Showing posts with label 360. Show all posts
Showing posts with label 360. Show all posts

Friday, 16 November 2012

Supergiant Disappointment



Bastion’s most distinguishing feature is also its weak point. The game’s narrative style conspires with bite-sized level design to undermine an otherwise excellent experience.

Image: supergiantgames.com
Bastion was the debut release from Supergiant Games. But it was also their second, third and fourth title. Since its launch on XBox Live Arcade in July 2011 the game has surfaced multiple times, first on Chrome, then through Steam and most recently on iPad

Becasue of this protracted release schedule, the game has generated quite a bit of buzz.

And not without good reason. Bastion may seem like a straight-forward brawler, but it hides a few surprises.


Image: supergiantgames.com
It’s stunningly beautiful for a start, with strong vibrant colours and detailed (if slightly sluggish) animations. The game’s art-style is impeccable, at times reminiscent of 16-bit Japanese work at its best. Think Chrono Trigger but with a distinctly modern style.

The game-world responds dynamically to player action, emerging out of the void and building up brick by brick as you progress. It's visually striking and masks the linear nature of the levels.

And it's all in service of the game's story. Bastion is set in a world destroyed. It's up to the protagonist to make that world whole again. He’s literally pulling the environment back together again around him. And piecing together the history of the land and the calamity that destroyed it.


Image: supergiantgames.com
So far so archetypal-hero-on-a-quest-to-save-the-world. What sets Bastion apart is its storytelling. This isn't gameplay book-ended with a few lines of dialogue. An unreliable narrator in a one-sided conversation with an unknown individual describes your every action as you progress.

And occasionally it works. One scene revels the hero’s background; a series of combat scenarios crafted to represent the nightmares he has about his past. The short section is compelling, both in gameplay terms and in the ideas it communicates. It’s a rare moment of concentrated storytelling from the developer.

When extended across the seven or so hours you’ll spend with Bastion the conceit breaks down. Games are most often played in fits and starts; in the stolen hours a person finds where they can. Bastion's short levels lend themselves to that style of play but the complexities of the story are at odds with the design.


Image: supergiantgames.com
It isn't always possible to make time for a game. Bastion’s form of storytelling places too much responsibility on the player to engage with it.

Important plot points are buried in frantic combat scenarios, or in moments while the player is otherwise distracted by the environment or the art.


This form of embedded story isn't always suited to the medium of videogames. It works best where the player is actively engaged with it; exploring abandoned homes on Halflife 2’s Highway 17 for example. Rather than communicating with you, Bastion is talking at you. The narrator speaks whether you care to listen to him or not.


Image: supergiantgames.com
Worse yet Supergiant Games change Bastion’s rules on occasion to cater to the story. In a scene towards the end of the game, the protagonist effectively becomes invincible in service of an idea intended to be impactful, but which comes across as annoying drudgery.


It would be unfair to knock Bastion for trying something new in a medium dominated by mindless shooters but Supergiant may have bitten off more than they could chew with this novel approach to story-telling. The quality achieved in every other aspect of this debut title only makes the failure of the story to hit home that bit more unfortunate.


Sunday, 6 May 2012

The Mass Effect Effect

How can the loss of a Mass Effect game-save lead to so much strife? Well, there are two reasons. And the first is simple, I love my Shepard. I didn't want to lose him. The second has to do with the appallingly small world of videogame journalism. And it's highlighted one unsettling problem that a 'year off gaming' might present.


Now that the old PS3 has received a new lease of life (thanks to my trusty hair dryer), I’m back in business with Mass Effect 3. Catastrophe averted. 

Losing a game save shouldn't be such a problem, right? The gameplay in ME3 is unrelentingly satisfying. I’d have been only too happy to play through those opening 12 hours again. Combat has real heft - although things can still get hairy, it's only too easy to dominate each encounter. It's crowd-control and it's fun.

Controlled chaos in Mass Effect 3

The game also benefits from a serious presentational facelift. Looking just as good as ever, it seems that developers Bioware finally hired a foley artist and/or sound engineer to bring the quality of their audio up to match their visuals. Weapons pop and the iconic sounds of the mass relays and reapers are pitch perfect. And those bizarre moments of silence that peppered previous games? Few and far between.

Most importantly, the game feels like a sequel to the original, rather than to its 2010 follow-up. I've been known to ramble on about how much I love (and hate) the first game so I won't labor the point here. With this third release in the series, Bioware have struck a careful balance between the original’s storytelling and its sequel's focus on combat. Shepard’s back in the thick of the action in this one. 

So if the experience of Mass Effect is all good, what exactly is my problem? And no, it's not the obvious one.