Nintendo Wii:
XBOX 360
Braid is a difficult game to review. In fact it's difficult to wrap one's mind around, especially once finished. It's advertised a 2D platformer with gameplay focused on time control. What isn't mentioned is that, on the surface, the game is essentially Mario. Yes, there is of course the similarity in that they are both platformers, and as such share similar gameplay mechanics. However the comparison runs deeper. For one thing, the two most prevalent enemies in the game are a small brown head that waddles around on attached feet and is defeated by jumping on its head, and a fanged, Venus Flytrap-like flower that protrudes from a green pipe in the ground. Sound familiar? Furthermore, the objective of the game is to find and rescue a missing princess. Lest you think less of the game because of this, I assure you it's allowed to take ideas from Mario, because it's better.
[Collective gasp.] Did he just say that?
Yes, I did. Maybe Mario is a staple of the game industry, and a universally recognized character, and a legend in game development history but you know what, so was Pong, and that doesn't make that fun, no matter how many Flash artists try to renovate it.
Of course none of this should go unqualified, so let's get to the actual review. Braid opens without introduction, and shows the main character, Tim, in a sort of castle. Running across a drawbridge, Tim arrives in a room with five doors. Through these doors, you can find five alternate worlds (named 2-6, I won't tell you why.) that must be searched for the missing Princess. The catch is, in each of these worlds, time functions somewhat different than in ours. Some of the concepts are cumulative, like the ever present rewind function. Others are specific to a particular world. The story is told exclusively through a series of books at the beginning of each world. These books introduce the world with an anecdote from Tim's life, which also serves introduce the new time power introduced in the world. The names of the worlds each hint at the power as well (Time and Decision, Time and Place, Hesitance).
Once inside the world, gameplay is simple and addictive, but can become infuriatingly difficult in later worlds. The objective of each world is to find a number of puzzle pieces to reassemble a scene from Tim's shattered life. Each puzzle that is completed adds to the ladder that leads to the attic, where something else interesting awaits. At the end of each world, Tim finds a castle and is greeted by something like a stuffed dinosaur that tells him that the Princess is, invariably, “in another castle.”
The game's graphics are charming, with a sort of watercolor look. In some areas, there's a feel of simple beauty, while others impart a feeling of loneliness and desperation bordering on psychosis. The music fits the game perfectly, and consists mostly of calming acoustic tracks. Here's the part that made the game for me though. The music, like the world, is affected by Tim's time powers. When you rewind, the music rewinds. When you pause, the music stops. When you slow down time in world 6, the music slows to a crawl. This effect adds a higher level of immersion, and also adds to the general feel of the game, that Tim is somehow alone in these worlds that he functions mostly outside of, and that can never understand him.
If what I've said so far hasn't made you want to play the game, then I offer this: The ending will drive you insane. I can't say why, because that would spoil it, but the ending alone makes the game worth the... however the hell much 1,200 points is. There's much more to be said about it, but I really can't without giving it away. Maybe the suspense will make you buy it. Trust me, you want to.
I hate to put a walkthrough up, but really that's the only kind of video there is for Braid, unless it's just a video of someone walking back and worth in the same level. This is from world 4, Time and Place, in which time only goes when Tim moves, and flows in the direction he moves.
I noticed that GERARDAMO tried out a numerical grading system on his Onechanbara review. I find them to be rather simplistic, but they're also fun, so I thought I'd give it a try. I can't promise I'll stick with it, but here's my attempt at a per cent grade.
Gameplay: 70 (Simple, but bolstered by complex time powers)
Graphics: 65 (Not impressive, but they serve the purpose and fit the mood)
Sound: 95 (Music is relaxing, mood fitting, and reacts to time control)
Story: 85 (It's Mario with a twist. A really huge twist.)
Overall: 78.75
So here we are. Monolith has finally undone all of the evil that Sierra wrought on the F.E.A.R. series with the release of Project Origin. We can finally forget the horrible incongruities and plot holes, and the terrible abomination that was Perseus Mandate. Unfortunately, nothing ever seems to be quite as good as hoped.
The game began promisingly enough, and I was happy to see that the controls had been translated properly to the Xbox. The graphics have of course improved significantly since the original. The combat system remains fast paced and fun, the environments were often creepy, and I was happy to see many of the old Replica skins return from the first game. However, none of the old weapons return, which seems an interesting choice, since the two games take place at the same time, in the same city. Apparently the ATC troops and Replicas sent after Becket and his team were issued different weapons than those hunting the Point Man, and yet the weapons all work like those in the first game. It may seem minor, but these are the design choices that can ruin the immersion of a series. Similarly, there was one problem that I hoped we had seen the end of with Perseus Mandate. In the Sierra expansions, there were a number of weapons (the laser, minigun, grenade launcher and perhaps lightning cannon, though I don't remember) with no aiming animation. When the aim button was pressed, the screen simply zoomed in a little, and the weapon stayed in the same place. This raises the question of what exactly the Point Man is doing to aim. Unfortunately, the new (again reskinned) laser in Project Origin suffers from the same graphical oversight. On the other hand, it's a terrible weapon overall, so there isn't much lost. The old game's fast paced combat is complimented by a new cover system that allows the character to flip over tables, desks, filing cabinets, and other objects to use as cover, much like the Replicas did in the first game. While it adds to the look of the fight scenes, it's next to useless tactically. Several objects can only be interacted with from a certain side, which isn't necessarily the side on which you want to take cover, and most of the time the toppled objects are too short to provide cover for much more than your knees. Even crouching, your head is clearly exposed to fire.
I noticed that the game remained consistently both easier and less frightening than the original. Combat is much easier without reflex time, but this is balanced by the fact that you don't have as much reflex time as in the original. The game keeps the difficulty fairly consistent throughout the game until one level, which is both very difficult and rather terrifying. (Spoiler alert: it's the schoolhouse. Doesn't it seem like the scary parts in games and movies are always in either schoolhouses or hospitals?) After that, the rest of the game is not very frightening, and only slightly harder. The difficulty did increase steeply right at the end of the game, with an actual boss fight. Such things are rare in shooting games these days, and while it was a gimmicky fight, it was less so than is often the case.
The main talking point is of course, the plot. The first game was rather hit or miss. I personally liked the story a lot, but I understand that it could come off as convoluted to someone who doesn't want to like it. Games like F.E.A.R. often have problems with plot, because of the terribly fine line between surrealism and nonsense. I spent most of the time with Project Origin feeling a little unsure of the plot. Without going into too much detail, it has a much different feel from the original. In turns, I felt that it was more logical than the first game's, or that they were really reaching for something new. Of course I was elated to see that Monolith found a new excuse for the Replicas reawakening that didn't involve Paxton Fettel arbitrarily being ressurecting.
Aside from the obviously new story, there are a number of stylistic differences. After the Origin Facility meltdown, the young, red clad Alma that appeared throughout the first game is replaced almost entirely by the older, emaciated Alma that appeared at the end of F.E.A.R. While I understand the symbolism, I rather miss the younger Alma, because, well, little kids are creepy, and her appearance underscored the influence of Japanese horror films on the game. There was also a thematic shift when it came to the protagonist's Alma-induced hallucinations. In the first game, the visions were of bloodstained hallways and hospital rooms, but in the sequel the material involves more natural imagery. There is one repeated image of a tree on a hill with a swing, and on several occasions, black roots spring from the ground to drag away Becket's unfortunate allies. It seems to me that, now that Alma has escaped Origin, her attention has turned to something more than simply freedom. She finds herself drawn to memories of her life before her imprisonment, and the hallucinations reflect this shift in focus.
I thoroughly enjoyed the earlier stages of the game. Unfortunately, as is so often the case (Condemned 2, for instance), the plot started to become unbelievable and the levels began to repeat. There were quite a few beautiful vistas of post-meltdown Auburn, but I started to get bored of them after I had spent an hour or so driving exo-suits through the streets and chasing a certain wayward teammate for three or four levels. I would have forgiven this slight staleness if the ending had been something really remarkable, but it wasn't. At some point before the climax, Project Origin crossed that line I mentioned earlier, and the ending was entirely nonsensical. I'll refrain from spoiling it, as I'm sure there are still some who would take offense, and I can't stand people who spoil stories. However, it seemed to me that Monolith was really being unnecessarily cryptic. The ending offered no closure, and it isn't even clear if Becket's objective was accomplished. It really isn't even clear how much of the ending actually happened, and how much was a hallucination, or rather there is really a distinction to be made between the two. Maybe they're trying to leave their options open for a sequel, but I personally believe there is no good way to end this story. This is probably as good as it will get.
I am again reminded of Youtube's failings. This is about the best video I could find for F.E.A.R. 2's psychological and combat aspects. Unfortunately, the resolution is too bad to make sense of the horror scenes, and the person playing is too bad at it to give a real feel for combat.
For my next horror experience, I'm considering the Penumbra series, a first person survival horror game available on Steam. It would be nice if those games could deliver a gem in modern day survival horror, but I remain skeptical. Of course I can still return to Silent Hill 2 every once in a while. I'll beat it some day.
Next week I should have a review of the Watchmen movie for you, and maybe also of the indie game Braid.
Yes I know, SR2 came out in October. I'm lazy though, and I can't get F.E.A.R. 2 until I return SR2 (or buy it, because I've got a discount deal on Gamefly and quite a bit of gameplay left).
I can't claim this to be a completely objective review, since I have yet to actually finish it, but my conscience is hurting after taking off last week, so I'll just do the best I can.
On first impression, Saints Row 2 is Grand Theft Auto 3.5. After three or four days of gameplay, I feel pretty much the same way. However, while that fact has remained the same, my overall opinion of the game has improved with time. If any of you follow game news and reviews, you'll probably have some idea that SR2 is a bad game, mostly because it has “bad graphics.” Of course most real gamers will have some perspective, and recognize that these “bad graphics” are flabbergasting by the standards of two years ago. Of course they aren't up to GTA4's standards, but I've come to realize that that isn't necessarily a fault. GTA4 suffers from a severe case of “graphical modernization,” as demonstrated by the fact that the game is dark and gritty to the point of being unintelligible. SR2 strikes a nice balance of color while still being realistic. Some of you will be perplexed by that statement, but look at it this way: The world is not entirely made of mud. The sun shines, buildings and water reflect that light, grass is green. Darkness does not necessarily go hand in hand with a lack of clarity. I'm currently sitting in a relatively dark basement, and can still see clearly into the completely dark pool room some distance away. Sure the nights are still dark, but you don't get the same problem with GTA4 where you leave a dark building and the bright sunlight causes your screen to... get darker.
You will also likely have heard that SR2 is chock-full of bugs. Honestly, I never had a problem. Compared to Web of Shadows, the game ran like a dream. Like GTA4, it had the same AI path finding glitch where, upon receiving the order to enter a vehicle, your character decides that an obstacle is in the way of the door, runs around to the other side of the vehicle, and then decides that the other door would have been a better choice after all. Frankly, it happened less often than in GTA4.
My main problem with the game is the control scheme. Being used to GTA4, it took me some time to get used to especially the driving controls. SR2 doesn't do as well with what I suppose I'll call simulated realism as GTA4. I say this because obviously the driving and collisions in GTA4 weren't realistic, but they felt very close, putting aside the fact that you could slide at fifty miles an hour into a telephone pole and emerge unscathed. I at first was irritated by the driving system in SR2, but I've since gotten used to it and realized that, while simpler, it can be just as effective. Furthermore, each vehicle has a more individual feel than in GTA4. There is a much wider gap between the good cars and the bad ones, and you'll find that you'll soon start choosing which vehicles to jack based on something more substantial than the paint job.
On a related note, the customization is in all ways an improvement over GTA4, and not only because of the fact that there was none in the latter. Of course there is in the beginning a character customization screen, allowing you to choose from different skin colors, genders, body types, weights, voices, movement styles, combat styles, insults and compliments. Once in game, you can further customize your character and add to your “style value” by buying clothes, jewelry and tattoos. Also, there are a number of cribs to purchase. Some are just for vehicles, such as docks and one airport hanger. Other cribs can be customized with beds, bigger TVs, and decorations. All of these things add to your style value, which gives you a respect bonus upon completing activities.
I realize that this is in a rather illogical order, but it fits together in my head, so I'll continue.
The aforementioned respect system is used to unlock missions. Each time you want to play a campaign mission or a stronghold (side missions used to kick gangs out of certain areas), you have to spend one respect bar. The respect bar is filled by performing stunts in driving and combat (two wheels, near miss, gang kill, slice n dice, etc.) which are ranked based on the duration of the stunt with one to three stars in either bronze, silver or gold. For instance, spending some time driving in the left lane will give you a bronze star in the opposing lane stunt, and staying there longer will add another star, and then a third, and then one silver star. Similarly, killing an enemy while holding a human shield will give you a bronze star in shield kill, and each subsequent kill within the time frame will add another. More stars means more respect.
The better way to gain respect is through activities, however, and this is where SR2 shows its true stripes. What really makes it an improvement over GTA4 is that it doesn't try to take itself seriously. This manifests itself in a more interesting plot, more colorful characters (both literally and figuratively) and most importantly, truly absurd activities. These include Septic Avenger, which calls for the character to devalue property by spraying sewage on houses, Insurance Fraud, which involves getting into violent car accidents to collect health insurance, and Fuzz, a parody of the show Cops, in which the player disguises him or herself as a cop and commits random acts of police brutality to be caught on film. These activities each have six levels, with each subsequent level granting more cash and respect, sometimes up to two or three full bars. At present, I believe I have nine bars, but I recently had thirteen.
I'll wrap up the review now, as I fear it's become too verbose. I will add that my sole real complaint about the game is a lack of split screen cooperative play. Sandbox games would always be vastly improved through a coop mode, including Assassin's Creed, GTA4 and SR2. It seems foolish to me that Volition would decide how I play my coop, since of the best friends of mine that play video games (pretty much the people on anyButton), only two of them have 360s, and neither of them have Gold XBL accounts. Games are often improved by adding a social component, and that's always better done in person than online. Setting this complaint aside, I have ultimately decided that I agree with Yahtzee's assessment. SR2 is so far a more enjoyable experience than GTA4, and it seems that it will have more replay value once I finish it. I may very well buy it.
One last thought: Why isn't there an apostrophe in in the title?
Okay here's the last one: If you're one of those people who reads a page and skips over all of the hyperlinks, make an exception and check out Yahtzee Croshaw's Zero Punctuation. Seriously, he's a critical genius, and my personal idol when it comes to reviews.