on you: time and mental anguish. “Hey, I got through that, but two of my people died. I’d better try it again and get it perfect this time.” Repeat ad nauseam.

The alternatingly fun and frustrating kick to this game is that sometimes the same combination/placement of towers does not always result in the same amount of dead enemies. On one attempt, you may kill that wave of spiders with two cannons and three arrow towers, on the next, one or two might get through.

The difficulty lies in effectively balancing tower placement with tower type with limited funds and deciding which towers to upgrade. You can “upgrade” towers in two ways: by “dancing” on them (stand on them). Each tower takes 15 or so seconds to upgrade to Level 2. To get to level 3 it takes about 30 seconds. You can get them to Level 5, but only by dancing for about a minute. Each of the towers gets various enhancements through these upgrades: quicker rate of fire, larger damage area, increased damage, increased range of fire.

And every second you’re dancing is time you are not picking up gold and gems from defeated enemies or building new towers to deal with that next wave of attackers. Thankfully, the easy way out for upgrades is to pay for them with gems. Again, this is a balancing act. You can use gems to upgrade towers or to unlock more powerful towers (fire, laser, mortar) that cost more gold but dispatch enemies more quickly.

You can also demolish your towers, recoup about 70% of the gold they cost you, and replace them with another type as the waves progress.

Anything but the easiest stages has 20 waves of enemies, and it’s important to memorize the order in which enemy-types come down the pike, as it will dictate when/how many of each tower type to build.

The fun lies in that there is no single right way to win each stage (with limited exceptions. One stage does have only four trees to build on, so there might only be one way), but likely multiple combinations. You’ll learn through trial and error, become ecstatic when you pass a wave that previously killed one of your tribe, then contort with rage as the next wave passes your defenses and does exactly that.

The good news is that after hours of toil I’ve rainbowed almost all the original screens.

The bad news is that they just came out with PixelJunk Encore. If the first two stages I’ve played are any indication as to how hard this is going to be, I’m seriously fucked, because I will be obsessed with rainbowing the impossible. Thanks for ruining my life, PixelJunk people. Thanks a lot.

My name is Big Eugene and I am a PixelJunkie. Now get the hell out of my way, I have to get to the basement, turn on my PS3 and play some more.

Heavenly Sword, or, Super-hot Sword Wielding Superwoman

narikoI’d put off playing Heavenly Sword (HS) for quite some time, even though I knew I’d love it. It turns out my purchase was worth it. Heavenly Sword does have its faults, but the beauty of the game, the interesting story (written by Rhianna Pratchett, daughter of Terry), cutscenes and innovative combat system push the envelope of PS3 capabilities.

HS is the most gorgeous game I’ve ever played. I’m not just talking about the main character, Nariko (who makes Lara Croft look like an old hag by comparison, and I’m totally in love with her by the way), but the entire game. From lush backgrounds, to epic battles, to professionally acted cutscenes, this game is beautiful.

HS is also the first game I’ve played where I didn’t mind the Sixaxis controls. My previous encounters with the Sixaxis (Ratchet and Clank, Uncharted) left me frustrated. In Heavenly Sword you can control arrows and cannonballs, and it’s actually kind of fun when you get the hang of it. (Note to developers—the Sixaxis still sucks and should not be incorporated into new games. Though it worked in Heavenly Sword, the analog stick controls would have worked just fine for the arrows/cannonballs).

The combat in Heavenly Sword takes more than a few lines from my all-time favorite hack and slasher, God of War 2. As I’ve noted before, I don’t mind imitation. The good thing about HS is that it expands on that model in some intriguing new ways. Once Nariko gains control of the actual Heavenly Sword, she has three combat stances; Speed (fast, light attacks), Range (swing your sword in an arc on a chain, remind you of Kratos in GoW?), and Power (slow and heavy damage). The stance you choose also affects your defense. Before they attack, enemies briefly glow blue (Speed), orange (Power) or red (certain heavy enemies/bosses, Unblockable). If you are in Speed stance, you automatically defend blue attacks, in Power, orange attacks. While this is an excellent concept, it failed somewhat in practice. You don’t get much of a warning before enemies attack, so it’s often more useful to simply attack them and roll away (another Kratos move) to avoid damage. In addition, blocking doesn’t help much when you’re surrounded by 10 attacking enemies (this happens often).

That being said, the combat is epic, and in most cases is seamless and fluid (if somewhat hectic because of insane number of enemies), which is important to me. (For an example of the slowest, most disjointed combat engine, play the AWFUL game, Viking: Battle for Asgard.) You will be involved in battles where there are hundreds of enemies on the screen and you will have to kill all of them. All I can say is that part of the game is just fucking awesome, and my only gripe was that I wish it had gone on a little longer.

I would be remiss if I didn’t mention that you can pick up and throw almost anything as a weapon in this game, from watermelons to the bodies of dead enemies (cool!).

HS mixes it up by also providing you with a second playable character at certain points in the game, Kai. Kai is Nariko’s younger adopted sister. Her weapon is a strange rifle crossbow that incorporates a ranged shooting dynamic to the game. When Kai gets too close to enemies, you’ll have to utilize her cat-like gymnastic abilities to put some distance between her and the baddies. During most of Kai’s combat you’ll be steering arrows with the Sixaxis. You take control of arrows in slow motion and steer them to their targets. It’s pretty fun to nail the baddies in as many body parts as possible—head shots, butt shots, groin shots. In addition, keep an eye out for flame braziers. Guide your arrow through a brazier flame, then steer it to a conveniently-placed gunpowder barrel to blow up multiple enemies.

Combat with Kai can be fun, but be prepared for a pretty steep learning curve and some initial frustration. My advice would be to take your time and play her 1st mission a couple of times through to improve your skills early.

The storytelling in Heavenly Sword also pushes the envelope of games-as-art. Nariko’s journey has a melancholy splendor to it that matches her physical beauty. From the beginning of the game, we know that the Heavenly Sword is cursed—it grants great power, but it also drains the life of any mortal wielding it. Nariko’s sacrifice to take up the sword and save her people makes for great storytelling and director Andy Serkis (Gollum from LoTR) does a first-rate job with his professional cast. Serkis himself voices the evil King Bohan; if there were an Oscar for best actor in a game, he’d deserve it. The ample cutscenes will draw you in and make you feel as if you are part of a movie — a stated goal of the developers.

Finally, two minor gripes. The first is that the game was too short (6-7 hours to finish). As a fan of shorter games, I am saying this only because I loved the story and gameplay so much, I did not want it to end. My assumption is that PS3 games take a god-awful amount of time to program and that adding the voice acting/cutscenes into this game probably doubled the production time. Making the game longer may have put production out another year or two. So, I guess I’d rather have it be short and good than long and bad (again, see Viking: Battle for Asgard for a game that was too long and clearly released before it was a final product).

Second, the final boss battle, while not impossible, left me frustrated. All the combat skills you gain throughout the game are tossed out the window. There is no reason to try to defend against the close range melee attacks of the final boss; they are too quick and/or unblockable. So you are left with avoiding, avoiding, avoiding him until he uses a ranged attack. You then have to block that at just the right time to have it bounce back and hit him. All the hack and slash fun of the game is drained out from this battle. Lame.

It’s also a long battle, as he has several incarnations. Which brings me to my second point: you are both infused with godly power for this battle, but his godly powers are clearly way, way better than your own. I hate it when developers do this (and HS developers are not alone in this). I’m fine with final bad guys being tough, but if we are both being granted additional powers, can’t I get something cool out of it besides a white glow? He gets wings, flying, raven hordes to attack me, power bolts, super speed, and all I get is a heavenly white glow? Boo! I could have at least had some sort of Angel Bomb or something.

Heavenly Sword is a game that I felt didn’t get the praise it deserved. While not perfect, it pushed the PS3 envelope in creativity, design, visuals, combat and storytelling (and it has an amazing soundtrack). Here’s to hoping there’s a sequel in the works — and that other developers will learn something from Heavenly Sword’s design.

Folklore: Whofore Art Thou, Charlotte?

This week, Kathy and I finished playing Folklore. I bought the game because I’d heard the story was great, and — as I wrote previously — I’d heard it was supposed to be an RPG. Wrong on both counts.

The gameplay was action/adventure throughout, with some RPG aspects, like leveling up and resource management. That was a bit of a surprise, but not a disappointment.

The disappointment was in how the story devolved into a mess.

The plot conveniences were convenient only to those who wrote them; they made little sense to me. Important non-playable characters showed up with no explanation and then disappeared or died with little fanfare. One of the game’s seemingly major plots, a series of murders, is dismissed (pretty much resolution- and justice-free) with a few lines of dialogue about three-quarters of the way through.

And I never did learn to care about either of the two protagonists, who both alternated between braindead and omniscient. They either figured stuff out hours after I did, or they sussed out plot points with no evidence or explanation whatsoever.

My favorite unintentionally funny example of this was near the end of the game (This is so minor as to not even really be a spoiler). I’m walking around this Irish village where most of the game takes place, talking to people for what may be the last time. As my final stop, I go into the local pub to say my goodbyes to the barkeep. Our conversation ends with my character saying something like, “It’s important that Charlotte has a father. Promise me that you’ll take care of her.” The barkeep solemnly swears he will.

That’s all fine, except for one thing: Who the hell is Charlotte? I’d never even seen her or heard of her, much less met her! Yet, somehow, she means so much to me that the last lines I speak to a member of this village are about her. I found out afterward that she’s some little girl who spends the game in a building you never need to enter — so I hadn’t.

All that said, I kind of loved the game. The gameplay was a lot of fun. It wasn’t too twitchy and reaction-based. Even with my crap reflexes, it was possible to beat most battles with a good plan*. I always appreciate that.

My only gameplay complaint was regarding the placement of save points. Most games let you save right before a boss battle. Folklore, however, makes you save a few screens before each boss. So, should you lose against the boss, you have to waste about 10-15 minutes blasting through the same dozen chumps beforehand, every goddamn time. Besides that, though, I thought the battle system was well-constructed and fair.

And while the story’s execution was weak at times, the premise (fighting with and against faery folk in the land of the dead) and moral messages (including a kind of rebuttal of Pascal’s Wager) were cool.

Overall, I enjoyed Folklore and consider it twenty hours well-spent. But I’m still waiting for the PS3’s first great story (Uncharted is tops, so far). And I hope some full-fledged RPGs start rolling out on the system, soon. Fortunately, I’ve still got a bit of leftover PS2 fare (e.g., Persona 3) to tide me over.

* - There was, however, one boss battle that was tedious, unfair, and had Kathy and me on the brink of quitting. It was this giant flying, spinning lizard/shrimp/fish boss that would leave the screen for minutes at a time. So, even after we came up with a strategy to beat it, the battle took half a freaking hour each time we tried. After four or five tries, we were close to chucking the whole game. It was just stupid.

Bay Tripper

As programming practice — and just for fun — I’ve been spending some of my spare time putting together a simple little web-based game: Bay Traders.

Bay Traders is a bare bones take on a classic turn-based strategy game, Taipan!, which has spawned a number of ripoffs spiritual sequels over the years. DrugWars, Tradewinds, and Chocolatier are all based on the Apple II original.

In Bay Traders, your goal is to become a millionaire. Starting with ten crates of pepper on your ship, you go from port to port, looking for the best prices to buy and sell your wares. Eventually, you’ll deal in more expensive items, like gunpowder, cotton, and opium.

The game takes about five or ten minutes to win. If you can bank a million bucks in under a hundred moves, I’d say you’re doing pretty well.

The one neat thing about the game (I think) is that, even though Bay Traders is a single-player game, there’s a subtle multiplayer aspect to it. The prices at ports, though mostly random, are somewhat dependent upon you and others who play the game. As you buy up stock of an item at one port — and it thus becomes more scarce — the price of that item is likely to go up for future traders at that port. Conversely, as you sell an item at a particular port, it loses its value for future traders.

Like I said, Bay Traders is a pretty simple experience, but I hope you enjoy it. I’ll be adding more features and tweaking the gameplay as I have time. You can try the game here.

(If you’re interested in some of the technical details of the game, how I made it, and why I made it, you can read up on that here.)

Majestic: Requiem for a Failed Videogaming Experiment

For a brief couple of years, I didn’t just play games; I helped make them at EA. Well, I helped make one: Majestic. I was the game’s web developer. In addition to programming the game’s main web interface, creating minigames, and writing copy, most of my time was spent designing realistically crappy fake websites, which were probably no different from what I would have created if I’d been asked to make genuinely good websites.

Back in 2006, I posted some long comments at the excellent game design blog, Deus Ex Machinatio. I repurposed one of my old comments at ENF a couple weeks back. Here’s another.

Early in the millennium, I was one of the first (and, eventually, one of the last) developers on EA’s short-lived, ambitious commercial failure, Majestic. Delivered via a blend of technologies (web, email, phone, fax, video, and IM), Majestic guided players through a government conspiracy thriller, with a bit of sci-fi added in.

Before Majestic was released, most of the press coverage focused on our mix of technologies, our introduction of episodic content into a game, and our attempt to usher in a new genre with the first big-budget, high-profile Alternate Reality Game (ARG).

The funny thing is, none of those was our primary goal in creating the game. They were just a means to the end mentioned in this paragraph [from the Deus Ex Machinatio post that inspired the article you're currently reading]:

It looks at first like a trade-off, of course; do you provide a shallow but pleasant experience or do you provide an all-encompassing one? My hope is to structure games where that’s a false dichotomy. Games where a player can spend ten minutes a week, or every waking hour, and in either case come away with an enjoyable experience. Multiple levels of content available to suit your lifestyle.

That’s exactly what we wanted to do. In fact, that paragraph could have been taken from one of our early design documents.

Our goal was, simply, this: create an online, story-driven game to satisfy the most casual of gamers: people who could only play in short bursts every now and then. At the same time, try to keep the hardcore gamers satisfied. After considering different game genre options and combinations, Neil Young (the brains behind the project) convinced EA that an ARG would be the best format for achieving that goal. It was a bold move by Neil — and an uncharacteristically brave move by EA.

Gameplay

As a gaming company, EA was most experienced in promoting PC and console games to the serious gaming community, and not online titles to the mass market consumers that the company ultimately sought. Because EA had no precedent for successfully leapfrogging the serious gamers and gaming press to get directly to the casual audience, we would still have to first win the approval of that hardcore crowd.

We didn’t.

For serious players, Majestic’s gameplay was too easy. It could be fun if you just wanted to play a role in the story; it wasn’t so good if you wanted to wrestle with gnarly puzzles. The first chapters of the game — while well-designed and balanced for casual gamers — were a breeze for the hardcore crowd. For them, the puzzles were too simple.

The main gameplay of Majestic fit into the “shallow but pleasant” category. In fact, this was enforced. Once you had accomplished a few goals (e.g., find a clue at a website and have an AIM conversation with a character from the game), which took anywhere from 10 minutes to an hour per day, you often couldn’t progress any further until the game contacted you or updated its content for you. You could wait longer than was necessary to engage the game again, but you couldn’t speed things up.

Having to wait for someone to return an email or phone call may have added a layer of realism, but it took away the player’s power (almost always a bad idea!) to choose how long to play each day. We could have — probably should have — allowed hardcore players to let the game progress at an accelerated pace if they wanted. Sure, each monthly episode might only take a player a couple of days. But if it were a satisfying experience, the player would probably participate the next month, too.

Late in the game’s development, some of us worked on an optional, web-only sidequest, which was much tougher and more time-consuming than the mission critical parts of Majestic. But it was added too late, and some of the hardcore gamers who played it wound up preferring the sidequest to the main game itself. (Maybe we should have developed it sooner and used it as an ARG to promote our ARG!)

Story

Our problems with balancing for different player types didn’t end with gameplay. Our storytelling was a culprit, too. I’m not talking about writing quality; our writers did a great job with the overarching plot and dialogue. I’m talking about how that story was presented.

Whereas Majestic’s gameplay erred on the side of being too simple, our storytelling was probably too demanding. We called Majestic episodic, but really, it was much more serialized. Though Majestic’s episodes were designed with beginning and ending points, I don’t think any one of them alone worked as a fully encapsulated story.

I think story- and media-heavy ARGs are as much interactive TV shows as they are videogames. And, at the time of Majestic, serialized storytelling wasn’t a standard method of delivering TV narratives. After Twin Peaks fizzled in 1991, TV networks had — except for soap opera fare like Melrose Place and 90210 – avoided true serialized primetime entertainment for the past decade. Though HBO had produced a season or two of The Sopranos, we still had a bit of a wait before breakthrough serials like Lost and 24.

Being serialized before the mass market had re-internalized it as a storytelling method probably made Majestic a harder sell. Had we come out with the game four or five years later, we may have had an easier time catching on. (And that’s not even considering the technology advances that would have helped my cause as a web developer.)

To fully enjoy Majestic’s story, which was a convoluted puzzle in its own right, you had to be fully invested in it. While that’s not too much to ask from someone who will spend hours combing the Web for minutiae and looking for clues and patterns in that information, it doesn’t work for the people who are happy with their 10 minutes of content per day. It’s good to reward those who would go the extra mile, but you shouldn’t punish those who do no more than is required.

Again, this makes me think of Lost. For all of its shitty dialogue (everything is an argument, a question that never gets answered directly, or a “Dude/Freckles/WAAALT!” catchphrase), dangling plot threads, predictable twist-ending flashbacks, and unlikable characters, Lost does a very good job of spoonfeeding its smart-but-casual viewers enough of the right information to follow the main story. And the hardcore fans have plenty of extra information to dissect and discuss, ad infinitum, until the next episode airs. Lost works as a high-concept ensemble show with the world’s biggest collection of easter egg extras. That’s not a bad recipe for succeeding with both serious and casual consumers.

Though serialized entertainment is now more mainstream, I still think the episodic (or an episodic-serial hybrid) method makes for a viable, sometimes preferable, way of delivering ARG content. To maintain audience interest, each episode must be a complete and satisfying experience. Of course, within that framework, you’ll want to add continuity and long-term story arcs. But for a casual audience, the story must be enjoyable in smaller segments, and people should feel welcome to tune in at any time.

Think of hybrid shows like The X-Files or Buffy. While serious fans crave the plot advancement of the mythology episodes, both they and casual viewers can enjoy the standalones. More recently, Veronica Mars and Supernatural have aced the balance between episodic and serialized content. On those shows, each episode works on its own, but there are always well-integrated scenes that advance the full-season arcs. And even Lost (one final time), though its island story is almost completely serialized, has the flashbacks to give each episode some sense of beginning and ending.

Successes

Because Majestic was one of the only games of its kind, it was as much an experiment as it was a game. And, in that experiment, we did get some things right. As flawed as Majestic was, it wasn’t all that far off from succeeding.

The game designers were brilliant people who nailed some things, like seamlessly integrating the puzzles and minigames into the story. Because the gameplay and the plot were conceived — and then evolved — together, nothing felt tacked on. Except for some of the old Infocom text adventures (and their indie descendants), I can’t think of another game where the puzzles fit so naturally. The gameplay was part of the story, and vice versa.

Majestic’s writing quality was high, especially considering the massive volumes of text we needed generated by just a few people. Aside from head honcho Neil, the creative team mostly comprised people with backgrounds in film, TV, and theater. And it showed.

Finally, I still have no idea how the tech team got all our different technologies to cooperate and communicate with the game’s main database. Though Majestic never made it big, it was a triumph that the platform worked at all.

So the project was a success, in some ways. And where we went wrong, I think we learned lessons that would have helped us develop future projects that could have worked as a shallow/deep experience for gamers of all stripes.

Aftermath

Unfortunately for those of us who worked on Majestic, there were no follow-ups, and we never got to apply these lessons to another ARG. Development on the project was killed about four months after launch, and EA turned off the servers another few months after that.

The company refocused on churning out sequels and gobbling up established publishers and intellectual properties. Most of the Majestic staff returned to their previous lives, either within EA or back in the film, TV, and tech industries. A few of us tried pitching similar projects for a while. But, understandably, no big-budget studio wanted to risk losing money the way EA did on Majestic.

Hopefully, someday soon, that’ll change. I still feel guilty for crippling an entire genre, just as it was getting started. Our success could have brought about (better) copycat games from every major game studio — as well as new games from our own team.

But our failure pretty much scared the studios away from anything of the sort. It’s probably up to the independent developers to come up with a superhit that makes the genre viable, once more. In the meantime, ARGs will continue to exist most successfully as viral marketing for TV shows, movies, and other videogames.

One of the saddest aspects of Majestic’s demise is that it’s gone forever. For other games (like movies, TV shows, and books), there is an afterlife. Titles may fail to catch an audience upon release, but they can be rediscovered years later: in used game bins, through emulation, or via download from an abandonware site. But because Majestic lived only on EA’s servers, it’s inaccessible, for good. If it weren’t for Wikipedia and Google, it’d be hard to find any evidence it ever existed at all.

Viking: Battle for Asgard — Run Away!

A highly touted, much-anticipated (at least by us) PS3 release, Viking ultimately falls flat on its lumbering, running face.

2 out of 10, THIS GAME SUCKS

Do you like to run? Do you like to run around a huge, empty world and pick up bags of gold? Do you like to run back through terrain you just spent 15 minutes running through? Then would you like to run some more? If you answered “Yes!” to all these questions, then Viking is the game for you. A more fitting name might have been Viking: Battle of Marathon.

The game, much like the similarly disappointing Assassin’s Creed, begins well enough. The undead legions of the Norse goddess, Hel, have overrun human settlements in her quest for vengeance against her fellow gods. You, the Viking warrior, Skarin, are saved from death in battle by the goddess, Freya, who wishes to save the realm.

Unfortunately, Skarin is a lifeless cardboard cutout with no personality. It appears Freya chose you as champion for no particular reason, other than that you dress differently from all the other vikings, who all dress the same. There is no backstory here; you don’t have a personality or motivation worth mentioning (unlike the compelling, family-murdering Kratos in God of War). You are just a random dying warrior Freya saved.

For the first few hours, I was enjoying myself. The ample violence and brutality of kills was enough to keep me interested. One particularly violent joy in this game is one of your finishing moves, where you whack the enemy’s head right off. As if he’s not dead enough already, you then hack down and take off his arms. I thought it was humorous, as it certainly is overkill (pun intended).

However, after a few more hours, the excessive running around began to slowly bleed out any enjoyment I felt. Thankfully, there are leystones, which serve as teleport points between areas in the game. Unfortunately, they can be few and far between, and they don’t help you with the recurrent backtracking in certain areas. Since the developers decided to make this game so running-intensive, they at least should have provided a sprint option to navigate more quickly.

The combat in Viking (like in many other games) steals amply from the God of War series. GoW continues to be the gold standard in hack-and-slash and must serve as the standard of judgment for games with similar combat systems.

When compared to the rapid-paced action of the GoW entries, Viking cannot compete. Skarin is more like a lumbering tank, and anything but your fastest attack takes a few seconds to initiate — and there are charged attacks that take even longer. It leads to a lot of awkward standing involved, while you and your enemies charge up. This all gives the game a clunky, ponderous feel, lacking the graceful and seamless fluidity in GoW combat.

That being said, there are powerup moves you can acquire to make combat a bit more interesting. However, the developers created built-in limitations for these powerups: you need to acquire crystal orbs from defeated enemies to utilize your new moves. Many of the moves require two crystals, and you can only stock five crystals at a time. So, once you run out (and you will quickly), you are back to standard stock attacks. It’s a needless restriction that contributes to the overall annoying nature of combat. Finally, when performing finishing moves on enemies, the game goes into slow motion. I cannot tell whether this is due to software/processor glitches or if it’s intentional. In any event, by the time you perform your 357th killing move in slow motion, you will be bored to death and wish it was over more quickly.

Here is my theory on these games: If you aren’t going to improve upon GoW-type combat, then at the very least, don’t do worse. I’d rather developers steal directly than drop the ball.

To obtain the advanced moves, you must visit the battle arena. There, a warrior spirit from Valhalla will train you. Oddly, you have to pay this ghost in gold for new skills. This bothers me. If there was a priest there, who demanded cash for access to the spirit, as a tithe to the Gods, I’d be fine with it. But directly paying a ghost in gold seems pretty stupid to me. What use does he have for gold? The developers should have gotten creative and had you drag him the head of a bad guy as a blood offering or something. I could see a ghost wanting that. It’s too bad designers get so comfortable with the gaming conventions and fail to see that gold as payment for all things is just a perpetuation of lame, status quo gaming. Details matter more and more in games, and paying a ghost in gold to train you is a sign of laziness.

You can also power up your axe and sword with fire, ice, and lightning runes. This works as a sort of hybrid between the magics and Rage of the Gods in GoW. You have a red meter that, when activated, powers up with whichever element rune you choose. It remains powered up until the meter drains to empty. These powerups are largely useless at lower levels. Your enemies crackle with minor energy damage (lightning), turn blue/white (ice) or run a bit red (fire). It improves later in the game, but still, this was another area where the developers were clearly lazy and went for a modest effect, rather than taking the time and energy to create something interesting and effective.

Another combat-related problem that Viking has is that the power orbs you pick up from dead enemies (these are red/green orbs that are blatantly stolen from GoW) don’t automatically flow to you—you have to get close enough to absorb them. This kind of sucks when you whack a guy and he falls off a cliff (there are lots of cliffs) or you step away a few feet to hack another person. This was a notable problem in GoW1 that was fixed in GoW2; in the sequel, the orbs automatically came to you after a kill. It is inexcusable that the developers of Viking would fail on this detail. Running around in a little circle and backtracking after every single kill (you will rack up hundreds) soon gets tedious.

One area worthy of praise is that you automatically go into a “stealth” mode when approaching enemies. You can purchase a combat upgrade from the warrior spirit that will allow for even better stealth and stealth kills. In some cases, enemies are actually asleep (why do undead warriors need sleep?) and you can initiate a quick kill on them. This is pretty cool, and I’m glad they thought of it. I enjoy these little details (when they get them right).

For most of the game, you will spend your time running around to free captive Vikings. These freed warriors will eventually amass into an army to attack a fort, stockade or stronghold. It remains unclear why Hel’s minions are capturing Vikings and allowing them to remain fully armed, armored, and dangerous in ramshackle wooden prisons. It also remains unclear how 15 fully armed and armored Vikings are not able to smash out of their dainty wooden prisons, but Skarin alone is able to do so on their behalf.

I’d also like to know why Hel’s minions are keeping fully armed and armored Vikings captive rather than just killing them. It could be that the undead eat them for food — that would be fine with me. But it still doesn’t explain why they are left fully armed and armored (sorry to beat this to death).

The objectives in the game are outlined in a map much like the one in Assassin’s Creed. However, it doesn’t really tell you which objective (there can be several) you should accomplish first. In some cases it’s intuitive, but in others, you run to an objective, only to find it is locked (you need a key) or blocked (you need explosives or something). You will then have to spend 5 to 10 minutes running to the next objective, hoping beyond hope that it is not locked.

At some point you will have freed enough Vikings to form an army and can call them to battle. The cutscenes here are pretty dramatic: dozens to hundreds of Viking warriors marching on dozens to hundreds of evil undead. You then take control of Skarin and the battle is on. While conceptually enticing, these mass battles fail in application.

Your Vikings do help you kill the bad guys, but they are strategically ineffective. First, there is so much going on, it is difficult to locate Skarin.

Second, you can in no way direct your army. They are morons. Many objectives require cutting through the enemy to kill multiple shamans who are raising undead reinforcements well behind the front lines. Viking allies hit the first wave of attackers and never penetrate much. That means you will have to wade through (and avoid) scores of creatures to get to the shaman. The game should have at least allowed for calling half a dozen Vikings to assist in your attack — a strike team of sorts.

You will also unlock dragons to assist you in battle. How awesome, you say! Locate a dragon gem, charge it with magic, place it on the dragon summoning stone and awake to service an 800-year-old beast! Look out, bad guys! I’m coming to battle and raining fire on you! Well, it’s not that easy. After you enter a large battle, only then do you find out that you also need a dragon rune to call the dragon to aid. Where do you locate one? Good question. After killing the first shaman in battle (shamans tend to be major battle objectives) you get a dragon rune! Now you will be ready to rain fire down on the other shaman! Not yet. You need two runes to destroy a shaman. So you have to destroy a second shaman before killing the third shaman.

Also of note is the development that shamans just happened to arbitrarily be carrying the one and only magic item Skarin can use to summon a dragon and destroy him and his fellow shamans! That seems awfully convenient. I was sure that, as the game went on, my enemies would wise up and destroy all the useless-to-them dragon runes they were carrying, so that I couldn’t use them, right? Nope. They carry them throughout the game. Idiots. I have no problem finding magic items in odd locations (like where I found the dragon gem), but the notion that bad guys would carry a rare and useless-to-them method of their own destruction for no particular reason irks me to no end.

Ok, finally, I was thinking I’d get some awesome cutscene fire rampage! Think again. You click the buttons to summon the dragon, it appears in the sky, it dives quickly, it breathes fire on the shaman, and (in the first battle) the battle abruptly ends. You’ve won. It all takes about 3 to 4 seconds (I counted) and was extremely anti-climactic. The quick dragon summoning you see in the commercials/trailers for this game is all that is actually in the game. At the very least, I thought it would be like summoning Bahamut (or Neo Bahamut or Bahamut Zero) in Final Fantasy VII on PS1. Remember how cool that was (and 10 years ago at that)? All the air in the vicinity got sucked up, the screen went black, and then a dragon appeared in space and spewed forth a laser that incinerated your enemies? This was nothing as cool as that.

So here we are again, where a PS3 game is trumped by scenes in a PS1 game from what, a decade ago? By way of additional comparison (to see how Viking fails to stack up), see the summoning videos of Final Fantasy VII on the PSP, as well as from the PS1, below.

It is a sad commentary on the state of PS3 development that the summons for the handheld PSP are excessively superior to the dragon summoning on the PS3 for Viking. It is absolutely ridiculous (I’m having buyer’s remorse. Perhaps I should have bought the PSP instead of PS3).

Viking Dragon (what you will see in battle is when the dragon burns the beached longboat at 1:21):

FFVII Crisis Core Bahumut PSP (holy shit is this cool!):

FFVII Crisis Core Phoenix PSP:

All Original FFVII Summons:

FFVII Bahamut Zero (PS1):

The voice acting in Vikings is subpar. Your allies all have cheesy British accents and stilted speech patterns. The script is about as cardboard as Skarin’s personality.

I was willing to cut Viking a lot of slack, because on paper it seemed tailor made for my interests: an ultraviolent hack-and-slash Viking game (my dream)! However, that only goes so far. This game ain’t no GoW2 (the greatest warrior game to date, and if you are going to aim for this target, you’d better not miss), nor does it come close.

Viking, much like Assassin’s Creed (review here) is not a finished product. I can only conclude the developers made an economic decision and rushed the beta version to market without proper testing and quality control. This seems to be an increasing pattern for PS3 releases (see Assassin’s Creed, Turning Point: Fall of Liberty, Army of Two, Turok, etc.). You may enjoy Viking for about 2 hours. I did. But after that, getting through it is a marathon that will test your endurance for repetitive stupidity. My advice would be to pass this game up and go replay God of War 2. It might be the only thing capable of washing the bad taste of Viking out of your mouth.

Return of the Rumble

We’ve got a few weeks before any new games of note launch on the PS3, but don’t let that fool you into thinking Sony doesn’t want your money. The Dualshock Rumble controller is back:

http://gizmodo.com/375452/lightning-review-playstation-3-dualshock-3-rumble-controller

dualshock3

This is an evil genius move on Sony’s part. Get us suckers to buy systems with plain ol’ Sixaxis controllers for a year and a half. Then, ride in like a knight on a rumbly white horse, and present us with an opportunity to shell out another hundred bucks for a couple of Dualshocks.

When I first got my PS3, I noticed the Dualshock’s absence for a while. But, for the past several months, I didn’t think about it much at all. That said, as soon as I try it with Uncharted or Ratchet & Clank, I’ll probably wonder how I ever lived without it.