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Showing posts with label stealth. Show all posts
Showing posts with label stealth. Show all posts

Friday, October 26, 2012

Dishonored’s Many Influences

Describe Dishonored with any one element of the game and you’re immediately doing it a disservice. It’s a stealth game; it’s assassination with pistols and magic; it’s Victorian oppression mixed with steampunk sensibilities; it’s a step forward in directed storytelling; it’s an attempt to give you the freedom of games like Thief and Hitman with the rich history and sense of place of Bioshock and Deus Ex; it’s the architecture of Half Life 2 seen through the lens of a world from nearly two hundred years ago; It’s Dark Messiah without the boot. Dishonored is all of these things, and a whole lot else. Arkane has made a game whose influences are bursting out of its seams.

Dishonored is the culmination of all these ideas. It’s a joy to play, from the very first mission trudging through the stained sludge of the sewer systems right through to its impressive final act. It provides you with a choice of playstyles, and executes each of them with competence that would seem impossibly unrealistic were it not directly in front of you. In short, Dishonored is one of the best games of this year, and easily sits among the best of the past ten.

But it’s the way in which the other best games of the past decade have influenced and informed Dishonored that is most notable. Everything about it has been smartly designed to take advantage of thirty years’ worth of game development learning, while at the same time bringing originality and creativity into the mix.

Dishonored’s influences ebb and flow depending on how you play the game. Blast through to the objective cutting a bloody swathe behind you and the game you’re playing is most influenced by Dark Messiah of Might and Magic, Arkane’s previous first person hack and slash. The combat mechanics and raw brutality of stabbing a dude with a sword in the side of his head before sending him tumbling to his death off the side of a very tall cliff is recognisably an iteration on the developer’s previous work.

Everything about Dishonored has been smartly designed to take advantage of thirty years’ worth of game development learning, while at the same time bringing originality and creativity into the mix.

However, if you eschew combat for the most part, favouring subterfuge and stealth instead, you’re playing something much closer to Thief, sticking to the shadows and knocking out lights when and where you can before ransacking the city. Even your perspective on the city will change, as you naturally seek out high places so you’re above sight lines. Your pockets will be full, your conscience mostly clear, and Dishonored will be a quiet and tense game for you. You’ll be able to spend much more time observing, which makes it a very good thing there’s so much to observe.

Dunwall, Dishonored’s city, rests somewhere between London, Edinburgh and HG Well’s opium-addled imagination. As detailed in Arkane’s shorts, Dunwall is a city defined by its technology, the discovery of whale oil as a volatile and highly powerful source of energy.  It’s that technology that gives away Dishonored’s most obvious influence: Half Life 2. The Combine’s stark panels, along with the omnipresence of forcefields and railways, is present here in full force. Both Dunwall and City 17 come from the mind of Viktor Antonov, and they share a visual ancestry: there’s a sense of massive, overwhelming height to the buildings as they bear over and down upon you.

Like City 17’s, Dunwall’s environmental storytelling leaps from every stone of its buildings. Valve has often espoused the practice of garnishing environments with details that tell a story simply by being there; it carries through from Half-Life to Left 4 Dead’s safehouse graffiti.  It means that cutscene-style story exposition doesn’t need to be relied upon nearly so heavily, and long speeches about the history of City 17 were entirely unnecessary. You could infer the history just by looking at the state of the place, and that initial run through the tenement block as Freeman escapes from Combine forces tells you everything you ever need to know about what it’s like to live there.

Dunwall is similarly drenched in environmental history. Slogans are daubed on the wall in lurid red paint, and everywhere is lit by an oppressive light, always coming down or thrust forward. It casts long, hard shadows that give an impression halfway between noir and gothic. Rats are everywhere, a constant reminder of the state of plague. There’s also the prevalence of the neon blue whale oil, powering so much of the weapons and equipment of the authoritative state, and so little of anything the civilians own. It’s a statement of how vastly separated the social classes are in the game, and testament to how extensively, and more importantly intelligently, Arkane has learned from the most vivid worlds gaming has managed to offer us so far.

Each mechanic that works together to create the complicated machinery of Dishonored’s missions makes little effort to hide its roots, but it all becomes unique in the implementation.

In the assassination missions themselves, Arkane’s biggest influences show their colours. Each mechanic that works together to create the complicated machinery of Dishonored’s missions makes little effort to hide its roots, but it all becomes unique in the implementation.

Bioshock’s Plasmids are superficially recognisable in the powers that Corvo receives – abilities like a short range teleport, possession of creatures great and small and freezing time. But Bioshock was focused around combat, where having bees fly from your fists was beneficial. Dishonored uses its powers in ways that are only indirectly related to murder, such as stealth or movement, as well as killing.

Instead, it’s Deus Ex that seems to beat closest to Dishonored’s heart. There’s always that one mission objective with branching paths, which themselves have branching paths, which all feed into one giant decision over the future of the world. The actual levels themselves are powerfully reminiscent of Ion Storms’ opus, splintering constantly into alternate avenues and secret entrances. Even the incidental details, such as your cadre commenting on whether you’re the bloodthirsty or merciful type, and whether you complete any sidequests that you might have been tasked with, all point to that single common ancestry - which is hardly surprising with Harvey Smith on the development team, a man who worked on both Deus Ex and System Shock.

There’s also a Hitman influence: every level has a huge amount of complex systems underpinning it, and you can sit back and observe them, playing fly on the wall (sometimes literally perched on a wall). It’s only once you actually become the aggressor, kill a few guards or head into a restricted area that things become seriously dangerous for you. Indeed, Arkane has actually attempted to implement one of Blood Money’s more interesting but sadly failed features: originally IO was going to have your performance in each mission impact the security in future levels, meaning that if you leave a lot of witnesses it’s easier to spot you, and security becomes tighter the more people you kill. This is the inspiration for Dishonored’s Chaos system, only here it looks like it actually works, and affects more than just a post-mission tabloid headline.

Mix all these influences together and you’d think you’d end up with some lurching Frankenstein’s Monster of a game, attempting too much and falling flat on almost all fronts. But instead they cohere into something greater than the sum of all those great parts. Every single one of these elements hasn’t just been lifted wholesale; instead, Arkane has observed some of the past twenty year’s most influential and intelligent games and taken the time to understand them.


Source : ign[dot]com

Friday, September 7, 2012

Mark of the Ninja Review

Stealth, befitting of its very definition, sneaks into our games in many forms. Sometimes it slips in under the guise of a role-playing game, such as a no-kill play-through of Deus Ex: Human Revolution. In other instances, it blends with an action title, like the Sam “Panther” Fisher version of Splinter Cell Conviction. And not often enough, it comes in its purest shape, in which you face near-certain death – or at least, extremely long odds – if you’re spotted. The Thief series, quintessentially. Or, in 2012, Mark of the Ninja.

Patience is a virtue, just like your mother said.

Laudably, there isn’t just one trick in Ninja’s bag. Instead, it takes the best ingredients from both new and old examples of the stealth genre and mixes them into a potent knockout brew. The look is gorgeous thanks to the same talented artists and animators responsible for developer Klei Entertainment’s other Xbox Live Arcade series, Shank. Anytime you make an undetected kill, the camera zooms in and darkens the background, highlighting you and your victim as you plunge your blade into him and then toss his body aside or through a grate. You’ll be forgiven if you mistake what you’re watching for an M-rated animated series on Adult Swim.

But gameplay is most important. In a move that’s simultaneously refreshing and familiar, Mark of the Ninja is a 2D stealth adventure that, at first glance, looks a bit Metroidvania-esque. You’ll jump and grapple-hook your way around mostly linear levels (though occasional path choices and backtracking occur), clinging to walls and ceilings, hiding in floor grates, and pressing B to duck behind potted plants or in doorways – all in the name of avoiding detection.

You begin with only these most basic of moves, but as you finish levels and secondary objectives within each mission (such as completing an area without raising an alarm), you’ll earn medals redeemable for new moves that significantly liven up the game and open up your options. For instance, there’s a taunt that lets you string-up your kills in order to terrorize the other guards, a la Batman. Or the not-so-subtle nod to Metal Gear Solid: the cardboard box. Seeing your black-clad hero reach out from underneath the simple disguise, grab a victim, and drag him back under the box while his buddies ignorantly walk by is as sadistically rewarding as it is hilarious.

If you get found out, especially by a dog, you're in trouble.

More seriously laudable is Ninja’s scoring system. While many stealth games claim you can play them how you want (read: lethally or non-lethally), this one actually rewards you with medal-earning XP either way. If you knife every fool, you’ll earn some points. Hide their bodies when you’re done and you’ll net more. Terrorize them and you’ll bag yet more. Or score plenty of points just for sneaking by the bad guys undetected. This is complemented by additional play styles that become available as you go, like “Way of the Ninja.” This removes your sword – thereby making it nearly impossible to kill anyone – but gives you extra distraction tools, such as the aforementioned cardboard box, firecrackers, terror darts, etc. It wholly changes the way the game is played, akin to watching a different director’s cut of your favorite movie.

All of these added perks culminate in the highly recommended New Game Plus mode, in which the enemies get tougher but you’ve got access to your full arsenal of unlocked goodies right from the first stage.

You’ll want to replay the 6-8 hour campaign, though probably not for the story (but oh, those drool-inducing animated cutscenes!). The plot starts simple and never really evolves, though it’s just engaging enough to make you stop and think when you reach its forked ending. Unfortunately, neither choice at the campaign’s climax pays off with a revelation or additional backstory. Or anything, really.

Theatricality and deception are powerful tools...

Ninja’s only other crimes are, first, that its gorgeous animations aren’t showcased enough; there simply isn’t enough variety in the kills. Nearly every fatal scene shows you slicing a bad guy at the neck or through the belly. Even the gameplay side of this could be fresher – you’re always pressing X and a cardinal direction for every fatal blow. We would’ve loved to have seen (literally, with this gorgeous art style) more choice in ways to off your enemies.

And second, Ninja loses its way a bit around two-thirds of way through the game with a mildly frustrating stage packed with platforming puzzles. It doesn’t last too long, but it is the clear weak point of the campaign.

Begone, pesky light bulb!

Still, forget about being among the cream of the Xbox Live Arcade crop – that much is a given. Mark of the Ninja is among the finest stealth games you can currently play. And if you need an extra anecdotal – but almost always dead-on accurate – verification of Ninja’s greatness? Playing it at the IGN office was like shining the Bat signal into the sky. Fellow editors kept walking by my desk, independently inquiring, “What is this?” in a curious tone tinged with pure excitement. The most common quips? “This looks amazing.” “This is from the Shank guys, isn’t it?” “The animation is beautiful.” And, finally: “Wow.”

It’s a head-scratching shame that Microsoft chose to give Ninja an atypical Friday release date, and with seemingly no promotion to boot. So let me do you a favor and shine a guiding light on this shadow-dwelling hero. Play it. You’ll thank me later, I promise.

Ryan McCaffrey is the Executive Editor at IGN Xbox. He used to own a DeLorean, which is weird. Follow him on Twitter, on IGN, catch him on Podcast Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.


Source : ign[dot]com

Monday, August 27, 2012

Alphas: "Alphaville" Review

Warning: Full spoilers for the episode follow...

"Alphaville" might have had its fair share of exciting moments (I'm looking directly at you "Cameron shoots that stealth Alpha right in his stupid toe shoe!"), but it didn't quite leave me feeling all-together satisfied. By the end, with regards to Stanton Parish's mysterious hospital tech, we only discovered what we already knew. That the light oscillations cause an amplification of Alpha abilities. And then Dr. Rosen inadvertently burned down a bunch of peaceful Alphas homes and we were done.

Still, it was great to see Summer Glau back on the show as Skylar Adams, the super-genius Forge-style mutant who knows her tech. This time around, Skylar's struggling as a mom to a hyper-active Alpha kid. And while that storyline might have fallen a bit flat - as well as Nina tagging along and doing nothing - the most interesting thing to come out of it was Parish's proposition to Skylar at the end. And seeing as how Skylar's doing everything in her life for Zoe right now, no matter how miserable it makes her, she might actually join up with Parish's camp.

I liked watching Dr. Rosen come face to face with a bunch of Alphas who weren't too crazy about him blabbing their secret out to the world - but all he got was scolded. Right before he made all their lives even worse. Claude, the bee-whisperer, could have been more (and had a better power), but instead he was just too much of a peace-loving nature-protector to do anything more than lecture Rosen. Which, I suppose, was a good thing for Rosen. But nothing ever came of their mini-confrontations, and in the end all Claude could do was say "Haven't you done enough?" as Rosen tried to help the residents of the tucked-away summer camp evacuate their land due to a Scipio-caused forest fire. And at no time (and perhaps this might even be one of the best things about Rosen) did Rosen ever retro-doubt his decision to go public. No, with him it's ever-forward, with hardly ever a chink in his ideological armor.

There were some fun character moments here, namely from Gary, who went from forest-hater to a guy who could spend his time "listening to the sun." Gary's at his best when he's semi-cranky, but at his worst when the stubbornness brought upon by his mental condition causes him to make dumb decisions that put him and team in danger. But, for the most part, Gary's venture into his first ever signal "dead zone" was a hoot. Rachel, who became an unwitting test subject for Parish's device, found herself overwhelmed when all of her senses went haywire. But in the end, it helped "cure" her of the over-reactions she was having when she was set on "normal." It felt like a teensy bit of a cheat, but I'll allow it. Season 2 seems to be about figuring out solutions to the character-specific hurdles from Season 1.

It's also fun to watch how certain Alphas can have the same, or similar, powers to others. The stealth Alpha reminded me a bit of Rebecca Mader's "Griffin" character in "Blind Spot." And Cameron found himself battling Trisha - a chick with crazy-ass agility like his own. As for the rest of the episode? Well, the inevitable reveal (to the team) that Dani is the mole could be good. But we've known her for such a short while, and we were just hit with the fact that she and Cameron were a couple. I just don't think it will wind up having the impact something like that should. I'm wondering if this all should have been kept a secret from us too, instead of playing out in a dramatically ironic fashion. Too late for that though. No sense in retrofitting.

Matt Fowler is a writer for IGN. Follow him on Twitter at @TheMattFowler and IGN. WARNING: No Nudity!


Source : ign[dot]com