Showing posts with label Art. Show all posts
Showing posts with label Art. Show all posts

Wednesday, June 12, 2013

Video Game Review: Gunpoint


The rain beat down on the roof as if the fists of god were trying to warn them as a man in a dark brown coat skulked towards their three story office complex. His goal: Classified company Intel located on the top floor behind an electronically sealed door. Before entering the building the man booted up the high tech Crosslink software installed on his smartphone. Glowing trials wash over the screen, indicating various connections between electronic components. He rewired a nearby switch so that every light is extinguished in one elegant flick. The two lone guardsmen begin scouting and vainly flipping switches, attempting to access the issue.
Using his trademark super jumpy pants (can’t remember the actual name) he leaped to the ceiling and crept along like a spider (man). While ascending the elevator to the top floor, The spy used the Crosslink device to cause a light to switch off in a nearby room, which causes that guard to flip his own switch, which then activates the vault door. After retrieving the info, one of the guards managed to find his way into the room. He quickly leaped towards the guard before he could pull his pistol, throwing both out the window. After landing atop the lifeless corpse the spy then sprinted towards the safety of the subway.
Such is one of the more simple opening missions of Gunpoint, a game about deceiving the enemy into using their own tools against them. The game's Deus Ex Noir art style combines with deep but easy to learn gameplay mechanics in order to create an experience that is both as simple and as complex as the player would like it to be.
The name of the game is Creative Ingenuity (Actually it’s Gunpoint). Although every mission has essentially the same objective, the way in which you accomplish said objective is entirely up to you. Other than a few linear portions at the beginning and end, the entire game comes across as a side scrolling version of Dishonored or Deus Ex. You're even given the choice to use a gun, despite the overwhelming odds that are placed against you for pulling the trigger.
Although there are about a dozen upgrades available to you, they are the worst filled out aspect of the game, most of them feel as if they should have been open to you from the beginning. Once you get the Crosslink and gain the ability to rewire everything from doors to camera’s to electric outlets, you could potentially complete the entire campaign without purchasing anything other than the required components. One of the games biggest issues is that it poses almost no real challenge.
The ability to purchase a gun is interesting because, although the game is call Gunpoint, gun’s have been entirely outlawed. It’s also a last resort option that, when used, will begin a countdown timer as a sniper (the social ramifications for allowing government agencies to use firearms when normal people cannot is a topic I wish was discussed more) sets his sights on you. It can also be used to hold up guards and back them into tight corners.
As I stated before, the world is a mix of classic Noir and Deus Ex. The art style is simple by design, removing any extra clutter, leaving the player with an elegant and nearly invisible interface. That being said, other than the structure of the buildings themselves, the actual art never changes. You will always see the same skyline and the same shades of blue and grey. The music is a mix of unobtrusive electronica that adds to the overall cyberpunk aesthetic. Overall the presentation performs the job that it’s meant to by keeping you completely engaged. I have to admit, I do love a dude in a pixelated trenchcoats.
The story is also surprisingly compelling for being told primarily through text with zero spoken dialogue. I haven't played an indie action adventure this witty and interesting in a long while. The way the story wraps around several choices that you are allowed to make, a la Mass Effect and other choose your own adventure titles gives you another reason to give the game another go once it’s all over.
The bad news is that you can beat said story in around 3 hours. What gives it its legs is its replayability. Trying out different tactics, going for that perfect score, these are what Gunpoint is all about. The unique reward for completing the game in certain ways is exciting as well. If you’re not the person that likes playing a game more than once, it’s not for you. For others, 10 bucks is a stupid cheap price for such a well designed gem.
In the future, either through a patch or a feature implimented into the website itself, hopefully the creator decides to put together a portal for sharing user created content. It’ll be just the feature to put this title over the edge. I could see a community potentially thrive off of player created content for months, if not a year or two.  
Overall it's hard not to recommend gunpoint although end the end this is a title that leaves you wanting. You need more but there’s nothing left to give once you have seen the handful of ways the story can pan out. If you’re looking for more content past the unfortunately short story, hopefully you have friends that can create some for you, at least until a proper portal is established.

Sunday, March 18, 2012

Mass Effect 3: Is Changing The Ending Right?


             I recently finished Mass Effect 3 and can finally comment on the outrageous behavior that has surrounded it since the day that the game was released. For anyone that doesn’t know; petitions and polls have garnered a couple thousand people that are ready to wage war with Bioware over and ending that they, quite frankly, don’t feel like they had any part in. The question that I am asking however is if this type of behavior is good or bad for the gaming industry. 

            If we could go back and change the way things played out in our favorite movies or books would we? That question has already been answered by Arthur Conan Doyle when he was forced by his fans to bring Sherlock Holmes back to life. Was it right though? The man was sick and tired of writing about the character and possibly wanted to just put the character out of its misery before he started hating him. Was Sherlock Holmes nearly as good after the series was forced to continue? 

            One of the biggest questions that is being asked by big time media outlets is “Is it okay to change art?” The question is entirely legitimate because of the growing acceptance of video games as a form of art. PBS actually commented on the subject the other day and said that Mario is actually a form of surrealism. If it is art how can we condone the questions that follow such as “should people be allowed to alter paintings and films just because they don’t understand the artists’ intent or think that they could do better?”   
   
            Fallout 3’s ending was changed when fans hated how sudden, abrupt, and unsatisfying it was. Most Bethesda fans probably expected to continue exploring the wasteland but when your hit with what basically comes down to a Game Over screen it’s understandable why they would feel a little betrayed. When the ending was changed we also got some amazing downloadable content to go along with it. This is a case where changing the ending turned out to be a good thing after all. 

            The ending to Mass Effect 3 was intended to be polarizing according to Bioware director Casey Hudsen. He didn't want it to be forgetting and hoped that it would get people talking. In a way it worked because that's all that people have been doing since they saw it. Most fans would take this as the lazy way out. Sort of like saying, the sink was meant to be broken or that we “intended for those glitches to exist.” What if that’s not the case however and the writers of the story poured their hearts into trying to make something that they thought and believed would satisfyingly conclude the series? 

As a growing writer I am used to being criticized, it comes with the work and the fact that before I get better I'm going to have to fail a few times. I can’t imagine working out something as big as this however and being told that I was wrong by over 20 thousand people. I imagine that they are feeling backed into a corner at this moment as they try to figure out what to make of one of the biggest decisions that modern gaming is going to have to answer. Is it right that art to change art? If the ending is changed what exactly will it mean for the industry as a whole? 

I am not going to criticize those complaining about the endings, it is their right to do so. After spending over 300 hours in the series including the books and comics, it was a little jarring to me to see that it all came down to three choices. I can perfectly understand where they are coming from. The difference is that I loved what came after the decisions. It was heart wrenching watching a universe that we have come to love become so damaged, knowing that some of your best friends were never going home again and would possibly perish in the process. 

I thought that in a way it was the end of one adventure and the beginning of another as the races of the universe are forced to start over again. The reapers were destroyed, but at what cost? What was also interesting however was that it makes you wonder if fighting the reapers was even the right choice? Maybe the universe would have been better off being destroyed by the reapers and built up again.

My own explanation for this having to happen is that sometimes you can prepare for the worst, put on your seat belt, and still die in the crash. It happens and there is nothing that we can do about it. The reason we didn’t know about this god child is simply how could we? No one knew much of anything about the reapers. Something like this was always going to be behind the curtains or under the stage.