Zap Edition
Sunday, December 20th, 2009
Infamous (or inFAMOUS if you insist on using the game’s inexplicable capitalization scheme) has a weird feel to it. I read Tim Rodger’s Let’s Talk About Jumping piece—or opus as it may be—which is rambling and unfocused and contains a lot of drivel but did have an interesting point or two within (just like ToD!) one of which was that, in video games, moving should be fun. The sense of transporting your on-screen avatar in an interactive medium really needs to have enough raw power to be rewarding in and of itself. I suppose this could be accomplished via interesting visuals so you have cool things to look at while you move or it can be accomplished with an enjoyable movement mechanic. But the core of the point remains that games tend to have their own feel when it comes to movement. Some are smooth and gliding like Half-Life or Assassin’s Creed, some are harsh and plodding like Silent Hill or Castlevania. In some cases it works, in others it doesn’t or at least it fails to really add anything to the experience; occasionally a game will have a sort of incongruous movement feel but somehow work in spite of it.
I’m talking about Infamous again. There is a certain floaty, detached-from-reality sense that you get from navigating the world in Infamous. The animations are all relatively impressive and the controls are responsive but while the game is essentially a comic book it looks realistic enough that I expect a greater sense of heft to the physics. Which is not to say that Infamous fails Mr. Rodger’s fun-to-move test. Moving around in Infamous is fun, although while it shares a lot in common with both Crackdown and Assassin’s Creed, it isn’t quite as fun to work your way around the city as either of those games. It’s basically the main way in which Infamous developer Sucker Punch reveals their Sly Cooper past, because Infamous’ Cole Macgrath jumps almost identically to Sly. What’s even weirder than the weightless way you jump and fall in Infamous is the wall-climbing system which basically has you being somewhat sticky when you jump near or toward climbable surfaces. Considering this is the principal way you traverse the environment it makes for less fiddly controls in the sense that you don’t have to be super-precise with your jumps resulting in it being difficult to accidentally jump off a ledge. Which would matter if you actually got hurt from jumping off ledges, but like Crackdown you sort of roll with it instead which means when you actually want to jump off a ledge, you typically end up hanging from it or clinging to the side of an adjacent building while the assault rifle-armed enemies you wanted to escape use your buttocks as bullet bongos.
That’s not really a genuine complaint—it’s more observational—since you eventually get the sense of how it works and you can sort of compensate. What is more of a real gripe is that for a super powered guy, Cole is kind of a slouch in the combat department early in the game. It’s not that combat isn’t fun, because it is, especially if you like electrocuting dudes in the head (a lot of dudes). But it is remarkable to me that I die so incessantly since, I mean, I can flip cars over and survive a 25-story drop to the pavement. Somehow concrete and terminal velocity is not a problem but AK-47 snipers six blocks away are serious problems. I’ve gotten to the point where I only really engage my foes when there are cars around because the cars are reasonably-sized targets from the distance I prefer to rumble and if I hit them enough they explode and at least knock down these assault rifle savants long enough for me to spin on a heel and run like an electricity-wielding sissypants. I’m playing the game through on the Evil path (Infamous being right there in the title) so I’m hoping once I get the Arc Lightning ability I can approach these fracas with more confidence but even upgrading my combat powers hasn’t done much to make me the unstoppable killing machine I aspire to be.
Strangely enough my favorite thing about the game so far is the pacing which is—hardy-har-har—lightning quick. The side missions take typically less than five minutes to complete and even the longer story missions are only 10-15 minutes in length and almost universally the missions don’t require a lot of unnecessary traipsing around the city: Your destination is typically only a few feet from the mission start point. As a guy who has suffered through dozens of Grand Theft Auto traveling tours, this is most welcome and is a stark contrast to the laboriously protracted sessions mandated by Silent Hill: Homecoming which you will note I did not play this week. I can drop into Infamous for twenty minutes while I rock the baby to sleep at 4:30 am and get two or three missions knocked out. Historically I’ve been the kind of person who prefers the deep dive where I can sink in and savor a game experience, but until my daughter is old enough that she can’t be relied on to need some kind of manual intervention every 2-3 hours, surface level games are going to be my favorites.
Aside from Infamous I dipped a few more times into WoW, wrapping up the last of my free trial account time. I got to thinking a bit more about what I had said last week regarding what it would take for Blizzard to get a regular subscription from me and I think I really nailed it when I supposed that finding a way to engage the multiplayer aspect would have to be the key. I don’t know that I’d have to get my existing friends interested in WoW, even having the opportunity to play enough to make in-game friends would probably be enough to encourage me to stick more closely with the game. Appointment gaming (especially online) is something I haven’t ever been able to effectively establish but then again my luck with coordinating real-life friends with virtual interests has been extremely limited. This is, in fact, kind of the largest stumbling block in my gaming hobby: I’ve occasionally been able to coordinate tabletop gaming appointments and from time to time I’ve had very short-term success with some online gaming (say, enough to finish a few co-op games online or have a handful of multiplayer sessions with friends) but we’ve all tended to drift into and out of the various games at different rates and times and platforms. In my blissful imagination I am better able to forsee the gaming trends of my peers and/or rally the game-playing members of my extended social circle into some kind of unified front of entertainment. Back in reality, I almost never ask anyone to play with me because I’m haunted by scenarios that never took place in which my requests for companionship were met with unblinking stares, icy and judgmental.
For the time I’m content to grind for experience, reputation and trade skills on the occasional basis but I think WoW represents for me more of an ideal, one which I may be found from time to time to be actively pursuing, rather than a viable candidate for anything resembling a commitment. I’m not convinced this is a bad thing.
I may have given the impression last week that I disliked Mario & Luigi: Partners in Time. That was disingenuous. It’s the kind of game I’m able to have fun with in spite of myself, which is wholly independent of the game’s inherent quality. I’m not typically the kind of person who shies away from “kiddy” games just because they’re colorful or silly or targeted at an audience younger than I happen to be.
I don’t feel silly playing M&L:PiT because it’s sort of juvenile, I feel silly because I honestly can’t figure out why I keep going back to it as my portable game of choice. It is fun, like I said, I’m just not sure why. On the surface it’s very simple and when you dig deeper… well, it’s still very simple. The only thing I can postulate is that it scratches an RPG itch without demanding any real commitment from the audience. Unlike even Chrono Trigger which has a certain degree of narrative investment you have to accept in order to enjoy the game (I’m using it as an example because of its age, not because M&L stacks up against it in any useful way), this game lets you sort of have fun with a game that toes the line between 16-bit era role-playing and Zelda without taking a single thing seriously. If you like the kinds of games being streamlined here it won’t serve as a replacement for any “real” genre title, but I can’t find fault with the magazine version considering that’s sort of the essence of handheld gaming in my estimation.
Despite my insistence last week that I wasn’t done with Dragon Age, I found it difficult to really get into my second playthrough of the game, which is surprisingly in keeping with my BioWare experience. No one really considers Mass Effect or KotOR to be particularly linear but I find that the consistently pre-programmed framework for their games makes the internal deviations an insufficient carrot to dredge through the similar structures just to experience. Philosophically, I want to see what else the game offers, but practically I can’t seem to drum up the motivation.
Dragon Age was brought to a state of completion last week, although that statement infers a sense of finality that is not strictly accurate. I brought the game to bore on an ending, one of several I’m told, and then I set about with another one of my six characters to try again. I won’t lie and say that there isn’t a strong element of achievement hunting that motivates me and I won’t further the charade by suggesting that I won’t rest until all achievements have been acquired. Suffice to say that having watched the epic 25-minute credits roll at the end of the first playthrough, I wasn’t prepared to say that the game held no further appeal to me.
I finished Dragon Age: Origins this week (next week’s Edition will cover it in greater detail) and while I enjoyed it for the most part I kept feeling like there were parts where it reverted back to standard fantasy provisions that we’ve seen over and over again and which, at this point, I think need to just be put to pasture for a while. Not all of these are specific to fantasy RPGs though I’m thinking of that subgenre specifically.
I’ve been having fun following the 