Category Archives: PlayStation

Best of 2013 #5: The Last of Us

The Last of UsI’m confident that The Last of Us will be sweeping up more than its share of awards this season, so understand that this isn’t an attempt to be contrary. If I’m criticising BioShock Infinite for propping up an ambitious storyline with flawed gameplay, it’s only fair that the current darling of Naughty Dog’s ‘dedicated’ fan base gets the same treatment. The Last of Us suffers from gunplay that hasn’t really improved since Uncharted, occasionally frustrating stealth mechanics, a poor final act, and generally fell foul of my boredom with the whole zombie thing.

But enough criticism. This is a celebration.

Like BioShock, this game hangs an impressive storytelling achievement on that somewhat uninspired skeleton. The Last of Us’s story is downright brave, hitting an early high with its opening sequence and peaking with the horrific winter chapter. The performances of its cast put most games to shame, both in the work of the actors and how they’ve been rendered digitally. In that respect, The Last of Us is the fulfilment of the promise that Uncharted showed within Naughty Dog. The characters are likeable, subtle, understated. They’re like actual human beings.

It’s only my opinion that the actual game side of things lets down the achievements elsewhere that keeps TLOU out of the highest echelons of my list. And if it wasn’t for the need to counteract the more enthusiastic cheerleaders out there, this entry would appear more flattering than it is.

Best of 2013 #6: BioShock Infinite

BioShock InfiniteI take it as an indication of the quality of 2013’s games that BioShock Infinite, a game that seemed a shoo-in for copious awards come this point in the year, now looks likely to be frequently overlooked. I’m kind of the same now that the lustre has worn off and the rough edges – prosaic shooting, an occasionally annoying AI companion, bullet sponge enemies, that boss – have become evident.

But the original BioShock did very little… original, gameplay-wise. That achieved its plaudits through its setting and story, and while Infinite’s Columbia doesn’t grab me as firmly as the glorious Rapture and its rug pulls can’t touch BioShock’s, I played through the whole thing in two sittings because it kept me enthralled, keen to see what it would do next. The pre-release hype hinted at parallel universes and time travel, but it still surprised me in how quickly and to what extent it ran with those themes.

Just imagine the praise that would be heaped on its shenanigans had it been a Christopher Nolan film, say. Gaming as a mature storytelling medium? Never in doubt.

Best of 2013 #8: Ni No Kuni: Wrath of the White Witch

Ni No Kuni: Wrath of the White WitchDid I say that big budget RPGs were dead? OK, I lied. They’re only mostly dead. Think of this as the last hurrah before Final Fantasy XV comes along and introduces a cover system, surely representing the death knell for the genre.

I’ll admit that my love for Ni No Kuni is mostly skin-deep. It marries Level-5’s cel-shaded style, seen previously in games like Rogue Galaxy and Dragon Quest VIII, with Studio Ghibli to stunning effect. It tickles the nostalgia gland through its animated aesthetic and young-boy-on-an-adventure story that’s straight out of an 80s family film. And playing a voiced game with a character called Oliver is like something from the future, where speech synthesis is of a standard where naming the protagonist after yourself does more than personalise the name of your save file.

It was enough, however, for extremely traditional JRPG tropes, supported by a bit of Pokémon catch-’em-all-ing, to keep me at it for over 50 hours, which doesn’t happen often. I adored the wonderful world in particular; I frequently cite the standard of its towns as being the ultimate barometer of an RPG’s quality, and Ding Dong Dell and the Fairyground are right up there.

What Ni No Kuni lacks was never enough to dilute its charms for me, and so it remains one of the few shining lights among last generation’s crop of JRPGs.

Best of 2013

Wow. After the disappointment of 2012, where Halo 4 was good enough to make number 2 and my favourite game, brilliant as it was, was a year-old PC game, 2013 has been staggeringly good. Less in the way of indie titles and phone games padding out the list and – spoiler warning – a very surprising spread of host platforms given this year’s new developments. Some of the honourable mentions that didn’t make the final lineup would have walked on to 2012’s selections, to the extent that I’ll certainly put together something to flag them up, as they don’t deserve to be overlooked.

The rules, as always, are that a game must have been released somewhere in the world and played by me within calendar 2013. That means some omissions simply because I hadn’t played them – no Wii U means no Super Mario 3D World, unfortunately – and other 2013 contenders like Shin Megami Tensei IV falling victim to the curse of region-locking. Maybe next year for that one.

Posts will go live at 2100 GMT over the next ten days. Enjoy.

Below are my selections since I’ve been doing this:

Thoughts on the PS4

Although their commercial performance has been heartening amid reports of the slow death of the console market, the long-overdue launch of a new hardware generation has been greeted with a lukewarm critical response. I can understand the disappointment that the days of launching a system alongside a bone fide classic seems to have died in the years since Halo, but I’m shallow, damn it, and I wanted a new toy. It’s been eight years. I’m only human.

PS4

This round of launches has brought two firsts: the first Xbox launch at which I haven’t jumped in, and the first PlayStation launch where I have. Past habit would have put it the other way round, but anyone who’s been following the two consoles will understand. The Xbox One has been woefully mismanaged, and even after numerous 180s, it’s still facing an uphill battle to win me over. I’ll get one eventually, but I’m past giving Microsoft the benefit of the doubt. The downright scummy F2P business model in full-price games shows that it might not be a bad idea.

The PS4, on the other hand, while the most technically impressive is also the most pleasantly nostalgic. I like that it’s a games console first and foremost. It’s not a trojan horse for a new media format and it’s not diverting large chunks of its processing power to things I don’t want. It’s got a great controller – so good, in fact, that hardcore Sony fans now feel comfortable admitting how bad the Dual Shock 3 was. It has a premium online service that actually gives you something for your money. It’s been built to avoid the kludgy, obnoxious amount of time spent watching progress bars on the PS3. It’s svelte and looks nice – another first for a launch model PlayStation in my book.

Maybe I’m being optimistic here, but I hope that a console designed by the newly humbled Sony, likely to be a clear market leader this generation with the best third-party ports and the lion’s share of newly resurgent (please?) Japanese support, can be a kind of benevolent dictator. Think of the PS2 coupled with the hardware advantage of the original Xbox and the superlative first-party line-up that Sony pulled out of somewhere in the PS3 generation. Let Nintendo and Microsoft learn from their mistakes this time around and come back stronger, like Sony has after suffering through its own third console curse.

Let’s just hope the success doesn’t go to their heads like last time…

Trevor Phillips

Ever since GTA protagonists became actual characters with motivations, it’s been walking a difficult narrative line. Vice City’s Tommy Vercetti, the first real attempt, was largely successful given that he was a willing criminal sociopath, even if it could be difficult to square his need to keep a low profile for his burgeoning criminal empire with his tendency to steal tanks, slaughter police and FBI, and brandish rocket launchers. Though less of a caricature than his inspiration, Tony Montana, Vercetti was less believable unless players chose to play it straight, taking on the role for themselves.

Trevor Phillips

This only got worse through San Andreas and the extended GTA IV saga, which presented reluctant protagonists. None wanted to be drawn into the criminal world, forced to kill and steal, yet all did and all could be made to commit slaughter on an industrial scale. GTA IV’s Niko Bellic was particularly guilty, both protesting his status as a killer without requiring much persuasion to go out and kill, and bemoaning his status as a poor immigrant while owning Algonquin penthouses and running around with $250,000 cash in his pocket. “Oscar-quality story” indeed.

I believe the somewhat poncey term these days is ‘ludonarrative dissonance’ – the incompatibility between a fixed narrative arc and player freedom. It’s not a problem unique to GTA, but as a series that champions freedom and has put gaming’s ambitions as a serious storytelling medium on its shoulders, the quandary is innate. We could see Rockstar experimenting with a way around it in Red Dead Redemption, which made violence and lawlessness inevitable in a violent, lawless world. John Marston could be played curiously bloodthirsty for a reluctant outlaw, but at least this was a world where running around with a gun didn’t seen incongruous, and a game where the inability to escape one’s past was a major theme. But how can it work in GTA’s modern USA?

Enter Trevor Phillips.

He’s a career criminal, so having a lot of cash stashed isn’t a stretch. He’s psychotic and so neither is a murderous rampage. He enjoys crime so getting pulled deeper and deeper into the criminal underworld is in keeping with the character. He’s Canadian, so… well, let’s not go there. He’s also responsible for – spoiler warning – one of the most disturbing scenes in the series. In a game that hit headlines for one scene in particular, I found the aforementioned one far more unsettling.

In other words, he’s the first GTA character who’s reflective of how people play GTA. Even, arguably, better at it than the silent ciphers like GTA III’s Claude, simply because he actually is a character.

GTA V is one of this generation’s great games, and Trevor is one of its great characters. What’s more, it’s the second generation in a row with a loveable psychopath from one of its top adventures at the top of the list. Clearly, it’s a pattern that works.