GREAT BOSS FIGHTS AND WHAT THEY TAUGHT US, NO. 1: “MISTER FREEZE”

Few video game traditions go as far back as the noble boss fight. From the valiant pursuit of a single pixelated barrel-slinging, kidnapper ape in the original Donkey Kong, to the cinematic destruction of cosmic beings and the gods themselves in the Bayonetta series, half the games we remember, we remember for their climatic showdowns.

That being said, a boss fight is no guarantee of excitement, nor of satisfaction. A lot of modern games are happy to condense what should feel like an epic confrontation down to a series of quick time events, like the pirate slavery goon squad leaders in Far Cry 3, or perhaps decide to test something totally illogical, like making the Bed of Chaos in Dark Souls a platforming boss. Or what about Fable II, in which you spend the whole game trying to get to your hated nemesis, only to press one button and unceremoniously blow a hole in his head ten minutes from the end, never to be mentioned again?

So bearing that in mind, over the next week or so we’re going to be going over five great boss fights from gaming history, what made them work, what they have to teach us, and where they might just have fumbled too. And to begin with, we’ll begin with something a little…

Hold on, were there any ice puns that Arnold Schwarzenegger didn’t use up?

 

“MISTER FREEZE,” BATMAN: ARKHAM CITY

Nobody would initially look to the Arkham series for examples of good boss fights. Out of the whole four games and all that DLC, I think I recall only one worth mentioning, maybe two if you count the Scarecrow sections (which I do think are slightly over-praised as a whole).

That boss fight is, of course, the confrontation with frosty foe Mister Freeze, taking place midway through the second game. After an uneasy alliance between him and Batman collapses with all the predictability of the Statue of Liberty in a disaster movie, Freeze seals the doorways with ice and decides to clip this bothersome Bat’s wings. Acting fast, the caped Crusader retreats into the shadows – and the game is suddenly on.

 

WHAT IT INCLUDES

This is one of those fights that actually feels like you’re doing the Batman shtick, because Freezey isn’t going to just go down with a sturdy punch to the face. The guy’s surrounded by more metal than the editor of Decibel magazine, and the only thing apparently bigger than all that power armour is the ice-powered proton pack he’s carrying around with him.

So the key is to slink around, staying stealthy, and using all kinds of special tricks to slowly compromise Freeze’s suit until it’s worn down to the point where you can drive your fist through his helmet and take time showing him the true meaning of the phrase “cold snap.” But Victor isn’t exactly going to go along with that, and what makes him genuinely intimidating is the fact that every time you use one of your tactics, he does something to ensure it can’t be used happen again. Leapt up at him through a floor vent? He seals it shut when he realises what’s happening. Power up a generator to mess with his electronics? He’ll break it afterwards. Tried sneaking up behind him? He turns on a jetpack to burn you if you try it again. No gimmick will work twice, so you’d better be playing it smart, and playing it very, very careful.

 

WHY IT’S GOOD

Oh, this is good for a whole bunch of reasons. First of all, you’re forced to Batman as well as a Batman can. This is the make-or-break moment, where your cunning is suddenly put against an AI who learns from your actions, and it feels tense and exciting in a way that we haven’t encountered since Killer Croc in the first game, and certainly not as well.

In fact, considering you’re usually against thugs who pose about as much threat to you individually as a stale Hobnob, the single figure of Freeze suddenly throws that sense of superiority off-balance, making you feel like you’re the one being hunted. He can follow the warm footprints you leave behind, devastate your health bar in a couple of shots, and even getting close to him feels nerve-wracking, as he scans for a hint of bodily warmth or fires off drones to pinpoint your location. Not to mention the fact that his emotionless, artificial voice and glowing red goggles beneath the misted helmet make him startlingly creepy as an antagonist, even in a series that was usually pretty good at that sort of thing to begin with.

 

ANY MISTEPS?

As crazy as it sounds, I think a bigger environment with some more elements at play wouldn’t have gone amiss, nor would I have objected to seeing him come back in a different location with new tricks later on, considering he’s a great part of the game that’s finished with halfway through the second act.

Also, taking stock of Freeze’s tricks does take a while, but once you’ve worked out everything in your arsenal, he’s not as difficult as you’d think to take him out. The warm footprints can even be used to lure him around into certain traps, and he’s slow enough and loud enough that a clever player can avoid being caught without using their detective vision. Ideally, this would be the moment in which he brings in more drones or throws something new at you, but that never really happens. It’s not so much an error in the fight as the unused potential to be even better.

 

WHAT WE CAN LEARN

A boss fight is not only some culmination of spectacle or the chance to try out a gimmick, it’s the moment where the player’s skills are truly put under the magnifying glass and milked for all they’re worth. There’s so many times where a boss doesn’t seem measurably much more difficult than their collected minions, and you wonder A) how they got to be the boss in the first place, and B) where on earth the challenge is supposed to be if not here.

But Freeze is most certainly the grand exam for the stealth element of the game, testing the player by forcing them to try out every pouch in their utility belt, not to mention stopping them from using the same tricks over and over. He pushes you in every respect, surely the true point of a boss fight?

Well, depends who you ask. I know some games that would Pokemon X. Er, I mean, that would disagree.

 

NEXT TIME: Big, bad and beaky.

DRAGONBALL XENOVERSE 2 REVIEW

Nobody was more surprised than me to find out that they liked Dragonball Xenoverse. Why would I like it? I don’t much care for anime, I flat-out dislike Dragonball, and fighting games were never much my bag either. No Street Fighter obsessive, nor weeaboo hugging his Android 18 body pillow to be found here, I’m afraid. I’m too busy playing Dungeons and Dragons to engage in such loser hobbies.

So when I realised that Xenoverse was a very solid combat game that really leant into the power fantasy of it all, I suddenly realised I was having a whale of a time. Yes, the story is fanservice nonsense that wouldn’t pass muster in a third-grade writing exam, but it doesn’t intrude on gameplay much and allows you to rocket around the sky kicking aliens without issue. God bless the skip-cutscene button, a function that served me even better than the pause menu.

Which left the player free to indulge in high-octane lunacy, as you fire various beams of energy at improbably resilient foes, who all fly around smacking each other like a civil war broke out on Krypton. And the game rewarding you with new fighting techniques and characters to play as means that it all feeds nicely into itself. Colour me excited for Xenoverse 2, then.

20161030172028_1

Joelku’s back, bitches! And this time, his dress sense is worse than ever!

But the problem is that I did something before playing Xenoverse 2 that I suspect the developers were hoping I hadn’t done recently: I played Xenoverse 1. And this, as I would soon come to realise, was a major problem.

Because Bandai-Namco’s new anime odyssey isn’t really a sequel, it’s an upgrade. It’s not like buying a new phone, it’s more akin to updating the software, and the number of assets, mechanics, powers, ideas and locations that have been copy-pasted from the first Xenoverse to the second is pretty unimpressive. I wasn’t hoping for a complete overhaul of the system, but you’re more likely to come across old content than new content as you power through the campaign in “Dragonball Xenoverse 1.5.”

But I must say that there was a rather neat function whereby you can import your created character from the first game into the second, where he then becomes an NPC that features in the story. The former protagonist has now become a de facto legend and high-ranking member of the rather scrappy and slightly stupid Time Patrollers, the recurring organisation of weirdos who go around making sure that history doesn’t change too much in the wake of irresponsible ruffians like Doctor Who, the little fez-wearing bastard.

The above premise isn’t a terrible one, but it’s not handled particularly well and the story can’t quite figure out what it wants to be, other than a Dragonball Tribute Band. For one thing, it never becomes clear why changing history is such a bad thing, especially when you choose to do so at one point in the narrative and nothing bad happens as a result.

20161101131903_1

Pew pew pew! Take that, Vegeta! How dare you try to overshadow the far-less interesting protagonist! How dare you go through an engaging character arc!

Not to mention that the undisciplined, clubhouse feel of the Time Patrollers is a genuine plot flaw that only becomes more notable as you progress through the story and see just how slapdash this whole thing seems to be. I practically expect to hear that old joke being shouted out:

“What are the patroller’s coordinates?”

“Sir, I’m afraid he’s uncoordinated.”

I can’t remember where that line is from (and that’s been driving me nuts for weeks), but I’ll be damned if it doesn’t apply to the Time Patrollers. A band of well-intentioned and overpowered mooks sit on a giant island floating somewhere outside of reality, with no real rules or even method to their madness. And all of these super-bozos are being led (rather frighteningly) by a cast of oddballs that include Hitler The Elderly Aubergine, Manic Pixie Dream God, and a mopey idiot with a large sword and out-of-season overcoat. Seriously, if I got a penny for every time that Trunks screws up over the course of the game, I could buy his mother’s company three times over. Ooh, look at me picking up knowledge of the world as I play. If I keep this up, dear reader, you have full permission to blow my head off.

‘Cause I ain’t here for story, partly because it’s the same plot as last time. Some ruffian is going through history and trying to change it by granting extra power to old villains, and you drop in with your create-a-character to show them what-for, ensuring that all the established canon remains canonical. Because god forbid we do anything daring, like play with the stories a bit and see what new material we could draw from them. Did everyone just forget how cool it was when Arkham City did that?

20161102171426_1

Oh god, I HATE when this shit happens in anime and cartoons! Stop laughing, it’s so creepy!

But much like the first Xenoverse, it’s clearly a game made for fans, by fans. You want to help Goku beat up Frieza? Done. You want to read somebody’s power level? Just slap on a scouter. You want to perform every move and ability demonstrated in the show? They’re all waiting to be unlocked. You want to collect the Dragonballs and make a wish?

Ooh, hell yes! Can I ask for immortality?

Er, actually not. We had to remove that option to prevent the game from being broken, but look! You can get a giant radish as a cosmetic item instead, gifted to you by the mighty Shenron and his universal omnipotence! Hooray for magical root vegetables!

… Mister Critic, Why do you look so angry?

Beyond that, the mechanics are pretty similar to the first game. You fly around arenas performing combos on goons with a bunch of stats and superpowers backing you up, balancing ki and stamina meters as you do. And frankly, it all works well. It was fun before and it’s fun now, but the thing that Xenoverse realised early on, as mentioned, was that the best reward for killing goons is more ways to kill goons. Most missions give you a new move or technique when you beat them, and you can swap out the attacks you know for different ones, Pokémon style. And whilst most of the abilities available here are imported from the previous game, there’s enough additions to the roster to keep things somewhat fresh.

That being said, the combat does feel a bit… Stickier than before. There’s a few new forms of basic attack to play around with that makes things more organic, but the game as an odd habit of making your character stop moving after certain attacks, whereupon somebody covered in particle effects comes around and kicks your head in. And whereas before now, when punching an enemy across the map caused you to teleport cleanly after them, now the player characters fly in a locked route to pursue them as part of the attack animation, which means you get stuck on the geometry of the world really easily, flying into mountains or buildings that were uncooperative enough to be standing there.

20161028231251_1

“Wow, this guy tripped and fell really hard.”

Oh, and there’s a few more problems that weren’t solved from the first game. Keeping secondary objectives as a secret until the player solves them makes less sense than a warm-hearted Tory, and the fact that certain items and skills are given to you randomly at the end of each challenge is a right pain in the bum. When I power through a mission and manage to reach a perfect score, only for the game to spin a roulette wheel and decide that I don’t deserve anything better than a participation award, that’s some serious crap that no game designer should’ve been happy to sign for. Especially when I know, deep down, that some other dope has muddled through with a piss-poor performance and still been given all the planet-busting super moves. Not cool, Xenoverse.

But let’s move on. One of the big new changes is the hubworld, which the advertising boasted as being seven times larger than the one in the last game. Is it wrong to admit that I don’t care about this? The hubworld is just a place to pick up missions, it doesn’t need to be bigger than a single room with a sign-up sheet pinned to the wall. And hell, the last game’s base of operations was too big already, so I don’t know what the developers thought they could achieve by doubling down on that.

This problem of size is alleviated by two solutions. The first is a little hoverboard that you can beetle around on for increased speed, and let’s be clear about this – that stupid machine sucks more arse than the average colonic. It controls badly, goes alternatively either too fast or too slow, is constantly overshooting because of momentum, and if you bump into something there’s a brief, unskippable animation where your character clutches his head and wonders about the choices he made in life. The amount of times I’d be scaling the long staircase up to where the story missions are kept, only to shoot off the end of them and come crashing back down to the ground level again… Yeah, to hell with that bloody Marty McFly contraption.

The form of hubworld movement is introduced about a third of the way into the game – just let the players use their flying ability like they do in combat. And because flying is fast, easy to control, allows you to scale heights without issue and just lets you go straight over any obstacles in your path, there is never a reason to get out the hoverboard again. One wonders why we couldn’t just fly from the beginning, and the only reason I can think of is that the developers wanted to annoy me. Perhaps there is a different explanation, but I can’t think of one.

20161101094551_1

Wait, you think I need a haircut? But I kinda like this “Sonic The Hedgehog” look!

By the way, anybody signing up for online play might find themselves getting impatient as they stare at loading screens and empty lobbies. The final thing that got carried over from the first game was the occasional crash and poor server quality, where being kicked from your match halfway in was less of an exception and more the norm. Even as I was writing this, a notification popped up from the publishers telling me that trying to use the Dragonballs in a public server was pretty likely to freeze the game, and that I should refrain from doing so if I wanted the best experience. Maybe they could’ve told me that a couple of days earlier, when that exact thing happened to me. Low effort, must try harder, etc etc.

Oh, and one other thing: Remember how certain characters could teach you their trademark moves if you beat them up for a bit, and occasionally joined you in missions if you were playing badly? They’re back, and ‘ere you resent this game for having them spawn and despawn randomly like they did in the first one, this time when they appear somewhere they have the common decency to stay put. That’s definitely an improvement, but like the ability to fly between missions, cutting out some of the RNG was a decision that didn’t feel anything less than blindingly obvious. It would’ve been an embarrassment if they hadn’t done that.

Dragonball Xenoverse 2 is indeed better than its predecessor, but not by much. A couple of stumbling steps forward does not imply some great leap of evolution, nor does it warrant forty pounds from those who already own the previous one. If I wanted to pay money to go in circles I’d charter a party bus and load it with prostitutes as we drive around a roundabout, because I’d have a better time and certainly a fresher experience.

That being said, I did just admit that Xenoverse 2 is a superior form of Xenoverse 1, a game that I like. And I probably would recommend the sequel to anybody who doesn’t own the original, because it’s a fairly enjoyable experience, but that doesn’t change the fact that I do feel a little sour about all this. It’s another time where the Steam refund policy looks like it could use a change, because it took me longer than two hours to realise that I was playing with the first game in a slightly shinier dress, all because those first two hours are mostly cutscenes and tutorials.

Those of you who are unsure about buying it should probably wait for the price to drop. Those of you who loved the first installment are getting more of the same, so you’ll probably be happy. On the other hand, anybody who isn’t big on games like the Naruto Shippuden franchise isn’t likely to be very happy. Being an unappeasable critic, I haven’t been happy since 1998, but Dragonball Xenoverse 2 did occasionally prompt some stirring of emotion that might approximate to approval. If you ever wished you’d bought the original, shell out for this extended cut. If you weren’t won over by the previous entry, this isn’t going to change your mind.


 

6/10

Dragonball Xenoverse 2 picks up where the old game left off, and very decisively chooses to stay there, making very little progress and refusing to develop itself beyond a few fringe aspects to gameplay. Why should you buy this when the original is still there? I’m not sure, I’ll tell you when I’ve thought of a reason.

GUNS OF ICARUS ONLINE REVIEW – “PLAYER TEMPERS ARE SKY-HIGH”

Here’s a bit of information that’ll surprise nobody: people suck.

And here’s a bit of information that’ll somehow be even less surprising than the previous one: people who play online multiplayer games suck even more.

I mean, is it even up for debate at this point? Between the pathetic shrieking, the inability to cooperate cheerfully, the ugly personalities, the permeating, eye-rolling belief that every game is the final match in some lame eSports tournament and that those who aren’t min-maxing every piece of gear are somehow not worth your time… It’s all infuriating. Why don’t you just relax and have some fun, you jackasses? You’re the collective reason why anybody with any brains at all sticks to the calm, clean waters of single player, rather than take the risk of jumping into the diseased community pool that is online gaming.

Yes, maybe I am a little bitter. I’ve never been a man for multiplayer in any major way, but that doesn’t mean I can’t appreciate good design and understand that playing with others can add a certain spice, especially when certain choices complement that spice. Watch_Dogs is now accepted as a pile of bland wallpaper paste and Hot Topic t-shirt scraps, but that hide and seek invasion thing worked pretty well, mainly for the ability to watch other people wet themselves when they realised someone was reading their browser history. And Dark Souls figured out pretty early on that the best way to minimise the problems of online gaming is to keep the dialogue and communication to a minimum, with clear goals and objectives for everyone involved. After all, nothing brings down the experience of playing with other people like… Well, other people.

And thus we come to Guns Of Icarus Online, which is a game I only found out existed last week, but had secretly always wanted in some form or another without quite knowing it had been done already. I can’t tell if I should be pleased or annoyed by that fact. I suspect that those who read a lot of my work will be able to guess.

The basic concept of this game is that everybody gets booted into a multiplayer server, and there’s a bunch of heavily-armed steampunk-pirate-ship-blimp things that float around like the inhabitants of Fallen London had decided to re-enact a battle from Star Wars, and the result is as lethal as you’d expect. Up to four players who are all seeing everything in first-person totter around on each ship trying not to vomit, and they’re all required to perform various roles if everybody’s going to make it out alive and bring down the enemy craft.

20161011140807_1

The landscapes and level design in Guns Of Icarus are often hauntingly beautiful and even a little chilling. This mood is frequently ruined by the static-ridden moaning supplied by your teammates.

Which immediately brings out the problem of shared responsibility, and the failing of one person quickly becoming something that everyone has to deal with. Whether it’s the captain steering you all into a cliff, or the engineer just spending the whole game cooking marshmallows by the glow of a small engine fire, the blimp getting smashed to bits is still going to mean death for everyone, whether you’re Amelia Airhart or Ted Striker.

But normally I wouldn’t worry about this sort of thing. It doesn’t matter whether it’s the enemy ship that bursts into flames or if it’s ours, the gameplay is still fun and shooting at distant targets is satisfying enough to be worth the effort, win or lose. It’s not like GTA V, where one person getting killed in the online mission was a genuine pain in the neck, as you all got thrown back to the start and lost progress. Yeah, you’d forgotten how much that sucked, didn’t you? I’m going to hold that grudge until the end of time.

But back to Guns Of Icarus, and let me say that the element of teamwork is a fundamental mixed bag. In my mind I was hoping for something like those scenes in Firefly or classic Star Trek, where everybody’s coordinating tactics and having a great time doing so. And when I was lucky enough to be playing with friends that was certainly the case, especially when you realise that the game is instantly made twice as good when you put on a pirate voice.

It was all rather thrilling. From my position at the helm I’d spin the wheel and turn us hard to port with a great thunder of wood and sails, bellowing commands and watching my loyal crew scamper around, wisecracking and generally enjoying themselves. Or maybe I’d be some lowly engineer cabin boy (represented by yours truly putting on a tremulous Oliver Twist voice), dashing between various parts of the ship at the whim of my commander, trying to fight back the flames and keep everything running. It’s fun, it’s endearing, it’s nuanced, but most of all it feels good to do…

… Until you enter a public lobby by yourself, and everything goes to shit. I admit that there’s not much the developers can do about their customer base acting like piss-stained chimps, but perhaps they could stop giving them abilities to annoy other people with? One particularly galling factor is that any captains in the lobby can extend the timer before the game starts, apparently indefinitely. Why the fuck is that there? What purpose does it have other than to be abused? If people aren’t ready to play, they could always just back out of the lobby and adjust their knick-knacks there, though I doubt they need it. The developers do give them two hundred seconds of prep-time at least, I’m sure they can cope with that.

20161008143026_1

Gunfire and explosions are what makes this game fun, whether those explosions come from your cannons, your engine, or your hydrogen-filled balloon “Hindenburging.”

There’s other irritants you’ll have to endure if you want to get at the pearl of good game design. For example, I do understand why the pilot is always the de facto Captain once you start playing. He’s best positioned to survey the area, he can maneuver the ship to get the optimal angles on enemies, and in a game about teamwork it’s still probably helpful to have somebody who can buckle down and take charge when things get hairy.

That’s the theory, at least. In practice it only means that one little git with a pile of Mountain Dew bottles stacked by his chair gets a power rush to match his sugar rush, and will scream unendingly at those unfortunates who don’t do what he tells them straight away. Oh, and captains can also see what loadout you’re using and recommend different ones, which only puts more power in their hands. No, I don’t want that kind of hammer using up my limited equipment space. Yes, I know there’s no limit to how many times you can make that text box ping at me and tell me to change it, you little sod.

And see how far declining that offer gets you – either a tirade of abuse in your ear or some mouth-breather giving a disgusted groan into the microphone before he lengthily explains why your build is completely wrong and inefficient. Dude, I’m just here to blow up airships with my flamethrower turret. Why is everybody making this so goddamn difficult for me?

Because on the few occasions that the dominoes fall into place and you get a good game going, it’s actually very engaging. The maps are huge and all thick with fog, which is placed around in a manner that manages not to be overly obstructive, yet adds a layer of stealth prior to every dogfight. Hell, it manages to be creepy and tension-raising to a legitimately startling degree. There’s something skin-crawling about the silence as you float past looming mountains or damaged skyscrapers, the only sounds being the creaking of rope and timber, constantly straining your eyes to see if that’s the glint of an enemy craft inside that wall of cloud-bank.

Then, BANG! Cannon fire ‘cross the starboard bow, sir! Aagh! Get on the port turrets, you scurvy dogs! I’ll swing this tub around to greet ‘em! Mister Engineer, keep watch on those propellers, I’m pushing ‘em to all they’ve got! Direct hit, sir! Wait, what the hell’s that sound? Captain, second target approaching from the stern! They’re below us, sir! Then man your stations, and full speed ahead! Prepare to fire on my command! CHARGE!

20161011134649_1

Hmm… Might need to break out the ol’ toolkit for this one.

At least, that’s how it should be. And with the right friends, that’s what you get. Bombastic, climactic, volcanic airship action, that comfortably blends strategy with heat-of-the-moment thinking and a nicely designed backdrop. But if you go in solo and end up with a mismatched team of nose-picking goons, you can watch something that should’ve been superb get completely ruined as an experience. Hoo-bloody-rah.

So my advice to anybody considering a purchase is this: buy if you have at least one other friend who plays, and only go on it when you know he’ll be backing you up. And when you hop into matchmaking, take your own ship and pray to god that all the other crew members besides you and your bestie are just the quiet, cooperative bots, which are clearly superior to the pond life that might replace them. Those of you who don’t have any friends up for airship battles are advised to stay clear unless you have an insanely strong stomach, and not just because of air sickness.


6.5/10

With a better community this easily could’ve been an eight or even higher, but the fact that players are permitted to act like dicks and even actively encouraged to do so means that the biggest foe in Guns Of Icarus isn’t the enemy – it’s your own crew. Scoop this one up if you’ve got comrades who you love and trust, otherwise you may want to keep your feet on the ground.

HAYDEE REVIEW – “BEEP BOOB”

Well. That was… Something.

In light of the controversy surrounding Haydee, it almost feels pointless to offer a critique of how it holds up on the level of gameplay. After all, everybody who’s played it or seen footage of the titular protagonist (and I choose that word very carefully) has already formed their opinion. Either you hate it for being sexist, you admire it for being subversive, or you love it disproportionately because a group you don’t like hates it. Or, contrarily, you hate it for the same reason. Or maybe you just have a fetish for women with buckets on their heads. Que sera, sera.

The point is that writing around the subject feels somewhat irrelevant, but that never stopped me before. So I’ll come right out and say it – a few gameplay ideas in Haydee are basically OK. Doesn’t matter if the main character is a sexist throwback or a powerful gender-icon when it comes to that angle, any more than Hideo Kojima’s sub-par writing skills change the fact that it’s fun to choke Russians in MGSV.

The game prides itself on insane difficulty, and that is certainly warranted. You meander around the sexbot research zone of Aperture Science Laboratories, and a number of things will contrive to kill you before you find the way out, or at least locate a loose, comfortable sweater. Evil robots, lethal drops, your own stupidity – given time, one of them will finish you off. At their best, these deaths usually feel like challenging but justifiable failures, in the manner of my lovely, lovely Dark Souls. My masochistic urge for a game that won’t put up with any nonsense is well-documented, and I was kinda hoping that Haydee would scratch that itch between sessions of Super Meat Boy.

20161001170211_1

<THE AUTHOR DOES NOT FEEL BRAVE ENOUGH TO WRITE A COMMENT OF OBSERVATIONAL HUMOUR REGARDING THE ABOVE IMAGE. PLEASE SUPPLY YOUR OWN HUMOUR AS NECESSARY.>

But at their worst, the deaths feel cheap and frustrating. I’m happy to admit that when some long-limbed android rattles towards me and I put five bullets in the wall next to his head, the fact that he proceeds to kick my notably ample arse is only because I wasn’t good enough to stop him. But when his brother sidles up alongside me with no warning and caves in my head before I know he’s there, that feels cheaper than a pre-sucked penny sweet. And with save points being few and far between, getting mangled unexpectedly is almost as annoying here as it is in real life.

Which is to say nothing of the camera breathing down your neck the whole time, because god forbid you find yourself unable to examine Haydee’s body at any point in the game. I’m sure that’ll mitigate the rage of being tackled to the ground by HAL 9000’s big brother, especially when climbing up platforms is done in two stages – the first one of which ends with Haydee awkwardly bent over the surface, just so we can see right up her exhaust port and embarrass ourselves when somebody comes into the room.

But I realise I get ahead of myself, and must describe the core gameplay ‘ere I ramble off into total irrelevance. Well, it’s not easily summarised. I suppose I get flavours of Deus Ex: Human Revolution, with a tiny bit of ‘dat Dark Souls added in and some classic elements of old Metroidvania, all set in locations from Portal that were considered too boring to be included in the final product. You scrabble around a clean underground lab in third person, picking up every gun, medkit, keycard and bit of ammo you can find. You also climb and jump around from platform to platform (which as mentioned, manages to feel more uncomfortably pornographic than Debbie Does Dallas) in order to move on and explore non-essential areas for more equipment that’ll help later.

The story is far less comprehensive. Our hero, presumably named Haydee, is seen in an enormous science facility, where the only inhabitants appear to be aggressive robots and dead, mechanical blow-up dolls. There are some elements we can piece together, for Haydee herself is one of these buxom sexdroids, and the fact that her unmoving predecessors can be found up ahead, all damaged from some sort of attack or fall, implies that you are not the first to try and find your way out.

20161001171415_1.jpg

But which one of us is really in a cage? Oh, it’s the robot. Seems pretty obvious now, but it’s quite hard to see with no eyes.

Or something like that, I guess. The game honestly didn’t seem to give a rotten fig about the possibility of narrative for the time I was playing it, and the broken iHookers only seem to exist to highlight which areas are fatal to fall into. The game clearly has its own opinion on what demands more attention than story – namely white panel walls, removable ventilation grates, and jiggle physics. Lots and lots of jiggle physics.

But there are things about the game I can appreciate. The minimal HUD feels nicely unobtrusive, and clearly somebody took inspiration from Dead Space and stuck Haydee’s health bar on the back of her helmet, making it an organic part of her design. Well, not organic, strictly speaking – oh, you know what I mean.

I also appreciate the fact that the game has some genuine ambition to present real challenge. Sure, I’m not too hot about the infrequent save points and the fact you have to hunt out the items needed to unlock them, but I always love a game that actually asks that the player wake up and pay attention in order to succeed. And though some deaths feel cheap and unwarranted, most of them do feel like my error and not the game’s.

And of course, I am completely on board with an emphasis on exploration, which demands the player make note of their surroundings and return to previous areas in order to be as well-equipped as possible.  Yeah, you can charge ahead and try to smother enemies with your ridiculously-sized chest, but you aren’t likely to succeed if you haven’t been snuffling around for ammunition like a Texas-born truffle hog. There’s also something rather effectively creepy about the robotic enemies, which silently move on you with clear purpose in mind, in a manner that can only be described as “advancing.” They even generate a few organic jump scares as they lurch into view, so I can’t say the game didn’t effect me.

20161001170155_1

Day 3 in the Kardashian manufacturing facility…

That being said, the things I don’t like are more frequent, and start to get on my plums pretty quickly. The too-close, lecherous camera is one bugbear, and the unwieldy controls are another. I also don’t appreciate the fact that the plain, unremarkable environment gets old to look at very fast, and that there’s something rather unfinished and lazy about certain aspects of the game. Character animations are few and far between, the creators seem unwilling to give the player any information about what’s going on or how to play, and the lack of story feels less like a stylistic choice and more like nobody could be bothered to properly contextualise the events.

Is that everything? It is? Because I can’t think of anything else to address before we OH FINE I’LL TALK ABOUT IT.

Let’s get down to brass tacks. Is this game sexist? Well, for a while I didn’t want to think so, partly because I was still kind of enjoying the gameplay and didn’t want to be seen to associate with something unseemly. After all, I have a paltry façade of a reputation to vaguely maintain. What could be more important than that?

At first I was mainly wondering if Haydee were some subtle, elaborate satire. Our protagonist is literally a set of sparsely-covered curves with no head, voice or obvious agency. Most notably, the heroine is sporting a blank plastic panel instead of a face, which in itself is so absurd as to imply self-aware, wink-wink acknowledgement. It comes across as ridiculous to consider, so defiantly backwards in tone that it makes me wonder how seriously this was all being taken. For god’s sake, the two difficulty modes are named “hardcore” and “softcore.” Could it be that all those sputtering Tumblrites were getting their piercings in a twist over nothing more than a simple satirical statement? It wouldn’t be the first time that people on the internet went insane for something that didn’t really matter either way.

But on reflection, I’m not convinced that Haydee is a satire. It’s actually not outrageous enough to come across that way, and with no story to tap into that parody potential, it feels more genuine than anything else. When I saw that the keycards all had pictures of topless women on them, I realised that this was exactly what it looked like to begin with – an unremarkable game with a few titillating elements added to draw people in. Whether that’s fine or not is up to the individual. You might call it harmless exploitation of the kind all entertainment has been engaging in since cavemen could first draw blood and nude stick figures on rocks. Or you might call it a regressive, demeaning fantasy that we should’ve gotten over around the same time. I can understand both, but it’s probably not empowering either way. But maybe it’s not trying to be. Maybe it’s happy to be stupid, sexy fun. Maybe it’s at too high an ethical price to be worth another depressing female archetype. Honestly, I’m starting to lose interest in both this subject and the game as a whole.

20161001171324_1.jpg

It’s an easy joke, but somebody had to make it.

Which can act as my closing point. Haydee is a little too rough, a little too minimal and a little two unimpressive to be anything more than a time-waster, unable to capitalise or develop the good ideas that dwell within it. I couldn’t be bothered to play beyond a certain point, so maybe it picks up later – but I don’t care. I have limited recreation time in my life, and I ‘aint putting those valuable hours into watching Cave Johnson’s secret fetish fall into pits and perform revealing gymnastics routines. Maybe pick it up if you see it on sale, or find yourself attracted to mannequins. Otherwise, I can’t really recommend.


4/10

Haydee is a somewhat solid premise that isn’t refined enough to hold up on its own terms, so it throws in the headless Playbot as the heroine and hopes the bouncing jubblies will distract you from your growing boredom. Unfortunately, it doesn’t.

WHAT WOULD JOEL DO… IN THE DISHONORED FRANCHISE?

Dishonored (which I will always maintain is spelt wrong, America) was one of those games which has received both too much and too little praise. This first-person stealth game was a critical darling upon release in 2012, achieving a stream of awards and much slobber from the online websites, even BEFORE most of them had been paid to like it.

And though audiences were positive and no real complaints were raised, the game faded in the minds of the public, likely due to the lack of multiplayer, the focus on a complex setting, a sense of genuine challenge and the fact that no gender controversies were made about it. These are all things that make it work in my mind, but that’s me – always bucking the trends to look cool. And people say critics don’t represent the people! To that I say: of course not, who the hell would want to? In the ancient Caddyshack war of Snobs versus Slobs, I stand firmly with Ted Knight against the invading forces of Rodney Dangerfield.

But I’m getting off-message. Dishonored was a good (if somewhat flawed) game, and with a sequel scheduled for release in November, I took it upon myself to consider how a potential follow-up might work. The answer? Well, read on, you lazy goose. I’m not going to do all the work for you.


STORY

Let’s consider things in reverse to what we did for Zelda (where we decided story should inform gameplay), because here we actually do have an excellent template for what a Dishonored sequel should be like: the Boyle Masquarade Ball in the first game. The absolute highlight of the whole affair, and a good blend of gameplay, world-building, organic side-quests, physical and social stealth with multiple solutions to a single problem: how do we work out which of the creepy women in wolf masks is our target, and how do we guarantee that she’s never seen again after this night?

And one of the things that made that mission work was that it was when the game suddenly had a lot more character. Thus, I would make our hero something very different to the silent, staring Corvo Attano in the first game. In this instalment the protagonist (we’ll call him Monty, purely because I like the name), is a charming raconteur and daring wit, the cream of high society… And also an accomplished cat burglar, going under the suitably thrilling name of “The Fox” when it comes to the popular press.

Bam. A solid set-up for a stealth game (yes, I know it’s similar to Thief, but there hasn’t been a good Thief game for ages, so I’mma take it), with bona ride reasons why our hero can sneak around at a professional level, not to mention why he’s breaking into places right from the start. When he’s seen trespassing, his mask covers his face and identity, and when he’s hiding in plain sight, he takes off that mask, and just goes around looking innocent and putting up a façade of endearing buffoonery. Basically, he’s a combination of the Scarlet Pimpernel and Batman, with all the delightful fun that implies.

Then we need some inciting incident, after a couple of tutorial missions where we just pinch large diamonds and so on. To my mind, two things would happen in tandem – Monty would steal something that’s much more valuable and important than he immediately realises, and simultaneously be visited by the ghost of Edward Cullen (aka, the Outsider), to be given a stack of magic powers to do with as he wishes.

And everything then happens at once. Monty makes a few selfish decisions regarding the mysterious item (i.e., keeping the damn thing), resulting in a friend of his being hurt/killed by somebody who’s intent on taking it back. Monty decides he’s not going to stand for that, and works to discover the true purpose of his new toy whilst looking to get revenge on the faction that seeks to take it from him, a la The Count Of Monte Cristo. Oh, did you see what I did there?

As he does so, he finds that he’s being pursued by a deadly assassin that is more reminiscent of Daud and Corvo from the previous game, a symbol of Dunwall’s grim past that needs to be overcome and left there, in favour of the lighter, more merciful approach that Monty embodies. Along this journey he’ll come to understand that his actions have consequences and that he must learn to think about others… But that doesn’t mean he can’t pinch a couple of rare baubles from blustering nobles now and then. Got to have some fun, right?


SETTING

This one is tricky. Partly because Arkane Studios did such a good job of crafting the city of Dunwall the first time around, that it’s hard to think of specific areas where it can be improved. I know that the main characters in the first game seemed to lack the depth and substance of the world they lived in, but that’s one of those things that you can assume gets fixed for this one, like bringing your car in for a tire change and assuming that the tire will actually be attached to the car when you leave.

The real problem here is one of tone. Corvo’s grim saga of betrayal, revenge and revolution was a good fit for a city where everything seemed to be going wrong on an hourly basis, including an attack of zombie plague and a militant fascistic movement taking people’s liberties like one takes Twiglets from the bowl.

But the initial cheerfulness of The Fox’s life feels like we’re in a far lighter story, especially considering his own attitude. And whilst I suppose the city wouldn’t have to be Dunwall, it does feel cheap to move away from it purely for that reason.

So we’ll stick with the same city, but we’ll approach it in a time of relative prosperity. It’s not perfect – one of the likely themes considered would be the disparity of the poor versus the wealthy – but it’s doing well enough and doesn’t seem to need immediate saving from anything at the time. It’s like Gotham City between issues of Batman, whereas Dunwall previously felt like Gotham City in the third act of a major Batman arc – namely, completely buggered to hell. We navigate bustling cobblestone roads, cane tapping cheerfully as we glide between street urchins and market vendors. Then, when nobody’s looking, we duck into an alleyway, put on the mask of The Fox…


STEALTH AND COMBAT

… And the challenge begins anew! First of all, I should urge that I like the idea of Monty being a legitimate inventor, crafting strange and wonderful devices to help him accomplish his burglaries. To my mind he would make a good descendant of Piero, the brilliant but uncomfortable man in the first game – maybe a grandson? Ah, doesn’t matter too much.

So we have a combination of gadgets, black magic and natural agility working to ensure that the bad guys get bonked, the jewels get jacked and the guards stay unguarded. And the next priority is to clearly categorise these abilities and their purposes.

I’m thinking that black magic and Outsider powers should relate to mobility and interaction with the environment, and be the cornerstone of “I’m stealthing around, and I’m staying that way.” We keep the teleport “blink” power and X-Ray vision because they’re awesome, but we also add powers like levitating objects, sealing certain doors closed, making unconscious bodies invisible and triggering sounds at a distance to distract people.

By the way, hiding bodies is now more important than ever. For Monty is a thief, not a killer, and he does NOT leave a bloody trail behind him. He knows how to use his reinforced cane for self-defence and he knocks people unconscious when he has to, but he doesn’t skewer them like kebabs and doesn’t summon hordes of rats to eat them alive. This might seem discordant after the potentially apocalyptic death count of the first game, but even then you were subtly praised for staying your hand and utilising non-lethal approaches. Besides, this is a new age for Dunwall, and moving past the darkness of what it once was is a key element of the story here. It’s also undeniable that Monty would seem slightly twisted if he kept a sense of humour alongside his blood-stained dagger. Uncharted proved that the lovable hero becomes a lot less lovable when he starts breaking necks like a turkey farmer approaching Thanksgiving.

So you do have to be sure that nobody’s going to find the sleeping guards, because you can’t just turn them into dust when you’ve finished hacking them pieces this time. And It’s going to be harder than ever to keep them hidden, because one very valid criticism of the first game was that the guards were incredibly easy to navigate. They’d walk across a room, pick their nose for a bit, then walk back to where they were and repeat the whole process. No chance of being surprised by somebody taking a long circuitous route, which is usually where the average stealth game is at its most interesting – having to improvise in a heartbeat.

Beyond that, the original game doesn’t need excessive revitalising. The stealth worked then, still works now, and is made more enjoyable by the scope of options given to you. Admittedly, I would like to see more of a use to the environment other than platforming. Maybe killing the lights by finding switches in the basement, or sneaking up behind goons to put sleeping powder in their hip flasks. But Dishonored did that sort of thing fine, so I won’t say that it needs fixing, only emphasising the strong points. And then there’s something that does not need emphasising at all.


COMBAT

Look, I know Dishonored 1 proudly tells you to play it your way, but that leads to a lack of focus and a fundamental problem: if I’m just trying to get to the end of the game without much thought to specific tactics, why wouldn’t I just load up my pistol and grenades (something most enemies drop after being murdered), and hack through everybody who comes into my sight line? Dishonored’s swashbuckling was fun, but ultimately easier to do than sneaking if you were happy to go lethal, especially when certain powers only had capacity for loud, lethal means.

Here that doesn’t fly anymore. I said The Fox was a good fighter, but there’s a reason he doesn’t charge in and turn a burglary into a robbery – the odds of survival rapidly diminish as more enemies get involved. Fighting one dude? Yeah, should be fine as long as he’s not a real expert. Two guys? Bit tricky, but not terrible. Three? Well, now things are getting problematic.

This is where the gadgets and toys come into play – they provide means to escape or to end combat quickly when somebody advances on you with a sword. Tranquilliser darts, smoke bombs, flashbangs, and the steel walking cane for when you need to parry a cutlass strike or smack somebody in the chops. Maybe add some fun toys to that roster, like rope traps that’ll drag an unsuspecting thug into the air, but on the whole your various gadgets are to be used in the event of an emergency.

The reason for this is that combat is going to be a genuine problem, something that you really might not survive, with reinforcements charging in all the time to back up their friend. Anybody would call for back-up after being attacked by a man with a large walking stick and a selection of steampunk James Bond gadgets.


CHOICE

And now we come to the heart of the matter. Dishonored’s original choice system doesn’t really work, for a number of reasons. The deceit of “play it your way” means either taking the easy, evil option or the difficult, more merciful path, and that in itself is a problem. It’s well recognised at this point that most “evil endings” equate to a weak-willed game over screen, feeling ultimately cheap and unrewarding after hours spent striving to accomplish something.

But for this game we’ve shifted the focus more firmly onto stealth, and removed the option to slit the throats of people who treat you with disdain. And whilst I’m happy to keep a reactive gameplay experience, it can no longer be to who you kill and who you spare.

No, the game should be altered by your methodology and approach, something the original did do right to a certain degree. Maybe you find the location of a target or rare item by conversing with the chatterboxes in a crowd, or maybe you break into a guard’s office to see where the hired goons seem to have been assigned to, and peak in through the windows to see what’s inside. The approaches you take will affect future missions, with those who decipher your tactics taking steps to prevent them, and those who are on your side trying to support you accordingly. If you kill the power to a building so that you might blend into the shadows, the next one you go for will have the fuse box under lock and key, because they heard about what you’re up to, you rogue. Of course, if you really work hard and take extra risks, you could conceal your approach after everything, and get to use it with hindrance again next time.

The social stuff also has a good template for how to converse and persuade others – the dialogue minigame in Deus Ex: Human Revolution, one of the best means of approaching persuasion in video game history. It would be easy to reimagine reading people as an Outsider power, and the rather terrifying Heart from the first game would actually have a use in the secrets it told you.


CONCLUSION

Like Zelda, Dishonored is a good game that doesn’t need a complete overhaul, just recognition of what work and what doesn’t. But whereas Zelda’s problem comes from a distinct reluctance to change or innovate for the better, Dishonored is too young a series to be guilty of that. What it needs is urging on for the stuff that it has already worked out how to do right, and the sense of discipline and focus to pick out what works and what doesn’t. Maybe the sequel next month will be good, maybe it won’t. But Arkane Studios, just remember that I’m happy to do some work for the next game, hmm? I’m the only freelancer who’ll take his hourly rate in Cadbury’s, you know.

 

BIOSHOCK REMASTERED REVIEW – “GRAPHICS CAN SINK, TOO”

So Irrational Games remastered the first two Bioshock titles as part of a big package deal, and those playing it on Steam promptly flipped their lid with regards to the actual quality of those remasterings. Which immediately goes to say something about player gratitude, considering that everybody who owned the original versions got the update for free. That’s like harassing the waitress for the quality of the free after-dinner mints, isn’t it?

But I was down for a return to Rapture either way, daddy-o. The original Bioshock was something of a critical darling upon release, for its atmospheric and interesting story set within a unique setting that managed to blend claustrophobic survival horror with… Oh, you know all this, don’t you? It’s Bioshock, it’s what it’s always been. Joe Schmoe’s plane crashes in the middle of the Atlantic Ocean circa 1959, and he stumbles across a mysterious underwater city. A city which seems to be designed with the aesthetics from Sky Captain And The World Of Tomorrow, yet based around the mentality and politics of Ayn Rand, only with a lot more monsters in diving suits than either of those ever expected. Can’t say anybody saw that coming.

Now I admit I got a bit nervous when I was waiting for it to download and saw that the Steam reviews were less cheerful than the waiting room of Dignitas, with people growling about frame rates and optimisation issues. But I seemed to avoid the worst of it, though not without a few hiccups along the way. Occasionally the game would stutter when I tried to go into the weapons menu or while hacking a vending machine, and the one crash I experienced lost me half an hour of difficult, late-game progress, but generally I found it functional and rarely noticed myself grumbling about it. So either the fanbase is completely unappeasable or I just got lucky – frankly, either seems possible.

20160923232803_1

Hmm… This may upset somebody.

But what disappointed me about the remastering was that it doesn’t look very mastered. I suppose there have been some graphical improvements, but only to the extent where it seems to have evolved from the original 2007 quality to… I don’t know, 2010 maybe? Which certainly makes the allegations of technical shoddiness a little hard to defend. Sure, I reluctantly understand when something like the new Doom makes my poor laptop slow to a rattling chug. There’s more particles there than the average desert, and so things can’t help but get a bit strained.

But Bioshock isn’t anywhere near as detailed as that. I admit it’s a more worthwhile improvement than Fable Anniversary, something that looked so horrific that I had to back away from the screen hoping that the villagers wouldn’t savage me, but I won’t say the game looks like a 2016 release. And here I was, hoping for the riper, richer Rapture we saw in Burial At Sea. Something sleek, elegant, detailed, dripping with stylistic beauty. But no – it’s just Bioshock as before, but the textures are a bit less fuzzy. Hope you weren’t anticipating it to look any better than the game that came out three years ago, because you’re right out of luck.

But putting aside the tedious matter of technicals, the remastering provided the perfect opportunity to ask ourselves how Bioshock holds up after nine long years and with two sequels, both of which built on and developed the original concept. Arguably. Sort of. Maybe. If that’s your bag. Because I remembered the original being really good, but it had been a while since I played it, long before I’d started down the long, bloody path of professional nit-picking and dream-ruining.

And right away I found myself noticing a few things that haven’t aged with particular grace. The hacking mini-game is as tedious as ever, and also deserves a second bollocking for inspiring every game since to represent the complexities of computer code as a broken sewage system and some slowly-flowing blue sludge. And with the cutthroat difficulty of a game that demands you take every advantage offered, ignoring the benefits of hacking the drones and racist ammo dispensers is like declining to use the option to turn to the left. You can probably get through the game without it, but it’s going to take a lot longer and you’ll die a lot more in the process.

So hacking is a major part of the game that’s forced onto you, never sufficiently evolving and losing its initial lustre after ten minutes. I also found myself getting annoyed at my inability to make an efficient melee attack, which Bioshock Infinite and every other AAA game released since had taught me to take for granted. When some genetically-warped goon is quickly advancing on me with a rusty sickle and I’m running low on ammo and superjuice, what I need is the option to just smack him away like a little bitch, switching to a new gun or power whilst he briefly reattaches his jaw. But all I can do here is cycle through my various firearms like somebody picking out a flavour of Frappuccino, hoping against hope that I can spin my way to the melee option before the villain finishes pulling my guts out. Alternatively, I can pause the game entirely to pick the wrench out manually from the weapon menu, a choice that doesn’t come to mind naturally in a panicked state, manages to break the flow of gameplay and also runs the risk of making the whole thing crash again, as that was what did it the first time.

20160924141330_1

And this DEFINITELY upsets somebody.

But let’s talk about that panicked state, because it was something I’d forgotten how good Bioshock was at doing – inducing absolute reactionary terror. Not in the style that one might experience in something like Alien: Isolation, but more along the lines of how it might feel to be lost in an airport car park with a scheduled flight in thirty minutes. It’s that tense, nerve-wracking feeling that every mistake is costing you, yet you’re also aware that you can’t stop to think about what you’re doing. You really don’t have the time for luxuries like rational thought.

Part of that is the fact that everything you do has some sort of notable price. Using your gun wastes ammo. Acquiring ammo uses up your cash. Using your plasmid powers drains Eve. Restoring health uses up your medkit supplies. Nothing is done for free, and all of these resources drain very quickly in a fight, meaning that any prude who’s above scrabbling in the rubbish for old bags of crisps and individual bullets will find themselves in deep trouble the next time a Big Daddy comes along. And with guns and plasmids specifically being inaccurate by design, losing your cool and spraying the wall above your target’s head with machine-gun fire is both common and deeply concerning.

Mind you, it does mean that an annoying little paradox is established within the mechanics. On the rare occasions I find myself weighed down with shotgun shells and bandages, it’s a lot easier to take the risk of exploring in order to find more loot and audio logs, meaning that in classic Rapture style, the rich start getting richer. But when I was clutching at the rags of my weakened health bar, trying to hold off the splicer hordes with half a pint of napalm and a single fistful of magic bees, it’s a lot harder to work up the courage to go marching into the unknown, and I’d usually just slink to the next mandatory objective, trying not to catch the eye of anybody in a bunny mask.

But I can’t say I wasn’t tempted to go hunting regardless. Bioshock’s library of discarded diaries does make for some compelling world-building and character development, as we scoop up every recording made by an increasingly concerned and unstable population who didn’t have the luxury of Twitter to pour out their hearts onto. Without its expert writing, Bioshock would only be remembered as a decent survival game with a pretty backdrop, because it’s the rock-solid plot and world-building that holds everything together.

20160923080911_1.jpg

I got this! I got this! I’m going to be fine! Wait, what’s that stomping sound?

So it was always a great shame when that rock-solid plot stepped out for a couple of hours to have some lunch, leaving us with the efforts of a rather surprised and unready intern. The game loses energy completely after a certain bathysphere explosion, trying to distract us with new characters and inconveniences that don’t really have anything to do with the story overall, until we finally push through to Ryan’s office and everything picks up again. Demented artist Sander Cohen is perhaps the low point of the game, missing out on either the subtle nuance and complexity of a character like Tenenbaum, but also failing to be really scary like Doctor Steinman was in the early chapters.

At their worst, the Bioshock cast just feels like third-rate Batman villains based around vague political ideologies, and everything in the shopping centre and farmer’s market certainly feels a lot shallower and less intellectual than the rest of the game. When Cohen shows up, warbling over the intercom and spinning spotlights everywhere like a drunk circus ringmaster, he always seems ten minutes from chortling “hello, I’m the living embodiment of a distorted philosophical concept pushed to its logical extreme with no thought for human compassion. How are you, darling?”

But when I said the shopping centre is the low point, that doesn’t mean it’s not worth playing. Every game ever made technically has a low point, and they do usually occur in the second act, so I won’t give Bioshock too much shit for that because it’s sandwiched between some gold star writing talent. The introduction was one of the most compelling introductions to a video game in history, to be outdone only by its second sequel six years later, so well done there. And when I said earlier that the game gets its mojo back when you finally confront Ryan, what I meant to say is that it gets enough mojo to make five decent games, and crams it all into one scene – now one of the most legendary moments in the medium of gaming.

20160925165813_1

That’s a classy response to your city exploding. Here’s to your impeccably stylish and demented brain, Andrew Ryan.

Admittedly the ending is oddly brief and underwritten, going from “final blow landed in the disappointingly easy boss fight” to rolling the credits just two minutes later. Perhaps the writer was being lazy and Ken Levine locked him in his room until he finished, and two days later the poor chap just really wanted to use the bathroom and decided to rush the last bit. Whatever – it’s a small complaint, like a pockmark on a supermodel’s toe.

Bioshock isn’t escaping without a hearty recommendation, but I do think it might’ve been a little over-praised when it comes to the quality of the raw gameplay. It’s certainly not infallible, and little balancing issues and problems permeate the game to the point where they can’t be ignored. But that doesn’t change the fact that once I started playing, I didn’t stop for a while. And then I came back again. And again. And again. And again, until I had powered through the whole thing and was stood atop the needle-filled body of a certain semi-Irish scoundrel who was in need of a damn good thrashing. It’s a great game that has stood the test of time, so come and join me in Rapture, won’t you? No? Would you kindly reconsider?

Good. Then let’s go swimming.


 

9/10

A master chooses, a slave obeys, but only an idiot turns his nose up at one of the most absorbing worlds and stories that gaming history can provide. Whilst the remastering isn’t anywhere as near as mastered as we’d hoped, it is still Bioshock in heart and soul, and consequently it’ll be one of the best things released this year.

WHAT WOULD JOEL DO… IN THE ZELDA FRANCHISE?

Over the last year I’ve been playing Zelda. A LOT of Zelda, actually. Wind Waker, Ocarina Of Time, Majora’s Mask, A Link Between Worlds, Oracle Of Ages, and Metal Gear Solid 3 on the 3DS. That’s not a Zelda game, I just hate it so much I want to grumble for the rest of this paragraph about how awful it is. Ugh.

And though I have great affection for Zelda, like many Nintendo properties I think it could use an injection of fresh blood, not just remaking it periodically with alterations at the fringes, like putting a woollen jumper on a decaying sheep and hoping nobody will notice. All ideas lose their lustre and charm the more we are exposed to them, and concepts that seemed good at the time can age poorly or be supplanted by better ones.

Admittedly, it’s an exercise in futility to demand change from Nintendo (or at least the good kind of change, such as NOT reducing Mario to an infinite runner and compromising on elegant and nuanced design), but I’m going to demand that change anyway. In an age flushed with reboots, reimaginings and remakes, it’s not hard to concede that another one could make its way forward and even achieve some success. This is my hypothetical Zelda game that’ll likely never get made, despite the fact I’d want to see it.


STORY

This is the first thing you work out, because good design should complement and serve a basic narrative. And whilst it’s not usually done that way round in the industry, this is a fantasy and I’m going to indulge myself a little more before we finish.

First of all, we throw out Link being a character with no personality. Wind Waker proved that he’s more likeable when he emotes realistically, rather than trying to be a blank canvas for the player to project onto. Emotionless Link doesn’t work now and never really did, the idea was just so inoffensive that nobody cared too much. Maybe we keep Link being silent for this game, because a voice might be jarring at this point, but that doesn’t mean we don’t give him obvious drives, hopes, desires, fears and complexities. After all, the hero’s journey demands a proper hero at the centre, not a training dummy on marionette strings who has no more investment in what’s going on than the average deku nut.

Which brings the question of what exactly Link wants to achieve. Well, let’s not throw the baby out with the bathwater – we’ll go with the classic explanation and say that Ganondorf is being evil, so Link has to hit him with a sword until he stops. But “generically evil” isn’t enough of a reason for somebody to commit atrocities, so we ask ourselves another question: why is he doing this?

Well, it occurred to me that we never really see things from Ganon’s perspective, not properly. There’s certainly not much of a personal motivation to defeat him, as he usually has only a couple of appearances in each game, once at the beginning to announce that he’s there at all, and once at the end for the boss fight where you kick his ass.

Which is where my central story concept originates from – I would structure a narrative in which Link, Zelda, Ganondorf and an extra fourth friend (no, not Tingle) grow up together as children and genuinely get along, before the Triforce then shows up and ruins everything by gifting each of the main three heroes a third of its divinity. Zelda gains great wisdom and understanding from her segment as per usual, whilst Ganon is hit with the Triforce Of Power and promptly goes megalomaniacally insane from its influence, unable to function stably now that he’s been hit with the power of a god.

See what I mean? My Ganon would be a good person corrupted by an object that was not intended for mortal usage, hence why his close friend Link has personal investment in stopping him and separating the two. It’s like the second Sam Raimi Spider-Man film, but with a gold triangle instead of a robot octopus. Ganon isn’t evil at his core, but the Triforce has warped him into a monster, making him both more frightening and more tragic all in one go, especially considering his new insanity would cause him to attack his friends for their pieces of that golden triangle.

Which brings me to the last point – Link is NOT the receiver of the Triforce Of Courage. Everybody thinks he has it, including himself, but what I’d actually do is send it to that fourth friend I mentioned and reveal the truth in the third act before the finale. Because it would make Link’s acts of heroism all the more heroic, as he’s not backed up by magic and he’s not a chosen one. He’s just a guy who stepped up to do the right thing, and that was all that was really needed. Link, the unnamed new character and Zelda work together to bring Ganon down, and rest is all details and plot points to be finalised later.

Who would that fourth friend be? Well, I was thinking of a younger kid who looks up to the rest of them, the symbolic representation of innocence and purity that lies in the balance. The game is about trying to save civilisation, but we see that struggle represented in the confused emotions of a younger friend, who embodies the battle of good, evil, power, courage, wisdom and more, deciding where his loyalties are owed. Exciting stuff.

Which leads us to the question of where to put this epic saga. The grand, sprawling majesty of Hyrule Kingdom? Well… No. Not exactly.


SETTING

Here’s something else to make the diehard Zelda fans bluster a bit. I would confine my story to one city, and one city only, with maybe a bit of land around the outside as and when plot demands it. Probably Hyrule capital, as the existence of Zelda herself suggests that her castle has to be in the area, but it doesn’t have to be there if we decide to reincarnate her like they did with Tetra.

Because if there’s one thing these games have always done well, it’s oddly emotive and endearing NPCs and random townsfolk. When Ganon blows up everything in Ocarina Of Time, the only part that made me sad was seeing the bustling market square turned into a lifeless ghost town. I couldn’t really care less what happens to the fields and plains outside, because nobody lives there except Maron, her lazy father, and their entrepreneur field hand Edmund Blackadder.

So double down on the city and personality of everything within it, making the whole thing feel like one vast but diverse settlement that all connects to each other. Make various districts, regions and locations that are visually distinctive, and include a likeable melting pot of all of Hyrule’s races. Maybe the Zoras live around the river, just next to Gorontown and its Hard Rock Café, arf arf. We should be establishing from the beginning that for all its faults, the city is something good, something that needs protecting and deserves these efforts to restore it.

The point of this is that when said city is threatened, the audience gives a damn and feels invested. Ganon promises to blow up the world in a lot of these games, but considering you never stay in one place for more than ten minutes, it’s hard to care about any of it. Having the whole map feel like Link’s home – albeit a very big and messy home – means that there’s a sense of community, and ideally enough of one to make the audience shout “hell, no” when a demonic boar comes threatening destruction.


GAMEPLAY AND PUZZLES

Well, right from the start it just makes sense to boost Link’s basic agility, increasing his climbing and jumping skills, as well as giving him the option to sprint. This is a city full of rooftops to be run across, alleys to hide in, crowds to duck through and drainpipes to climb, and Link is some simple urchin who would know how to scamper around an urban landscape. Enhance the ability to parkour across the town a bit and now it’s a vast, three-dimensional map that’s simply fun to traverse on its own terms. And not only that, but we can make it even more fun with the reintroduction of a couple of old toys from Zelda lore.

Those toys are the hookshot and the deku leaf. For those of you who don’t know, the latter was a Wind Waker item that functioned mainly as a parachute, slowing and controlling your fall whenever you leapt off something. So clearly it has an obvious function in any game where roof tiles are the new pavements. I don’t want to see my innards getting scooped into a barrel by some grimacing guard every time I slip on a drain gutter and take a tumble.

The hookshot is equally self-explanatory, a retractable grappling hook that historically has allowed Link to rappel up surfaces or drag enemies towards him. Here it would fit the mechanics like a glove, allowing you to swing over gaps, launch up the sides of buildings, and be used as a more central weapon in combat, but more on that later.

And none of that snapping to first person in order to aim it, OK? We can do that on bows and arrows, but here the emphasis is flow of movement and not stopping if you don’t have to. Take influence from Arkham Asylum, with the little symbol popping up on hookshot-friendly ledges when you get close enough to them.

And then there’s the puzzles, and right away I can think of something I’d do to change those: integrate them more cleanly into the world around them.

What do I mean by that? Well, one of the things I liked most about Majora’s Mask is that the time-travelling puzzles made sense within the context of the story. You find out that an old woman got burgled last night, so you hop back in time to prevent it from happening with your new knowledge. That all holds up within the established ideas of the world and doesn’t feel like the game is intruding on the story and setting.

But most puzzles in Zelda games don’t feel that natural. There is no real reason the water temple would have several buttons to change the tides, as well as moving platforms and spikes that lead to a chest holding a key that opens a door on the other side of the building. And don’t think you can get away with just calling these labyrinths “tests of courage,” either. In my Zelda game, the puzzles are either based on navigating traps set by somebody who genuinely doesn’t want you to progress, or more focused on plausible problems within the context of the world around you.

Finally, I’d make my dungeons and my open world a little less distinct from each other. Not cut out the dungeons altogether, but don’t make them an entirely separate pocket dimension. In the urban context it makes sense that most of them would be located in buildings, so why not have the option to access them through different entry points? Not as some mandatory thing that you do because you can’t complete the dungeon otherwise, but because you’ve found out from an NPC that you can deactivate certain traps and get a good sniper position if you try going through the higher window first.

I’d also make dungeons shorter and much more common, maybe a dozen brief rooms each, with most of them being optional and containing various new abilities. With time, all dungeons get frustrating, claustrophobic and run the risk of being repetitive, so we break up the monotony before it can ever sink in.

Notice how I very specifically DIDN’T say power-ups just then, I said abilities. Hacking your way defiantly through some secret labyrinth should unlock new attacks, or fresh options in combat and exploration. It should NOT just make the weapons and moves you already have become more powerful. Link is a small child going up against the hordes of darkness – it makes sense that he’d be fighting intelligently, utilising a bag of tricks scavenged from various hidey-holes around the capital.


COMBAT

Which I guess brings us to combat mechanics proper, and if there was anywhere in the Zelda games in need of a tune-up, this was it. First of all, Nintendo can sort out the targeting system, for god’s sake. Just make it how every other game in the universe does it, locking on and switching between enemies with the right analog stick. I’m sick of trying to engage in combat with some ravenous beastie, only for the Hero Of Hyrule to advance nervously on some dozing caterpillar far beyond it, all because the programmer doesn’t know the correct etiquette for target-lock.

And as mentioned, I’d also increase the utility and importance of the hookshot, maybe using it to replacing the shield altogether. Remember, my Link is a nimble, light-footed rapscallion that won’t block an enemy attack if he can avoid it altogether, and in my mind the shield would be a heavy, unwieldy thing that comes with suitable penalties. But by using the hookshot in tandem with the sword, I’d like to see the player drag enemies around with the chain, disarm them of weapons, throw them into other foes, trip them up, and maybe work with environmental objects in order to get that edge in combat. How cool would it be to organically swing over some goon’s head, only to pull down a damaged wall with the same item and squash him with the debris?

I’d also remove the aspect where you stun-lock most enemies easily. For a while in the 3D Zelda games it’s been pretty simple to get the edge on most bad guys by rattling their heads with the Master Sword until they die, but that won’t fly in mine. Ramp up the AI intelligence so that they know how to deflect a sword blow AND recover from one too, so it’s less about knocking down various armoured weebls than it is about looking for the opening or opportunity. A lot of enemies won’t even leave easy ways for you to attack them in the first place, making the environment essential for success.

Same principles apply to bosses, which admittedly is something Zelda has usually been pretty good about. My choice of bosses would be a rogue’s gallery of monsters, mercenaries and minions, all of which have legitimate backstories that explain their actions. Which is why upon defeating them that Link doesn’t just kill/desummon/explode the bastards, but hands them over to the city guard for a just trial. After all, this city is meant to be something good, right? It knows how to treat criminals with respect.


CONCLUSION

So there we have it. Rather more experimental than most Zelda games, but I think there’d be real potential in something like this. Originality and reinvention associated with old products is often approached with disdain by hardcore fans, but if Nintendo are going to keep making these games, I’m going to ask that they acknowledge the times we live in to some degree.

Did you think this premise sounded solid? Can you think of anything you’d add or subtract from Zelda games as a whole? What games would you also like to see tackled in this way? Stay tuned for next time, where we’ll be looking at refining a certain sneaky-stabby franchise that’s now coming back after a temporary hiatus – and no, it’s not Assassins’ Creed.