On Spoilers: Stop Being So Sensitive

I don’t think it’s my imagination that there’s been a marked increase in the absurdity of the lengths people go to to avoid spoilers, and it has to stop. It’s stifling conversation and making the discussion of current media more and more difficult as people try to accommodate those for whom so much as the name of a character can ruin the enjoyment of a game, movie or TV show.

Darth Vader

It’s The Hobbit that’s inspired this rant, for much the same reason as I was annoyed back when Lord of the Rings was being adapted. Back then, a book written when Hitler ruled Germany, Britain governed India and the United States had 48 states and whose ending had been a popular slogan that you could literally see painted on walls for decades before was suddenly a closely guarded secret. Nobody cared what happened to Frodo and co in, say, 1999 and it could be thrown around with impunity, but then reality itself has to be warped for people who suddenly care.

All of this has happened before, and it will all happen again. Continue reading On Spoilers: Stop Being So Sensitive

The Walking Dead

It always seems to happen this time of year. There I am, happily whittling down my annual game of the year list, and then something comes along and throws it all off. Usually it’s a Christmas present or an acquisition in the new year sales that now seem to start at some point in mid-December, but occasionally it’s a game I overlooked that is suddenly being showered with accolades. I’d heard good things about Telltale Games‘ adaptation of The Walking Dead, but with its previous adventures frequently falling short of the promise of the subject matter – some being significantly better than others – I was content to wait for the inevitable Steam sale appearance.

The Walking Dead

The recent plaudits pushed that schedule forward, however, and I’ve been playing through an episode at a time over the last few days – as with watching a TV series on DVD, I find that to be a much more agreeable way to experience an episodic story.

It’s strange, because all those point-and-click classics are known for enjoyably obtuse puzzling and a great sense of humour, and this doesn’t really have either. There are puzzles and there are funny bits, sure, but neither is the main impetus behind progression. This is one of the great modern examples of pure interactive storytelling, as if a point-and-click adventure got spliced with one of those visual novels that occasionally makes it over from Japan. Continue reading The Walking Dead

Back on the Sidelines

Those who follow me on Twitter will have seen that, as far as gaming is concerned, a couple of weeks ago I returned to civilian life. I spent a good decade trying to get into the gaming media and, after doing my stint on the fringes, I’ve moved on.

There were a number of reasons, some of which I won’t talk about in public any time soon, but I’d been unhappy for a while and seized the opportunity to move on when it came along. Coinciding with Doritosgate was purely accidental, although that does act as a neat summation of several things I got tired of seeing on a daily basis.

The main problem, though, was that I could see myself rapidly burning out on gaming, especially when I looked at what was – or rather wasn’t – on the horizon for this year and next. If a gamer with as much history, as much investment as me was getting tired of it, a field as under pressure as the print media isn’t the place to be. Since taking a step back from gaming, no longer spending all day surrounded by games at work and struggling to work up the enthusiasm to play them for fun once I got home, I’ve actually found myself wanting to play games, digging out some old favourites, rebuying some long lost classics and generally wallowing in the nostalgia.

It’s amazing what not being forced to read the third breathtakingly dull ‘preview’ based on a single GTA V screenshot of the month does for one’s interest in the medium. Now the prospect of new consoles is something to be excited about rather than the herald of poorly researched speculative news stories and crossed fingers that they’ll hurry up because a magazine is a hard enough sell these days without mere scraps to work with.

So I now spend my days in commercial software development, where I’m at Decoded Solutions in Bournemouth. Things won’t change here, though, as this will remain my primary outlet for talking about gaming, which I hope will once again sit firmly atop the list of my great passions. In fact, I aim to write a lot more on here, as I now have no professional stake in games and am not contracted anywhere.

“Freedom!” and all that.

Hitman: Absolution

I adored Hitman: Blood Money. That it took this long to get a follow-up when the series hit so frequently last generation has made the wait almost painful, and the occasionally mismanaged PR campaign that only recently actually, you know, started showing something resembling Hitman, has sometimes twisted the knife.

Now that I’ve finished it, I can say that it’s not a very good Hitman game.

Hitman: Absolution

That said, it’s still an excellent game. In a generation when two other previously prolific stealth series, Metal Gear and Splinter Cell, have been frustratingly quiet, this is one of the best examples of that genre in ages.

In response to criticism that Absolution didn’t look like Hitman, IO released demos of two levels: King of Chinatown and Streets of Hope. These raised expectations because they genuinely looked like proper Hitman, and when you play them you’ll see that they are. You have targets, a small area to run around in, and countless ways to improvise murders – the archetypical ‘murder puzzle’ that have enraptured so many fans. They’re brilliant.

However, they also pretty much represent half of the traditional Hitman levels in the whole game. Every other one has you being hunted by police, mercenaries or, yes, sexy nuns. Some don’t involve killing at all unless you’re playing it wrong. One starts off with you having free run of the level and having to find creative ways into a restricted area – so far, so good – after which you’ll have to sneak your way around crowds of corrupt police before mercenaries arrive and you spend the rest of the sequence fighting or avoiding them.

The way certain enemies can see through them leads to ludicrous spells of spinning on the spot to break line of sight from all directions. On one level, enemy mercenaries will see through your armour with a full face mask unless you burn instinct to blend in, but in another you can nick the clothes of the defendant in court and impersonate him, with the police, judge and clerks oblivious to the fact that a guy who they’re evidently familiar with completely changed appearance in the five-minute toilet break. Being kitted out like one of hundreds of mercenaries will be seen through as soon as you run out of instinct, but dressing as a scarecrow and hanging yourself from a cross is an apparently impenetrable ruse. It’s frustratingly inconsistent.

But like I said, it’s a great stealth game, and if that sounds appealing you’ll have a great time. After all, if your objective is to hide from enemies and disguises are reduced to a last resort, it ceases to be much of a problem. IO also deserves credit in this time of £40 six-hour epics for crafting a game with a huge amount of content, with a campaign that took me over 20 hours on hard, a ton of levels, ridiculous quantities of Easter eggs and incidental dialogue that are frequently genuinely funny, and all without even touching the promising Contracts mode. A meaty single-player game without shoehorned-in multiplayer? Whatever next?

I just hope that now that IO has the need to tell this story out of its system, the next one will be content to plonk Agent 47 in an interesting situation and tell him who to kill.

Halo 4: How is This Even Possible?

You know, after so many years it’s only natural that this generation of hardware has run dry, that it’s impossible for the consoles to impress us any more…

Halo 4 cut-scene

Well, that’s a cut-scene. Obviously prerendered.

Halo 4 E3 2012

Nope. PR bullshot. Show me some real screens.

Screenshot © Eurogamer

Okay, so that one’s from Digital Foundry’s tech breakdown. It’s pretty undeniably indicative of how good Halo 4 looks. How 343 Industries has done this, how it got hardware that has seemingly been running on fumes for years now to push out what I don’t think, resolution aside, would look out of place on a decent PC gaming rig, how many virgins had to be bled dry in sacrifice to the gods of gaming, is utterly beyond me.

It doesn’t change my tune about new consoles being desperately needed, but I haven’t been this impressed with a game’s visuals since Uncharted 2. I’m genuinely flummoxed at why even first-party 360 games have so often been allowed to coast visually, content to be adequate rather than spectacular and giving rise to a popular opinion that the PS3 has a noticeable performance advantage. It frankly shows how lackadaisical Microsoft has been in pushing its developers and partners this gen, and I hope that this is the first sign of a rumoured push for more high-quality, exclusive, internally produced content from Redmond in the next generation.

Plus it’s bloody good to play. That always helps.

Maybe 2012 Hasn’t Been That Bad

Long time no post, eh?

Maybe I was being dramatic back at E3. Maybe, when I thought this year was so crap that I was considering getting out of games altogether, it was an overreaction. The fact that my list of GOTY contenders contained only a couple of entries as far into the year as May spoke for itself, but a few months later, 2012 hasn’t turned out so badly. New blood in the form of new hardware is sorely needed, don’t get me wrong, but it’s been far from the death knell of the whole industry.

I’m still struggling to see where ten games that are truly worth celebrating are coming from, to be honest, but the absence of big, big games to get excited about – Halo 4 being my one exception – has forced me to expand my horizons, giving B-tier games that might not otherwise get a look in a chance.

I think the disappearance of the B-tier game as all but the biggest and safest developers fail has been a problem, and as a result I’m keen to champion them. Look at how many minor classics, sleeper hits and brave experiments we had last generation that could never happen this time around. I’m talking about games like Beyond Good & Evil, Psi-Ops: The Mindgate Conspiracy, Freedom Fighters, Stranger’s Wrath, Breakdown. Some weren’t hits, sure, but those who played them enjoyed them, and one commercially failed experiment wasn’t enough to torpedo a developer.

Well, those games do exist, albeit in reduced numbers, if you care to look.

The Darksiders series is one. It was a new property, backed by a new and enthusiastic developer, that was fun and ambitious in scope. That’s why I keenly bought into Darksiders II and thoroughly enjoyed myself with it. Sleeping Dogs as well, which had a tumultuous gestation but turned out to be a critical and, from the looks of things, commercial success. Both were fun and would have been overlooked, had they stumbled into the big hitters that have no doubt shifted production to future hardware.

The consoles’ archaic hardware hasn’t stopped the progress of the PC, of course, and anecdotally I’ve seen a lot of bored console gamers investing in gaming PCs, which can be had for only a little more than the likely price of the next-gen consoles. This boost in the market has helped consoles as well, leading me to enjoy fantastic 360 versions of games that are traditionally PC fodder: XCOM: Enemy Unknown and The Witcher 2. Both likely candidates for my eventual GOTY list and worlds apart from the corridor-based man-shooters we’ve been told are all that’s being made nowadays.

Small developers, too. We’re starting to get some of the spoils of the Kickstarter boom in indie games and genre revivals, with FTL: Faster Than Light being another that I’ve fallen slightly in love with. Terry Kavanagh’s Super Hexagon has sucked an ungodly amount of my time and been responsible for more than one premature battery depletion on my phone. Great console downloads like Journey and Trials Evolution. The list goes on.

In fact, the two biggest disappointments of the year have been arguably its two biggest games from established names so far: Mass Effect 3 and Diablo III. Both had prominent PR disasters – the reception to the ending, which I actually defended in the name of artistic integrity, and Error 37 respectively – and should maybe be taken as evidence that those who are gnashing their teeth over the state of the games industry need to broaden their horizons. Look beyond the chart and the PR machine at where the buzz is, because passionate gamers are rarely wrong.

Come the end of the year, 2012 likely won’t be one that’ll be looked back on with any great nostalgia. The death knell of the industry, though? Perhaps we were hasty.