Friday, May 29, 2015

Life Is Strange (An Impression, Not A Review)

I've been playing this game a while back and wanted to give my impressions on what I think people might like or dislike about this game. Plus, that's why this blog is called "What makes or breaks it?"

Description: Life is Strange is an adventure game about a girl named Maxine Caulfield (in the same veins as Holden Caulfield but less vulgar in personality) and the days she spends with powers over time that recently manifested. With these powers, she attempts to discern and in one case, prevent certain events taking place. The town itself is a little like Twin Peaks with odd occurrences taking place over the course of the 5 episode (only 3 are out so expect more odd occurrences).
(Summary without minor spoilers on what makes or breaks the game will be below)

What makes the game:
The use of time travel in this game doesn't act like a token mechanic that acts like a checkpoint or only shows up in cutscenes. It actually has uses in gameplay, whether it be to prevent an in-game act (I only recall 3, maybe there's more but I can't remember) or to add conversation options by finding out information and using said information after a rewind. Sometimes, the time travel powers even allows you to help your fellow students, whether it be to avoid projectiles or finish a science project with an A. The episodes after the first shows Max developing newer powers (though sadly these are event based and due to story reasons, probably will not crop up again) and (MINOR SPOILERS) being able to affect the time-space continuum (though I did enjoy the fact the game writers acknowledged the implications of the butterfly effect caused by a single alteration in time)
The choices do matter in this game so far as I've been playing them. The games all have a set ending for each episode but the little choices actually matter (unlike Walking Dead Season 2 where it always boils down to a certain number of survivors every time) in the game's narrative with certain conversations made in a prior episode actually having an effect on characters' opinions of Max (so far I've seen one notable occurrence of this). One particular example of choices mattering lies in a particular event where doing certain things in the episode and previous episode actually builds up in altering the final result of this event, which changes the characters slightly for the next episode. So, having choices that affect the game's narrative would probably pull people over to buy the game.
Soundtrack and graphics work (not that I ever really care about graphics in game unless they don't work) with the latter having an artistic aspect that ensures the game doesn't cross into the Uncanny Valley and lead to a therapist session that consists of repeating "The eyes... The eyes..." It works for the setting (a high school/college environment? I'm not too sure) and probably would not pull you from the experience (I also liked how the intro music for each episode (or at least 1 and 2) are basically music from Max's music player that she is listening to for the intro cutscenes.
The plot is intriguing enough, for me at least, to want to find out more with an over-arcing mystery in the three main plot points of the game hanging over the game that demands to be solved. A significant missing person and cataclysmic events unfolding in the game would probably intrigue the average player seeking a story about time-travel and the implications of time-travel. With a particularly significant event occurring in episode 3, I currently anticipate the next episode with bated breath due to (MINOR SPOILERS) an upheaval of the status quo that leaves you wondering about the changes in Max's life due to her actions.
The puzzles aren't 100% adventure game logic(not all of them at least) where one item is used to open one door and just that door. They work for the most part and they allow you to use your powers to solve some as well with one in episode 3 that made me feel a little too proud of myself for figuring out.

What breaks the game:
The character dialogue is not that realistic for teenagers as some teenagers end up speaking in stereotypical manner or in a manner not befitting teenagers at all. Max, in particular, acts more like what a person would imagine a hipster would be like at least internally with bizarre or cringe-worthy monologues that pop up with her examinations of certain things in game. It is no a total deal-breaker as one could get used to it (I basically ignored it and laughed at it, not with it) and at most, it would make you leave to play DOTA 2 so that you can remember how angry teenagers sound like.
Pacing is another problem. Some games can be fun if it is a good length even if they are short (but need to be a reasonable price, of course) so Life is Strange is a typical adventure game length of several hours per episode but doable in a day. Certain events however feel like padding such as (from the top of my head at least and MINOR SPOILERS) episode 2's bottle hunting game  (that makes up for padding through world-building via objects) and episode 3's clue gathering task via rewinds and dialogue that became tedious in gameplay. While episode 1 and 2 had appropriate pacing with events moving at the right pace for the narrative, episode 3 had the aforementioned task that could take players out of the experience (especially for a second playthrough). Episodes 4 and 5 haven't come out yet so perhaps they will avoid this in the future.

Summary:
What makes the game: The use of time travel, choices that matter, plot, puzzles not requiring adventure game logic
What breaks the game: Dialogue is unrealistic, pacing

This is solely based on the first 3 episodes of the game and so far, the game's writers have done a decent job with Life is Strange. The game is solid (not a game of the year for me but then again, I prefer RPGs so what do I know?) and is worth a look (at least in my opinion). If you want to add something in your Steam Sale shopping spree, Life is Strange could be one of those games(unless the last 2 episodes are based in clichés and typical plot elements to which I would retroactively remove my praise for the plot and make it a negative point). This is however an IMPRESSION of the game, NOT a full review due to episode 4 and 5 still on the way. (so take my views with a grain of salt)

P.S - This is my subjective views on the game, it is not objective and you are free to disagree.

Wednesday, May 20, 2015

The narratives we create

Some games have a story to tell. Stories that are entertaining, heart-warming, tear-jerking, nightmare fuel inducing, mind-boggling and etc. Yet despite such games like, in my opinion at least, the Baldur's Gate TrilogyPlanescape: Torment, Spec Ops: The Line, Silent Hill 2, Bioshock: Infinite, System Shock 2, Deus Ex and others that I can't recall, the stories I have made up in my head in games that leave such a blank space in those areas make an experience that is just as memorable.

Games like FTL: Faster Than Light, X-Com: Enemy Unknown, Shadow of Mordor and Xenonauts have a setting, a select group of randomly generated characters, a premise and a Random Number Generator (RNG) for certain events (not as much for Shadow of Mordor, I think) but yet possess this curious ability of being able to create a story of their own. A player-made experience created by the individual playing it. Granted these are stories in your head that may differ while being difficult to maintain due to the abrupt ending caused by a game-over but these are stories that have impact and pay-off, especially if you reach the ending.

Recently, I played FTL with the Kestrel starter ship. I remember how we lost the engine room guy due to a spider-filled space station though we replaced him with a Zoltan. Throughout the journey, my crew went through a lot and I began to imagine their characters and their thoughts with each person having a particular trait that allowed them to endure the horrors of what they do (i.e stealing supplies, killing pirates who surrender etc.) and when they died, I sometimes imagined the surviving crew thinking, "At least he doesn't have to live with what we've done... Though the scrap was useful!"
At the final battle against the Rebel Flagship, I ended up with my own little narrative despite not having a writer making said narrative for the game. I imagined that last battle with the crew at their stations except the captain who saw the presence of a teleporter on the enemy ship. He then sealed himself in the door compartment to protect the people in the other sections, knowing that he risked the ship's hull in the process. At the final stretch, with the engines damaged, the captain returned to his post to ensure that the ship could avoid the enemy's final salvo while the remaining crew sealed themselves in the med-bay to stay alive in a ship that was losing oxygen in key areas. One crew member stayed in the weapon station a bit longer though so that the weapons would charge at a faster rate. Once the targets were locked and the final salvo was launched, he fled into the med-bay just as the enemy intruders burst in through the doors. The final salvo struck their target, the flag-ship destroyed but not before they launched a final salvo of shield-piercing missiles at them. They prepared for the worst, the ship facing impending destruction but the captain did not give up. His skills ensured that precisely one missile missed its target. It was enough. The whole crew survived, the ship an inch from becoming space junk. The radio in the cockpit then flared to life and from the other side, the Federation declared, "The Rebels are falling back... We've won..." The entire crew breathed a sigh of relief and with the help of the Federation, made their way back to the main Federation planet for the celebration of a lifetime. My four surviving crewmembers wouldn't be celebrating with them though, they'll be together by themselves mourning the loss of the engine room man while silently celebrating the fact they survived. They might not have a happy retirement awaiting them with the potential PTSD but for that night, they were simply happy to be alive.

This is the kind of narrative that can be made from one playthrough and I imagine more could be made just by playing another new playthrough. Xenonauts also had one too. For me, it involved the final mission with 2 rookies sacrificing their lives, by keeping the Reaper hordes at bay. to ensure their commanding officers could kill off the head alien and save the world. That night, three people did not join in the celebrations; the two officers and the commander of the Xenonauts task force, all three of them making a silent toast to two rookies who made all the difference in the end. This is the kind of stories one can make up due to the uniqueness of each randomly generated sequence and characters which, while not being a credit to the writers of these games, are a credit to the design and premise behind these games. These are things that could lead to one favouring games like X-Com even if there is no actual narrative within the main game and why I enjoy these types of games.

Now, I wonder if I should restart FTL during my finals...

Thursday, May 14, 2015

Avengers 2: Age of Ultron

First time doing this sort of thing, so let's try to get along.

Avengers: Age of Ultron is the sequel to the first Avengers movie and acts as the finale for Phase 2 of the Marvel Cinematic Universe (the name of the franchise, ignoring the X-men movies and other movies that have not been licensed by Marvel Studios).

What will break this movie:
One can already tell that the movies are becoming formulaic with similar structure to previous Marvel movies that might irritate or bore viewers expecting something new and intriguing. I will not explicitly describe the formula in case of spoiling the movie for people but most avid Marvel movie viewers can sort of get what I mean. In terms of narrative, it's nothing spectacular; it's just a basic story.
The romance between Hulk and Black Widow, while not irritating me like Tauriel and Fili from the Hobbit movies, did not really fit the narrative that well and for me, felt like it was a case of "Pair the Spares" that irritates me in most shows I watch. If previous movies could establish a budding romance or perhaps indicate the two were at the cusp of a budding romance, I could buy it and roll with it. As it is, it's a mixed reception.
 Another thing that could detract viewers is how quickly conflicts between the Avengers are resolved with arguments and a significant fight sequence between prominent members being resolved by the end with no visible hard feelings or a hint of resentment between the conflicting members. It would come across as an overly quick resolution to mounting tensions, though one could argue that with an apocalyptic event on the horizon, it makes sense to drop the tensions. With the advent of Captain America: Civil War, I can say that perhaps these conflicts will crop up again and along with the motivations of the Civil War, would create two conflicting sides with valid justifications for arguing against the other group. It might not appear this way to regular viewers but hey, it's a minor problem.

What will make this movie:
If you came in expecting an action-packed movie that can entertain, this will do just that. The movie is action-packed from the first 5 minutes alone and the battles do take place in well-shot scenes (though one prominent battle does go on a bit too long, not that this was a deal-breaker for me). The scene involving 'Archie' and V.E.R.O.N.I.C.A was quite good and when it ended, I wished it was a bit longer and that we got to see more of Veronica in this movie. As it stands, a standard action movie viewer would be entertained from start to finish (if they don't want complex and thought-provoking narrative and stories). [The action, for me, still pales in comparison to the Raid or Berandal, but that's another story]
The members of the Avengers do have a relationship with one another that has a natural dynamic unlike some team-ups that feel forced in comparison (The Last Airbender comes to mind but I should not bring it up for fear of self-lobotomy). Each Avenger gets some degree of prominence in the movies without placing too much attention on one particular member (that's what the solo member's movies are for) and even Hawkeye receives his fifteen minutes of fame, which was an improvement compared to the previous movie. Scarlet Witch and Quicksilver (not their names in the movie but it's more convenient for people referencing Wikipedia) perform well and aren't as mediocre in this movie than compared to Godzilla where their actors pale in comparison to Bryan Cranston in that movie. Here, it does its job, not amazing but not terrible and to their credit, they don't feel out of place in this movie. (Not sure if this Quicksilver or X-men's one is better, need to watch the X-men movies to double-check) As a whole, the relationships and the dynamics of the characters are done well though Joss Wheadon's script writing is present in their dialogue (as it should be since this is a Joss Wheadon movie).
Special effects and soundtrack do their job with no visible errors from my two viewings of the Avengers. I don't give those two aspects credit usually, especially the former unless it's something that can't be ignored. In here, they work fine and are just footnotes.
For me though, the best part of this movie would be Ultron. I know he doesn't look like the one from the comics but James Spader's voice makes each monologue a spectacle that sticks with you from start to finish. As a villain, Ultron is a run-of-the-mill 'wants to destroy the world' villain but that voice acting makes even the corniest speech amazing and spine-tingling (for additional examples, try the Lich from Adventure Time (Ron Perlman is a gift from God in those monologues)). (I will not discuss why Ultron is more complex than he appears to be as that could result in spoiler discussion).

Overall:
If you want an entertaining film to have a good time with friends and not a though-provoking experience, Age of Ultron does what the first Avengers film does; Be entertaining and a good watch if you keep your expectations at a moderate level and not go in like a hype monkey. Some things might put you off but for the most part, it works.