Category: Preview
10.02
2010

There’s a strange level of hype surrounding Heavy Rain. Press releases, media previews, Internet buzz and even an Official Playstation Magazine review that claimed it was “one of the freshest, most exciting, and even important games on PS3 so far.” It’s a game that wants to court portentous diatribes on the nature of gaming and how we should be taking it seriously. There’s an air of defiance to the coverage: you probably won’t like this game. It’s as if you’re being challenged to join the ranks of devotees. Clearly, then, this is a game from Quantic Dream, a company whose previous title, Fahrenheit, inserted its own director into the demo to talk about the experience.

There’s no David Cage this time round, which is kind of surprising because, as much as it tries to hide it, the simple kernel of truth at the core of all the bloat surrounding it’s release is that Heavy Rain plays pretty much like Fahrenheit. My attempt at demystification, however, shouldn’t be mistaken for dismissal because Heavy Rain is a slicker, more well-rounded and altogether more polished version of Fahrenheit. Not just graphically but conceptually and, most importantly of all, in its execution.

Take the quick-time event comprised action sequences. Already their assumed prominence in the game is being used as reason for derision. In truth though the sequences differ from QTEs in most games, including Fahrenheit, in small but substantial ways. In Fahrenheit they were used as a way to suggest interactivity with the often bizarre action happening on screen. Heavy Rain takes this concept, intensifies the focus and intertwines it with the on-screen events. During the fight sequence included in the demo each stage of the fight – every punch, block and chair thrown – has a corresponding button press which, if missed, causes you to fail that specific move instead of the entire sequence. The rhythm of the piece doesn’t feel panicked unless the action calls for it, and the fight feels a lot more realistic as your own mistakes lead to your opponent hitting your character.

The best implementation of this mechanic can be found in the second sequence of the demo. Your FBI investigator is exploring a crime scene, using his CSI-specs to highlight clues. All actions are context sensitive, so investigating a clue on the floor requires a flick of the analogue stick downward. This system leads to some surprisingly tricky moments in completely mundane scenarios. I found the trickiest part of the demo to be getting the FBI agent to climb an embankment in order to follow an evidence trail. Climbing requires a  series of simultaneous button presses that match the characters attempt to find his footing, becoming somewhat uncomfortable as sequences of three or four buttons must be held down at once. Going back down means another quick-time sequence in which my character fell over twice into the mud as I fumbled the controls. There is no danger and no real drama to be had here, just a brief sequence that adds an element of human clumsiness to the game. These little touches of realism created by your actions pervade the demo.

The demo also gives you a taste of the conversation options, which appear as different topics around your character. It’s not always clear what question these one word topics will elicit from your protagonist (something all to familiar to those currently playing Mass Effect 2) but you also don’t have the luxury of time as they start to fade away if you idle too long. Here you’re presented with a dilemma; play too cautious and you’ll not gain any useful information but push too far and you risk angering the character you’re questioning. In the demo scene my character suggested the money I’d paid under the guise of a customer to the prostitute he was questioning rightfully bought him any information she had on the murder of her son. This, to understate things, did not go down at all well.

There are still plenty of questions to be answered. Do events like conversations have any meaningful consequence later in the game? How compelling is the story going to be? Will it all go mental in the second half? For now though I’m relieved. Partly because Heavy Rain looks to have some really solid, well implemented mechanics. Mostly, though, it’s because, having played it, I can finally distance myself from the hype and go into it free from any expectations beyond being a really good adventure game.

You can see a video playthrough of the demo here and here, courtesy of Gametrailers (where I got screenshots from once again). The demo will be publicly released tomorrow on the PSN store.

13.12
2009

Last Stand At Bravo

Impressions from the Battlefield: Bad Company 2 Beta

At every stage the enemy has overpowered us, driving us further and further back behind our own lines. Our forward base fell easily, lost amid the confusion of approaching M1 Abrams and sniper fire. For a while we held them at the town, cutting through their lines with mounted KORN missiles and .50 cal turrets. Despite our efforts a scouting party were able to slip past our defense and plant charges in our base. We fell back but they took the bridge easily. By the time we’d retreated back to the harbour fatigue was creeping in. They sent waves of attackers to puncture our defense and it didn’t take them long to wear us down. We have retreated as far as we can. 6 of us are now holed up in the second of our two remaining bases, on the second floor of an abandoned industrial building. The enemy will be here in a matter of seconds. They have the numbers and the heavy ordinance; but we still have our weapons… And we have resolve.

I never really enjoyed the Conquest mode of the original Battlefield: Bad Company. In it you had two teams: the defenders had to defend gold crates while the attackers had to destroy them. If they did this in a limited number of spawns they would take that base, regain a number of spawns and push up to the next base. If they could do this to all 5 bases on a map they won the game. My not enjoying it isn’t really the fault of the game mode, or even the maps included with the game: it was mostly because I couldn’t find a class I enjoyed enough to stick with. I either ended up ignoring the subtleties of each class, and thus being a bad teammate or just picking sniper and feeling that familiar cold disinterest in the overall fight itself while I concentrated on finding a good safety bush from which to annoy people. Battlefield: Bad Company 2′s beta consists of one map running that exact same mode (except the targets are now generic control points, the game having dropped the gold run theme of its predecessor). We (meaning my flatmate, my brother and I) have been playing it for most of this last week and I’ve finally taken a shine to the mode. It helps that the map they’ve included has produced some of the tensest final moments I’ve experienced in an online game in a long time. It helps more that the medic is now worth a damn.

Of course it will surprise no one that knows me that I’m back singing the praises of a medic class but for the last stand at Bravo to have any chance of working every one of the 6 to 8 people that will generally camp out up in the map’s final control point needs to be using their chosen class to full capacity. If the medic’s not reviving the defenders, if the assault class isn’t dropping ammo for the snipers and if those snipers aren’t killing people then the point will fall and the game is lost. It’s also essential to have a squad member or two staying up their with you so, if you do die, you can respawn straight back into the base.

As a medic my job is simple. I lay a health pack by the control point and another at the far end of the building, where the snipers hide out. If someone else on our floor is killed then self-preservation is out of the window and I have to jump in with the paddles to get them revived before they’re forced to spawn outside the base. If someone on the ground floor, the home of Alpha station, is killed then they’re on their own. In between all this I have to try and actually kill people. The medics gun is large, has lots of recoil but also a large clip. This means that kills are few and far between but often just hitting the enemy is enough. This not only ensures they are weakened when one of the ground troops spot them, but it also marks their position for every defender to see, allowing a sniper to get a fix on them. When we’re all working together the points start to rack up dramatically.

+20 Assist
+10 Heal
+10 Heal
+20 Squad Heal
+20 Squad Heal
+40 Critical Assist
+50 Kill
+50 Revive
+10 Heal
+10 Heal
+50 Kill
+50 Avenger Kill
+50 Squad Revive

Those last 3 came from a glorious moment when an enemy managed to make his way up the stairs to the control point. He’d killed my squadmate, a fellow medic, but in the general confusion all I saw was the icon on the minimap marking a revival opportunity. I get out the paddles, run to the corpse and jump in, reviving my teammate and electrocuting his killer to death in the process.

At 70 respawns to go the task seems insurmountable, it gives the attackers too many attempts to break your defence. At 40 the adrenaline is starting to surge. You still don’t think you stand a chance, but part of you dares to believe you might just hold them off. Eventually, assuming it has all gone right for you (and it often doesn’t) you look at the enemies spawn counter and see the number 14. That’s the point at which you know you’re going to win the fight.

They destroyed Alpha base. As a ground level point with no real cover to speak of it was inevitable, but still it means the enemies entire efforts will be redoubled onto us. More of our side have joined us now, having fled the burning wreckage of Alpha. Cover is low, most of the walls have been blown out by tank fire, and one of the new arrivals, unaware of the snipers nest half a klick to the north, takes one to the chest. Keeping as low as possible I run over to him, using rubble and debris as makeshift cover. No pulse. I pull out my paddles and charge my mobile pack. I smile darkly as I contemplate shouting ‘Clear’ in a room packed with soldiers pinned down by sniper fire. On the second paddle he emits a sharp, loud, surprised cough, covering me in blood. He notices the celebrations before I do, my ears rendered deaf through the sound of my own heartbeat. The room is cheering, the enemy has retreated back. For now, we have won.

It’s taken one map and a more robust class system and already I’m enjoying Battlefield: Bad Company 2′s online mode far more than I do Modern Warfare 2′s. Of course, being brilliant won’t help with the legions of people who only ever seem to buy Call of Duty games but, even without them, 2010 is looking like a great year for last stands.

04.11
2009

Emails containing a code for the God of War III E3 demo were recently emailed to a random selection of European PS3 users. Obviously I was one of these people. Here’s my impression of that very demo:

There seems to be a lot of expectation surrounding the upcoming God of War; a level of scrutiny beyond that which most Sony first party titles receive. This is unsurprising really as the first two God of War games for the Ps2 stood out as the high water mark of the hack ‘n slash genre. To put the potential fears of fans of the series to rest straight away let me say that GoW3′s core combat system is as good as that of the previous games. Perhaps though, this raises a problem in itself. With two really good hack ‘n slash games in its lineage, is it enough for God of War III to be a really good hack ‘n slash?

In reality the answer is probably yes. Unfortunately there is the sense that the developers themselves weren’t quite convinced. Even in the short running time of the demo, probably no more than 10-15 minutes in length, the game bombards you with a number of different mechanics to get Kratos from one fight to another. This wouldn’t have been a problem if these gimmicks, which range from platforming segments through to riding along a series of harpies (while stabbing them), felt as fluid as the combat itself. As it stands the game is constantly breaking you out of the moment for increasingly aggravating set-pieces that only highlight how much fun you were having. In one section, for instance, you have to use the recently detached head of Helios, god of the sun, to light a pitch-black path. This is about as much fun as it is in any other game that has tried it and I can only hope it doesn’t turn out to be a regular requirement throughout the game.

Because dark corridors are always fun!

Because dark corridors are always fun!

As I’ve said, the combat that is present is both solid and enjoyable. This is mostly due to the control system and move list being imported wholesale from the previous games. On the one hand this ensures that series veterans will be able to get instant gratification from the the start but, by the same token, leaves everything feeling a bit too similar to what has gone before. Where the demo really starts to stand out are in the, admittedly small, new additions to the combat, such as a section that ends with you controlling a wildly thrashing cyclops to break up a tortoise formation of shielded guards. The true mark of this game will be its ability to provide enough interesting extensions to the well-established combat to keep the game feeling fresh.

This will feel instantly familiar to  series fans.

This will feel instantly familiar to series' fans.

Also returning are the controversial quick-time events. To give God of War its due these have always at least been properly contextualised, with the buttons you are asked to press at least matching up to the actions they would normally correspond to if you did have full control. The death animations that underlie these events are unflinchingly brutal with minotaurs being eviscerated, a cyclops having his eye pulled out and Helios’ head being ripped from his body. Their appearance on the overlay, however, with each button appearing at the far side of the screen does mean you are often too distracted to actually see the action (much in the same way that the visuals in Rock Band et al. can only really be appreciated by those not participating).

Much of the processing power seems to have gone towards gore.

Much of the processing power seems to have gone towards gore.

Overall the God of War experience remains relatively unchanged, with all the joys and annoyances that that brings. While it remains to be seen whether the developers can give enough diversity to the games’ combat and tighten up the non-combat sections it will undoubtedly be received well by fans and probably even draw in some newcomers. If the gameplay on offer in this demo is any reflection of the game as a whole, however, it may not quite be the classic that people seem to be expecting.