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Saturday, October 25, 2014

Fear is the mind killer.

There's an elite brand of horror that, even in these glory days when players are drowning in utterly terrifying interactive experiences, is rare to see, and harder to pull off, and that is the horror of the self. That is, the terror that comes not from a malignant, malicious invader that must be put down, but from witnessing perversions and desecrations beyond imagining, and realizing you're responsible for such terror, and you have to forever change to keep it at bay. This is the territory that Silent Hill 2 occupies, and it's one of only a few games to get it exactly right.

Neverending Nightmares is a solemn attempt to flourish in that territory, and it has the right ideas. It's the story of a young man named Thomas who is stuck in a seemingly eternal Inception-style loop of visceral Edward Gorey nightmares. His own house is slowly overtaken by living, ominous shadows and dolls with frozen smiles whose eyes follow him when he walks by. He finds himself in an asylum overrun by straight-jacketed cannibals and with haphazardly-piled mutilated dead in the hallways. Dead women rain from the sky in a cemetery while birds feed on the corpses. There are common elements in each scenario, but the omnipresent one is the ephemeral specter of a black-haired girl. The girl takes many forms: sister, wife, psychiatrist, daughter, china doll, bride, and, not least of all, bloody, knife-wielding murderwoman. She is both the reason to press on and the reason to want to escape every nightmare Thomas finds himself in. But you don't escape. You simply… persist.

Spot the creepy ghost lady, win a prize.

The devil is quite literally in the details in Neverending Nightmares. As you explore, a room might be little more than a bunch of family paintings, or a benign toy chest in a corner, or a sterile bathroom. Returning to that same room later, the wallpaper might have turned into deathly skulls, or the expression on the doll’s face turned to terror; random blood stains might’ve appeared, or you might hear random whispers, crying, and screams off in the distance. When Neverending Nightmares is at its best, it’s a sort of hellish Gone Home, where opening a new door means falling forever, having your Achilles tendons slashed, ripping out your own veins like string cheese; and making progress towards a new nightmare is indistinguishable from abject failure until you notice the change in the air, a different set of taunting voices. It's a perfect storm of fear: You are free to explore yet claustrophobically trapped, all at once.

This dichotomy would create a distressing combination even if movement weren’t so restricted. Thomas' regular gait when walking is a limping shuffle that makes simple walks down a hallway feel like roaming 40 years in a desert. Yes, you have the ability to run, but Thomas apparently has the stamina of a chain-smoker with one lung, and you can get maybe five seconds of sprinting out of him before he’s exhausted. It adds a nice layer of tension to the game's many terrifying chases, but when it takes forever to get from point A to B, tension turns into flat annoyance.

Worst. Slumber party. Ever.

The monotony isn't helped by the fact that Neverending Nightmares is such a sparse game. After knowing what's scattered around each environment, you can go for stretches where you’re walking in and out of doors with nothing happening, nothing having changed, and with nothing new to interact with. The intent seems to be to give the player breathing room before going in for the scare, but it feels more artificial. Bad dreams typically aren't characterized by moments of lukewarm emptiness, and the fact that there are many here distracts.

What dreams do have, however, is abstraction, and Neverending Nightmares excels here. The game speaks in the broken dream language of trauma and internalized pain like few games do, and the facts of Thomas continually murdering himself, being marauded by defective babies, or seeing the girl dead in so many configurations are meant to walk the careful line between subtext and text. You are meant to put the pieces together, and the more the game feeds you on the far extremes of violence and sadness, the less it makes sense. Are you watching a man who killed a loved one and can no longer rest? Are you watching a brother stuck in purgatory for attempting suicide? Are you seeing the aftereffects of a parent grieving a dead child? The emotions are clearly represented: Fear, grief, surrender, self-loathing, and doubt.

Protip: Anything she found here is terrifying. Please don't follow her.

What those emotions are in aid of is the pertinent question, and it's a haunting one, which the game's multiple endings do muddled work in answering, to both the game’s benefit and detriment. You walk away with heady questions about what you’ve played. What you might not come away with is satisfaction. Despite being only a one-to-two- hour game, it feels like a long way to get to either of the three finish lines; even trying for a second ending feels like work, and at least one of the endings puts far too easy a cap on what came before to feel true to the preceding hour.

And yet, having slept on it, I find myself obsessing over the questions raised, and the imagery foisted upon me by the encroaching darkness, than I have with any game in recent memory. Its frustrations are many, but they are not what sticks in the mind after it’s done. Neverending Nightmares might be a dream only worth taking once, but once is all it needs to work its ill upon you.

Once more into the breach.

It's fitting that the music first greeting you in Legend of Grimrock II is a rousing, bombastic tune that would just as easily be at home in a summer fantasy blockbuster. The sequel is a grand adventure, a far cry from the claustrophobic tunnels of its predecessor's excellent first-person, tile-based dungeon-crawling revival. And while the suffocating atmosphere of the franchise's first entry has been diluted by a focus on exploration rather than escape, its mechanics and well-crafted content have flourished and been improved in almost every way. Legend of Grimrock II is a logical and brilliantly executed next step for the series, exhibiting slight symptoms of too much freedom, but never stumbling for long.

Grimrock II has little to do with the mountain peak in the game's title; rather, it serves as reassurance that the formula defined decades ago, and modernized in the original Grimrock, still elegantly drives the experience. You fashion a party of adventurers with classic Dungeons & Dragons character trappings and step through unexplored three-dimensional terrain one tile at a time. Along the way, you acquire armor, weapons, and artifacts of increasing prowess, outfitting each of your characters to do real-time battle against a bestiary of monstrous creatures. You trigger fatally hidden traps, avoid the obvious ones, and search for vital clues to unlock gates and doorways, while solving riddles and puzzles in a quest for answers to larger mysteries and the almighty pursuit of power itself.

Giant rats are so 1990. It's all about pirate rats now.

Legend of Grimrock II shirks the longstanding reliance on subterranean labyrinths that have so-well suited the genre; instead, it pulls a new foursome of characters to the Isle of Nex, and the welcome addition of outdoor locales. From the temperate woodlands of Twigroot Forest to the noxious vapors of Keelbreach Bog, each environment carries a unique personality, and together they create a more diverse setting than the original's endless halls of stone and darkness. Of course, thousands of steps are still waiting to be taken in decrepit dungeons and tight tunnels, but the promise of returning to the fresh air of the surface alleviates the impenetrable gloom of underground life. Even returning to an open sky of a pitch black night--thanks to the great addition of a day and night cycle--feels like a safe haven from the skittering terrors that roam the chasms below."

The openness of the island setting is mirrored in the game's navigation. Shortly after your arrival on Nex, you're free to traverse nearly anywhere you can see, assuming you can unlock the barriers to entry and survive your own curiosity. To that point, there's a naural sense of progression in Grimrock II: it gently guides you through each new zone without spelling out an optimal order for visiting them. Should you somehow decipher the means to wander into territory too dangerous for your fledgling skills, that gentle hand becomes a clenched fist, ready to immediately bludgeon your party for its foolhardiness--but the option exists, and that non-linearity is refreshing.

Returning to an open sky in a pitch black night--thanks to the great addition of a day and night cycle--feels like a safe haven from the skittering terrors that roam the chasms below.

Unfortunately, that freedom of choice and ambiguous direction is where Grimrock II briefly falters. Much of the adventure hinges on the collection of scattered MacGuffins, conveniently spaced and designed to require the exploration of every area in order to chase them all down. In fact, the journey from your shipwrecked landing to the heart of the mystery is largely devoid of overarching narrative until the climax. What little references there are to a grander scheme are delivered in coy notes from an unknown master of this undiscovered island.

It's understandable that a focused narrative pushing you from one area to the next might hamper your ability to freely navigate the isle, but the chosen alternative is a nearly blind journey requiring a herculean effort and an enormous amount of good faith that it's going to pay off in the end--which it thankfully does. Instead, the real story takeaway is found in the immaculately designed riddles, puzzles, and moments of sometimes-not-so-near fatal choice that punctuate every step of the adventure.

Developer Almost Human has deftly crafted dozens of bite-sized, standalone engagements that are often vague, frequently complex, and always clever. And it's in these moments, when you're stuck wondering how exactly the provided clues don't point to the seemingly obvious conclusion, that you might truly appreciate the openness of a world that allows you to go off and perform some other task while you let all the elements of a particularly devious obstacle simmer in the back of your mind.

Word of advice: Don't fall in the pit full of zombies, aka, the Zombie Pit.

Overcoming the many vague riddles in Legend of Grimrock II is occasionally grueling, but to Almost Human's great credit, the answers are nearly always rooted in logic or interpretation, rather than finding some minute trigger on a wall. Oh, there are many secrets on Nex that are only uncovered with a keen eye, say, scrutinizing a sea of stone for the smallest switch, but these instances are almost exclusively tied to superfluous loot rather than vital game progression.

The vein of thoughtful improvement running through Legend of Grimrock II may be most apparent in its intricately designed quandaries, but it snakes through even the most basic elements of the franchise. Character creation, the cornerstone of the dungeon-crawling experience, exhibits a comparable leap forward. Where the original Grimrock opted for a trifecta of class selections--Fighter, Rogue, and Mage--the second offering builds on that trinity, filling the spaces between with new and unique roles. Choose to crush monsters through the Barbarian's brute force, strike a balance between marshal and mystical arts with a Battlemage, or brew life-saving concoctions with collected herbs as an Alchemist. All are viable additions to a budding party, though in practice, some classes are clearly more beneficial than others.

The real story takeaway is found in the immaculately designed riddles, puzzles, and moments of sometimes-not-so-near fatal choice that punctuate every step of the adventure.

In another sly wink poking fun at the tropes of the genre, there's even a Farmer class, which excels in absolutely nothing you'd want in an adventurer and gains experience not by killing enemies but by eating food. It's these small touches of playful meta--for example, some races gain hidden statistical benefits after ingesting their preferred foods, and the new Ratling race has a special affinity for cheese--that paint Grimrock II as a creation that's totally comfortable in its own skin while still true to the dungeon crawling mantle of yore.

But while an old-school spirit might power the core, the vessel is a more modern, expanded take on the experience than even the original Grimrock had to offer. The addition of weapon-specific special attacks adds a welcome layer of depth to combat; by drawing from your characters' energy pools, you're able to trigger devastating blows with titanic axes, or launch a flurry of slashes with a sabre. Moreover, the overhauled spell casting system allows you to quickly swipe across runes to prime a spell, replacing the cumbersome need to click each individual one. Now you can engage in combat that is fluid and interactive, rather than just repeatedly hacking at something until one of you squeals and collapses.

Better still, when paired with the active and passive bonuses of available skills and traits, each character can potentially attain enough unique purpose that fights are often elevated from slugfests to battles of timing, positioning, and resourcefulness. The appointed leader of my party, Arielle the Knight, started as the tough-as-nails tank, but somewhere during my 30-hour adventure she learned to dual-wield rune-adorned scimitars, backstabbing unsuspecting enemies in her impractically bulky armor. Thanks to the untethered skill system, she did it all, and you're free to similarly build any class in any direction you choose.

Poison, petrification, disease, blindness--there's a status effect for everyone!

Combat in Grimrock II is a more refined, empowering, and choice-centric part of the experience this time around, and with good reason: The beasts that inhabit the Isle of Nex are a much more formidable breed. Mainstay monsters that have adorned the darkened hallways of grid-based crawlers for years are well-represented: giant spiders, rats, ogres, and the undead. But new to the fray are creatures that, like your characters, carry their own functional skillsets. The giant toads roaming the bog may seem straightforward, but when one leaps across several tiles, landing behind your party, lashing out with its sticky tongue and pulling your characters' weapons out of their hands, the encounter shifts dramatically in its favor. Wispy elementals patrol the forests and press their attacks, unfazed by conventional weapons and spells, and leaving you helplessly searching for a vulnerability of some kind. And amethyst-hued cycloptic floating squid-beasts spew blinding ink from both ends, disgustingly enough, in the jewel-encrusted mines beneath the surface of Nex.

These functional additions to the bestiary are fairly indicative of what you should expect from Legend of Grimrock II: A well-established foundation revisited and excellently enhanced in the years between releases. Nearly every aspect of this dense adventure has been touched in a positive way, with none of the clutter that often accompanies second-act offerings that try to cram too much in. And despite the lack of narrative, Grimrock II is an outstanding second trip to the nostalgia well. It synthesizes the key elements that made the first game great, improves upon them in intriguing and powerful ways, and uses that as a platform for designing and launching more of the same great content.

Legend of Grimrock II is similar to one of its many well-designed riddles: While solving it may be a long, arduous process, approaching each obstacle with newfound understanding and hearing the victorious click of gears finally turning gives you a feeling of profound pride and accomplishment. Legend of Grimrock II is another glorious glimpse of the past, a window to a genre dead and buried and brought back to life with care and respect, and I urge you to peek through it.

Thursday, October 23, 2014

Terra firma.

I am looking at the number 585. It's below the "hours played" tab for my copy of Civilization V and I...well, I'm not sure I want to dwell on that figure. But I can tell you that for all those hours, I've only actually seen a single session with the history-based strategy game through to completion. I'm an absentee world leader: present for my peoples' first fumbling steps towards agriculture, gone again somewhere between the invention of the compass and the internal combustion engine. I get into these obsessive restarting loops, curious just to see what new permutation the game's map-making algorithms spit out. Eventually I'll nestle a few defensible cities into the mountainside, churn through tech advancements until I can fuss over cute little janissaries or hussar units like they're collectible figurines. Then, in a sudden fit of self-loathing, I'll wipe the board clean. It's wonderful, soul-sucking entertainment.

Sid Meier's Civilization: Beyond Earth shifts the series' brand of turn-based discovery and conquest off-planet, and the sci-fi setting puts a slick, chrome sheen on my old neurosis. But Beyond Earth also calcifies much of Civilization V's vocabulary and play arc. You still situate your capital city, and click it to designate the production of military units or workers that can spruce up your immediate surroundings. You still unlock new technologies and cultural policies that ensure a steady drip of upgrades and benefits. There are the familiar icons for production, food, and culture to illustrate the quantified output of your cities, and a new one, energy, is a reasonable enough stand-in for currency--its icon even looks a bit like a golden coin to ease you into the transition. So despite the new trappings, it's simple enough to slide back into routine. Create, explore, and expand--or, if you're like me, create, explore, quit, and create again.

The alien terrain shows off smooth transitions between tiles.

There are a few welcome touch-ups to smooth over Civilization's old edges, and they first appear in pregame as a series of decisions to make prior to starting your bid for global domination. A first step can be taken towards generating energy, science, culture, et alia, and you can opt to begin the game with a military unit, or a clinic if you'd prefer. There's more freedom afforded when picking out which parcel of land to found your first city on, and there's even a perk that reveals the outlines of the world's land masses. So much for my incessant restarting, then--all things considered, Beyond Earth seems to output viable starting situations more reliably than its predecessors.

But viable doesn't necessarily mean welcoming--this is an alien planet, after all, and colonizing it is going to beget some unfortunate learning experiences on the behaviors of local wildlife as part of due course. Maybe those lessons will come from the sandworm churning up your freshly tilled farmland a few tiles from your capital and consuming any trade expedition you send in its general direction. Or maybe from the creature that's three-quarters mandible, just kind-of loitering ominously offshore. Aliens play the role of the barbarian tribes from the last few Civilization games, as an entity that's not exactly "in it to win it." But they'll mess with your early game plans all the same, utilizing better cunning and more imposing units than their old club-wielding counterparts. Even Beyond Earth's loan translations of the previous entries' forests, mountains, and livestock feel suitably threatening here. A toxic miasma coats about a third of the surface of any map, damaging human units and healing aliens. And while natural wonders are conspicuously absent--robbing players of part of the draw of exploring a new planet--the varied terrain is full of curious features like resource pods, ruins and alien skeletons to seek out. The land is pock-marked with craters and chasms, the grasslands have a sickly cast to them, and I'm still trying to get comfortable with the idea of constructing a paddock for giant beetles.

Beyond Earth's opening cinematic teases colorful cultures that wash out in the gameplay.

But you're probably going to have to manifest some destiny sooner or later, because advancement in Beyond Earth necessitates subscription to a belief system and two of the three available are less than concerned with preserving indigenous species. So-called affinities push your development towards divergent goals: Purity, Supremacy, or Harmony. It's a choice between Terran, Protoss, or Zerg, really. Purity marks a civilization that concerns itself with recreating the comforts of home and preserving humanity in a more-or-less recognizable state. Supremacy is a technocratic zealotry that comes with all the haughtiness you'd expect--really, its units bear names like "Educator" and "Prophet." Harmony is there for us Truffula Tree-huggers, and since it lets you ride an alien like a horse and sic giant space katydids on your enemy's cities, I'd say it's the clear choice for the discerning Fremen. Interestingly, the text that accompanies each new affinity level shifts in tone along with the stage of the game, starting with earnest, innocent theorizing and gradually taking on a more hawkish, proselytizing inflection as the players start jockeying for position near the home stretch.

The Civilization series portrays a history that's not of people, but rather "the State." That is to say, you don't play as Ghandi, or Gengis Kahn: you play as India, or Mongolia, as well as a vision of those peoples united in a singular, millennia-spanning focus on besting all other nations. Beyond Earth expands upon this cult of the state, drawing the series' diverse cast of historical cultures into eight broad, continental coalitions, and rescinding the roles that individual artists, engineers, and scientists had been enjoying in Civilization V. The loss of the latter means a less celebratory, more overtly martial sort of strategy game, and I’m not keen on this step backwards towards the series’ competitive, board game roots. It’s echoed in the relative parity of the eight coalitions, which lack the color and diversity of play-styles that Civ V furnished so adeptly. In Beyond Earth’s eight-person multiplayer (local or online), the terms have never been so even, but some of the fascination went out the door with the asymmetry.

Affinities push your development towards divergent goals: Purity, Supremacy, or Harmony.

It's a brave new world, with new lands to chart, resources to harvest, and goals to pursue. But it's also as cynical as the old one, where most actions serve competitive ends, and even the most cooperative and well-maintained alliances will be shattered by necessity towards game's end. To Civilization, the State is an entity that acts on only the basest and most selfish of desires--consume, grow, and propagate. That's become increasingly ironic, as Beyond Earth's web of discoverable technologies introduces high-minded and esoteric futurisms like "Human Idealism" and "Artificial Evolution." A little barbarism was to be expected back when Civilization's tech tree was largely given over to simply escaping the Dark Ages. But Beyond Earth suggests--and perhaps not wrongly--that advancements like euthenics or microrobotics are ultimately just the new sticks we'll use to club each other over the head.

Beyond Earth's operatic opening short tells the story of a young female colonist who bears at least some superficial resemblance to National Geographic's famous "Afghan Girl." But it's otherwise hard to get a sense of what these people look like, or what their culture entails beyond that brief cinematic glimpse, because only the military gets treated to any real illustration in the game proper. Gone are the works of art, music, and writing that helped to redefine the cultural victory in Civilization V, pared back to an abstract number that's ultimately used towards more aggressive ends. World wonders do reprise their role as larger constructive undertakings, but the bonuses they proffer feel tepid and same-ish this time around. There are quests, though--a first for Civilization. In practice, they're a limited set of binary prompts with a light influence on your direction of progress, but they nevertheless lend some helpful narrative context to the action, and they can branch in unexpected ways. A newly founded independent outpost might turn out to be performing questionable experiments on its colonists, perhaps, or a plant brought along on the journey to the new world might take root and begin overriding the local flora.

In at least one case, you're tasked with spying on a particular city belonging to a rival civ. It's a subtle guiding of the eyes towards Beyond Earth's enhanced spy system, which requires regular management of a small team that can siphon energy, science, or units from other cities in addition to the last game's tech thievery and intel thievery. Successful operations increase the intrigue rating for a city, ostensibly granting access to higher-tier abilities like fomenting rebellion or planting a bomb, but in practice it seems difficult to ever reach those levels. Relocating a spy to one's own city might be too reliable a means of reducing your intrigue levels when you see them spiking.

Gone are the works of art, music, and writing that helped to redefine the cultural victory in Civilization V.

But absent a more subversive method of dealing with your foes, there's always old-fashioned battle. Military units still hold sway over most of the game space, trading turn-based fire between the hexagonal parcels of land and besieging cities. They fall back on Civilization's traditional archetypes: melee, ranged, cavalry, and siege, even as their outward appearances morphs from astronauts with rifles and moon rovers to bipedal robots and giant kaiju. The ones you field depend on your progression towards one of the three affinities, and in a welcome bit of streamlining, the upgrades get rolled out automatically with each new level--no more paying for promotions for each individual unit. Better still, a new, similarly tiled orbital layer plays host to satellites which can be launched for quick industrial bonuses, or support coverage for your armies in the field.

Beyond Earth's combat suffers from some balance issues though, and that's curious for a game that leans so heavily on proven systems. Cities are comically easy to take--most melee units fare much better at city capturing, and you can often halve a city's defenses in a single attack--resulting in situations where cities tediously trade ownership turn after turn. The fragility extends to the units themselves, many of which die in a single hit. By consequence, a small standing army is less tenable than it was back on Earth, and I find myself less invested in the fate of any one unit when it can be snuffed out by an orbital strike at any given moment.

I am finding that I play more games through to completion in Beyond Earth. In inverse of my experience with Civilization V, my favorite part might be the ending, where a civ has to lay its cards face-up in a bid for one of the five methods of victory, and any semblance of "civilization" goes out the window as everyone else tries to drag them back down like the proverbial crabs in the bucket. The three affinity-specific victories don’t play out all that differently, nor does a fourth concerned with making contact with an unseen, advanced alien race. Each entails researching a few specific technologies, then designating your cities to produce a structure or two that sometimes have minor idiosyncrasies, like consuming your surplus energy each turn. But the path to victory is more elegantly interwoven with the early and middle game this time around, and of course, global domination, ever the crude way out, remains as tempting as ever when another world leader shows up uninvited to talk some smack. The more things change, the more they stay the same, then; a journey to a planet halfway across the universe reaffirming the draw of the same old creature comforts--a plot of land, and just one more turn.

Wednesday, October 22, 2014

Twitch racer.

It takes great talent to drive a Formula One car. The vehicles are set up to go as quickly as possible within the given (and complicated) FIA regulations, and this season's new turbocharged cars are horribly twitchy and snappy, particularly if you don’t know what you’re doing. In the hands of a normal driver, they'd spit you off into a wall at the first corner. This is what happens very early on in F1 2014.

Then again, that is the point. Sure, there are myriad of driving assists to help keep you on the track, but the real appeal of F1 is in keeping your car planted without any help at all. Assists for braking, steering, traction control, and so forth do play their parts as you learn the braking points of a track and get to grips with the twitchy handling of this season's cars, but as time goes on, you find yourself lowering the artificial assistance to the minimum, and racking up some respectable lap times.

Smooth movements, correct braking points, and the right amount of steering lock are key to finding your way around corners with any degree of success. The learning curve is steep, and the game doesn't do a great job of teaching you the finer points of driving an F1 car, which you need in order to turn off any of the assists. That you need to be as alert as you do to get the cars around a track is a testament to the quality of the simulation on offer, though. As with real F1, make one mistake and your race is ruined, presuming you prefer not to make use of the replay system. Excellent tyre physics let you feel every twist and turn in a track, while a surprisingly accurate degradation model means you've got to keep an eye on tyre performance during the longer races, lest you lose grip and spin off the track. The same goes for fuel management, which requires a keen eye and good pit stop management. Ultimately, if you look after your car, it'll look after you. Abuse it, and you'll find you have no wing, no grip and barely enough go to make it to the pits.

While the updates to F1 2014's simulation mean that the cars handle differently but accurately for this season (or as best as a person that's not actually driven an F1 car can tell), there are some underlying issues with that game that this year's update fails to resolve. For instance, modulating the throttle is still frustratingly difficult on the Xbox 360 controller, and I often accidentally wheelspan away from the line, or simply gave the car too much juice over an apex. The brakes are easier to modulate on the pad; the steering less so, but it's manageable.

The best way to play F1 2014 is with a wheel and pedal. A quick spin on the PC version with the proper kit (in this case, the excellent and fully supported Thrustmaster T500 RS) not only made the racing more manageable, but far more immersive as well. The focus of F1 is on precision, but that's not to say there aren't some exciting moments to be found outside of a well-executed gear change. I often found myself chasing a car, repeatedly telling myself "I’ll take him on the next corner," or hoping to a deity that I could outbrake him to get ahead, only to be pipped to the post in a furious pedal-to-the-metal finish on the home straight.

F1 2014 is beautiful. Each car is shiny in all the right places and covered in all the right sponsors, making those fast-lap replays look fantastic. It all looks even better in the rain, when the track becomes covered in a watery sheen and a fine spray rooster-tails its way from the back of competitors’ cars, blocking your view in close quarters racing. Aesthetically, it’s hard to fault F1 2014 in all but two areas: the wing mirrors and the drivers. The former are blocky, indistinct, and not all that useful in a race, while the latter look rather sickly. Perhaps the drivers are suffering from the grueling hours of a full F1 season, or maybe the Xbox 360 and PS3's ages are beginning to show, but considering the cars look so good, the ugly drivers do take you out of the moment.

F1 2014 falters further when it comes to its selection of modes and extras. In comparison to F1 2013, aside from the tweaked handling, all you get are a few new car models and a couple of new tracks. F1 2014 actually removes some of last year's content with the loss of the awesome classic mode. That was a major selling point of the old game, so not having it here is a significant step backwards. Still, what is in F1 2014 is decent, if not at all that different to last year.

Rivals, Career and Scenario make up the meat of the game: in Rivals you enter a back-of-the-grid team as a rookie and fight your way up the rankings to beat a chosen rival in a best-of-three battle. Your chosen rival is supposed to be someone in a higher-tier team than you so you can steal their drive, but they're often so much faster that what should be a nice challenge turns into a frustrating experience. Swap a rival out for a fresher, slower driver and he'll miraculously speed up as well. Moving the goalposts in such a way makes for a frustrating experience.

Career mode takes you all the way through a race weekend from practice to qualifying, and then on to the big race itself. Again, the AI drivers are hard work, but keep plugging away and eventually you can shave seconds off your lap times to steal a podium spot. Handily, you can choose how long your season is, so you don't have to commit to too much if you don't want to. Scenario is by far the most interesting mode to play in. You're given specific tasks to complete, such as having to complete a wet race on less than appropriate slick tyres, for which you're awarded a medal based on your performance.

Despite F1 2014's good points, it's hard to get away from the fact that it's little more than an inconsistent update of a great game. The cars are good fun once you get the hang of the new handling model, the visuals are surprisingly sharp (for the cars at least), and there's more than enough punishing difficultly on offer for those after a real racing challenge. Ultimately, though, how big an F1 fan you are is going to dictate the value proposition here: if you're fair-weather and already own the feature-packed F1 2013, just how badly do you want to drive the new cars?

Tuesday, October 21, 2014

Virtuoso.

According to the film Fantasia, Mickey Mouse was not much of a sorcerer, but he's always been an enthusiastic conductor, which means that the mouse and I have a few things in common. One of many ways in which Disney Fantasia: Music Evolved differs from the film that inspired it is that it makes me feel both like both a fantastic conductor and a talented wizard, capable of not just manipulating the sounds of the orchestra, but of commanding sea life and city dwellers to do my musical bidding.

To be clear, I've conducted both choirs and orchestras in my (former) life as a violinist and composer, and Fantasia does not replicate what it's truly like to conduct a symphony orchestra. Instead, the game is a flight of fancy, reproducing the furious gesticulations you perform at a stoplight when listening to public radio, or the spontaneous performance art that occurs when your latest favorite jam appears on your shuffled playlist. It resembles other rhythm games in the sense that it displays prompts on the screen in time to music, and you perform the appropriate actions within the necessary time frame. In games like Rock Band, success involves pressing buttons on plastic instruments; in Dance Central, it means performing dance moves and striking poses. In Fantasia, triumph comes from sweeping your arms up and down, and pushing them forward and back. (Needless to say, the game requires you to own a Kinect.) At last, a game has come that gives you permission to sway about in your living room, waving your hands about as if you're a wannabe Leonard Bernstein while Vivaldi's Four Seasons blasts from the speakers.

Fantasia's musical selection does not just include well-known classical tunes--Mozart's Eine Kleine Nachtmusic and Mussorgsky' Night on Bald Mountain among them--but also comes with modern music by way of contemporary hits from artists like Drake and Lorde, along with essentials from The Who, Elton John, Queen, and many others. It's likely you know most of these tunes, whether or not you've been to the symphony or turned on the radio in recent months. When the a capella harmonies of "Bohemian Rhapsody" spill from your television, you naturally understand the attitude you must take, even if you don't know exactly what motions the game will expect of you. It's one of Fantasia's many wonders that those required motions so beautifully complement the melodies and rhythms they accompany. When trumpet fanfares and wailing guitars fill the room, the game calls for dramatic sweeps and swift punches; when plaintive violins and cellos encourage quiet contemplation, your hands swish about in graceful arcs.

If you're like me, you will be more concerned with matching the motions than looking elegant, at least on the first couple of attempts. Fantasia is forgiving in exactly the right ways, however, giving you credit for proper motions whether you perform a grand karate chop or lightly thrust your wrist downward. In time, I was just as concerned with how I transitioned from one move to the next as I was with matching the arrows on the screen. Unless the move calls for both arms, Fantasia typically doesn't care which arm you use, and an enormous part of the fun comes from experimenting with different methods of physically linking one motion with the next. At first, I approached Fantasia like a robot might, flinging my arms up, down, and forward as the game required. Now, many hours later, my arms craft figure-eights in the air and my hands flitter about like butterflies. Well, I might be exaggerating my own sense of grace--but at least it feels as though I have become one with the music, even if my perceived elegance is greater than the elegance an outsider would witness. (And word has it that I can look pretty clumsy while playing Fantasia.)

Not only is that creature a glorious sight, but his candelabra horns are a musical instrument!
Fantasia can be a bit of a workout, like a low-impact Dance Central.

Fantasia is not just an elaborate game of Simon Says: you actually contribute to the soundscape as you play. Each song comes with three mixes in total (including the original mix), and while playing, you often have the opportunity to incorporate various aspects of those mixes together. You can stick to the original if you prefer, but doing so means you miss the pure joy of hearing a big-band version of Dvorak's New World Symphony. I don't love every mix--some of them are too reminiscent of the cheesy Hooked on Classics series--but for every mix that didn't gel, there were two that had me looking at the music in a new light and finding new ways to perform gestures. The watchtheduck mix of Cee Lo Green's "Forget You" (yes, I wish it were the uncensored version as well), for instance, plays so much with vocals and rhythm that you must renew your focus on the assigned motions lest you fall victim to the mix's abundant musical tricks. Should you play with a friend performing at your side, selecting a tricky mix is a good way to trip her up and earn a higher score.

Mid-performance minigames also grant you control over the music by allowing you to create little melodies or rhythms by, for instance, moving your hand up and down a vertical keyboard of sorts, or by manipulating a ring that adds synthesized effects to a vocal or instrumental line. This aspect of Fantasia is a mixed blessing. On one hand, you can make some fairly random motions and end up adding an attractive musical line to the track; developer Harmonix ingeniously ensures that the notes and sounds you can choose fit within the harmonies and beats of the musical line. On the other hand, the tools' limitations can be frustrating, particularly when you lower your arms to save your melody and unavoidably glide through more notes or hammer on another drum in the process. It's best just to create something that sounds nice and be done with it, rather than to attempt a specific melody or drumline.

When trumpet fanfares and wailing guitars fill the room, the game calls for dramatic sweeps and swift punches; when plaintive violins and cellos encourage quiet contemplation, your hands swish about in graceful arcs.

The tracks are framed by a cute but throwaway story involving you, the wise wizard that cleaned up after Mickey's Fantasia disaster, a young woman named Scout, and a vague aura threatening the universe called "the noise." Given the masterful way Fantasia and its sequel tell their musical tales, it's disappointing that the story is such fluff, though it's fortunately over and done with before you know it. Nonetheless, the Fantasia legacy is not just about the integration of animation and orchestration, but about the fables that integration can share. Fantasia depicted a world of flowers dancing the troika and the hushed prayers of the deeply devout; Fantasia 2000 brought to life the story of the Firebird, whose death and rebirth is echoed in the natural world. I wish Fantasia: Music Evolved's story had mirrored the diverse emotional arcs of the films that came before.

Nevertheless, the game is overflowing with charm, and the success of the story mode is not in the narrative but in the worlds it guides you through. You access songs through interactive portraits of undersea hijinks, arctic floes, and pastoral forests. These worlds are gorgeous playgrounds, letting you produce little melodies and patterns by manipulating creatures and foliage. Where most of Fantasia involves semi-scripted performance, these worlds represent musical improvisation; waving around to Missy Elliott is the concerto, and poking around in a busy city is the cadenza.

The motion controls are rarely a problem, making it easy to enjoy the sights and sounds.

I wish for more from Fantasia: Music Evolved, but that's because it is already such a delight to watch, to hear, and to perform. The game is more pop than Pachelbel; I have visions of entire Mahler symphonies released as future downloadable content, even though I know that Avicii and Lady Gaga are DLC priorities. Until that dream comes true, I am more than content with Fantasia, which makes me feel like a graceful performance artist, a skillful sorcerer, and a master musician all at once.

You may say I'm a dreamer, but I'm not the only one.

A City Sleeps is a music-driven, bullet hell shooter with an invigorating soundtrack and a colorful, comic-like presentation. The hybrid of concepts feels fresh and fun in the beginning, and there are moments when the ideas harmonize, but the game rapidly runs out of new stages and music, and you're left with nothing to do but replay the same levels at higher difficulty settings. At that point, your enthusiasm quickly falls through the cracks, well before you get access to the game's advanced upgrades. Shoot-em-ups have a reputation for being challenging by design, especially the bullet hell variants, but for A City Sleeps, there are more hurdles than bullet patterns to overcome and it's all to easy to find yourself tripping over the bumps along the way.

It's interesting to see how A City Sleeps toys with the general makeup of a bullet hell shooter, though. Games such as Ikaruga, DoDonPachi, and Mushimesama are members of the infamous sub-genre, which are defined by their screen-filling, curtains of bullets. Nearly every bullet hell shooter scrolls in a unidirectional fashion, be it horizontally or vertically. Enemies come from one part of the screen, and thus, so do their bullets. The background scrolls from right to left in A City Sleeps, but in reality, this is a twin stick shooter like Geometry Wars, with a static field. The background may be moving in a single direction, but enemies and their bullets come from every direction, drastically increasing the amount of ground you need to monitor at a given moment.

It's good that your weapon can fire in any direction, too, which affords you the flexibility to evade incoming fire and attack your enemies from any angle. You can close in and attack with a katana, which charges a meter for every successful strike. Once your meter is full, you can then slash at large swaths of enemies with a screen-sized spirit sword, which is invaluable during boss fights.

You're also able to tap into the power of spirits by possessing idols that appear at fixed intervals throughout levels. Once possessed, these idols can emit healing energy, fire at enemies, or freeze them in their tracks, depending on the spirit you assign to them, and you have the ability to reassign spirits on the fly with a simple button combination. Exploiting this mechanic is an important aspect of your strategy, and thankfully, the game also slows to a snail's pace when you initiate the possession process. You can unlock new properties for each spirit type, but only after you complete levels at advanced difficulty levels. In theory, the progression of abilities should work in step with the game's difficulty, but you always feel like the game is two steps ahead of you, and unlike most shooters, you don't earn weapon upgrades during levels. It's frustrating that you have to beat levels to get the most useful upgrades when you feel woefully ill-equipped in the first place.

The background may be moving in a single direction, but enemies and their bullets come from every direction, drastically increasing the amount of ground you need to monitor at a given moment.

As is tradition, your character, in this case Poe the Dream Exorcist, is only vulnerable at the very center of her character model. Here, her hitbox clearly represented by a green beacon. Being able to quickly identify her weak spot is critical when you're caught in the middle of a bullet wave, and in this instance, Harmonix has given you an advantage that you wouldn't normally have. Feel lucky, because you move at a slightly lazy clip, and though you can dash at a fixed distance, it's too big of a bound and thus not good for frequent use.

A City Sleeps is painfully difficult once you get past the first round of levels. This is partially because there are times when enemies attack you from every direction, pummeling you with dozens of bullets, but it's also due to the way in which the background music influences your weapon. The music is great, and firing your weapon contributes to it in a satisfying way by emitting sounds to the beat, but your rate of fire is also dictated by said beat, which fluctuates throughout each level. In other words: you can't count on your weapon firing in a consistent pattern at all times. In order to predict its behavior, you need to be in sync the music. Nevertheless, when enemies move at a consistent speed, regardless of the music, you're at a disadvantage when you can't defend yourself just the same.

Though it limits your potential firepower, the connection between the gameplay and music can be downright mesmerizing when you aren't stuck in an insurmountable situation. The tracks are simple and mellow in the beginning, but as stages progress, your weapon, and the actions of possessed idols and your enemies, add new layers to the orchestra. As the combination of instruments ramps up, you feel increasingly engaged in the action. It's not hard to feel in tune with the soundtrack, but this feeling fades away once the onslaught from your enemies reaches its peak and you struggle to find your footing.

You could argue that this connection between music and your weapon presents an unusual chance to balance multiple skills, but A City Sleeps ramps up the challenge too quickly to facilitate a proper learning curve. It would have been so much more enjoyable if the challenge grew in a smooth manner, because after you beat the game's three levels, a paltry selection, all that's left to do is replay them at harder difficulties. Not only is the game too repetitive as a result, but it's hard to get much enjoyment from the process when it feels like you don't have the tools you need to succeed. If the disbursement of upgrades were different, then maybe this wouldn't be the case, but as is, you feel alienated by the odds well before you get the chance to equip yourself for success.

A City Sleeps leans on hardcore difficulty to compensate for its lack of content, and its use of music, while interesting, is a source of frustration, especially as the difficulty increases. It's disappointing, because at its core, there are a lot of good ideas, but they never truly shine in the presence of the game's issues. Highly-skilled shoot-em-up fans and bullet hell veterans will find an experience that lives up to their maniacal expectations, but unless you count yourself among the shooter elite, don't expect A City Sleeps to hold your attention for long.

Saturday, October 18, 2014

Guillermo del Toro Says Pacific Rim 2 Will Lead to Third Film

Even though Guillermo del Toro has another four or five months to go on the Pacific Rim 2 script, the director says he'd like to have the sequel lead directly into a third film.

Speaking to Collider at a press event for The Book of Life, del Toro confirmed that the first draft of the Pacific Rim 2 script is complete, and he expects to begin pre-production on the film by next August or September. The Hellboy director also let slip that he'd like to not only handle the sequel as something "radically different" from the original, but plans to have it set up a third film, reintroducing familiar characters.


ign.com
kotaku.com