Monday, 12 April 2010
Videogame Review: Prince of Persia
Okay, I'm gonna get this out of the way first; this game is gorgeous. The cell-shaded wonderland that this game conjures is jaw-dropping from the moment you start playing until the moment you finish. The Assassin's Creed engine has shown once again how well it can create sensational graphics, and the art direction is probably the best I've seen all year. The animation is smooth and natural looking, even when performing the most outlandish feats. The soundtrack compliments this perfectly; epic orchestral deluges which create a magnificent atmosphere.
Shame about everything else.
I'm a huge fan of the previous generation of this franchise; the fast, fluid platforming and combat that allowed instant usability but much room for experimentation and the likeable, fleshed out characters. On top of this, the sands of time system allowed challenge in the puzzles themselves and allowed the game to be forgiving yet tense and reliant on skill; I often found myself grasping for the rewind button in games I played afterwards. This Prince of Persia has replaced all of these with idiotic, uninspired gameplay mechanics which actively detract from the game.
First off, the platforming, while the strongest point of the game, is flawed on a few very basic levels. Firstly, the nimbleness and speed of the original prince's freerunning is usurped by leaden wall-scrambling and repetitive tasks which become dull after not much time. The new prince's parkour stuff is controled solely by the jump button, and the lack of a freerun button grates; the game misinterprets your commands sometimes, which, while uncommon, can sour your opinion of it given the life-or-death situations this occurs in.
Well, I say "life-or-death", but that's a slight misstatement. You cannot die in this game. You see, at all times you're accompanied by Elika, an obligatorily busty mage/sidekick/annoyingly-forced-feeling love interest who saves you whenever you're in a potentially deadly situation and transports you back to the last safe place. An obvious attempt to recreate the brilliant sands of time rewind function of the original trilogy, this system couldn't have missed the point more if they'd actively tried. Whereas the rewind allowed you to correct mistakes as they happened, never breaking flow and allowing for quick resuming of gameplay should you misstep, the new system drags you back to the beginning of the section and forces you to do what you just did again. Considering that some sections can be very challenging to finish, relying on a painfully unforgiving game engine, that "again" often becomes "again and again and again and again and again". In a game where instant death is this close at all times, this means that the pace of the game remains sluggish and dull.
Speaking of sluggish and dull, remember when you first powered up the largely-underrated PoP: Warrior Within and found that the awkward combat of PoP: Sands of Time had been replaced with a slick, fun and at-all-times badass system which flatters the player's every button press with sheer awesomeness? Me too. Unfortunately Ubisoft don't, and have instead put in place a hugely frustrating mess of a combat system which never fails to infuriate. Fighting in this game is entirely based on duels. Or rather, on quick-time events. You see, the block button in this game seems to be less about defense and more about holding your sword differently if you think it looks cooler. All the enemies have unblockable moves which they use with gleeful frequency, relying on the kind of reflex test which punish the player whenever possible. And since you don't have a health bar, whether you are hit by a blockable attack or block it will still merely result in slight knock-back, all in all making you wonder why they bothered with blocking at all when they could have been dealing with the animation issues. The Prince is robbed of all his agility and speed during these fights, choosing instead to either plod around like a retarded tortoise or utilise an evading system which doesn't actually evade attacks.
To top it off, all enemies, including horribly overused bosses, initially use the same tactics and to an extent the same moves, resulting in total monotony. When one boss started to use a DIFFERENT TACTIC, where they'd go into a stance where only one type of attack is effective, I almost cheered. Then they all started using it. And it would have become dull too, until they changed the one-attack to the Elika attack. You see, Elika is also used in combat by lobbing her at the enemy, or at least can be. I never did if I could avoid it. The attack has a delay while she leaps onto your shoulders, and this should, for the sake of balance, be okay, were she a ranged weapon, as a launched attack bloody well should be. She's not; in fact despite being able to fly, she is incredibly fussy about how far away you have to be from the enemy to use her. This means that that delay, when used in a close-range attack, makes her damn near useless. To top it all off, she can be attacked while attacking, which disables her for a while (read: about fifteen seconds, more if you're too far away, and this feature retains the truly mystifying definition of "too far away"). In a boss fight where this is a compulsory attack, the term "dick move" feels somewhat inadequate.
And the motivation for enduring this crap should be the story. The generic, predictable story; evil force spreads across land, generic grizzled badass takes it upon himself to somehow stop it. Even the "twist" is about as unexpected as gravity. The characters are terrible; Elika in particular is utterly schizophrenic; bitchy (possibly meant to be seen as a strong female character, which reveals so much about Ubisoft's idea of independant women) at first, then without warning flirty and vulnerable is a way so shoehorned in for the sake of romance that it's painful. The prince himself is best described as an utter dick, without the redeeming qualities of the equally arrogant original prince. The bosses are the only ones with character, character which remains agonizingly unexplored. The voice acting is jarringly done by none-more-yank americans, something which blighted Assassin's Creed despite only one character possessing it; here they ALL do, which, when combined with the horrible performances and terrible writing, throws you out of the experience every time a character opens his or her mouth.
I appreciate that I've compared this too much to the old games - it's still bad on its own merits - but it is very obviously trying to be PoP: Sands of Time. The "corruption" takes the place of the Sands, the visuals try to be like it, and Elika is like a completely unlikeable Farah. They even give you unlockable skins to make the main characters resemble SoT Prince and Farah, which felt a little like demanding that a new girlfriend gets the same haircut and clothes as your ex. They're claiming to have moved away from the originals, but don't have the guts to follow through with it.
This is a bad game. Not really bad, but below average in a way that a big-budget game has no right to be.
Tuesday, 6 April 2010
Defeater - Lost Ground EP
Winds of Plague - Decimate The Weak
Sunday, 7 March 2010
Comic review: Phonogram/Suburban Glamour
Wednesday, 17 February 2010
Annotations of an Autopsy - II: The Reign of Darkness
Saturday, 30 January 2010
The Agonist - Once Only Imagined
Wednesday, 20 January 2010
A film review - Behind the Mask: the Rise of Leslie Vernon
Monday, 11 January 2010
Bleed From Within - Humanity, and the UK metalcore scene
Friday, 11 December 2009
Dead Swans - Sleepwalkers
Thanks to my new metal mag of choice, Terrorizer, and I say "thanks" in the same way that a child says "thanks" to the grandma that made him a sweatshirt of industrial twine and razorblades for Christmas, I've become aware of the blog Metal Inquisition, which attempts to refine the medium of music snarkery to an art form, and at this point I'd like to say that I DEFINATELY HAD NEVER READ IT BEFORE THIS BLOG WAS STARTED. It's an entertaining read because beneath the complete contempt for justified opinions and constant gushing over obscure-to-unimportant '80s thrash, the entire blog is essentially a portrait of Sergeant D, the world's saddest man, his contempt for the world and triggered double kick drums a mere cover for his desire for people to value him. I have an image in my mind of a fat guy in a Devourment t-shirt hunched over his keyboard, tears streaming down his face as he types hatespeech with one hand, his other jammed down the front of his shorts as he sweatily masturbates to the MySpace photos of the fifteen year-old scene girls that fawn over BrokeNCYDE.
It suddenly occurred to me that this may well be me in twenty years time.
"No!" I said to myself, proudly holding my 50/50 good-bad ratio aloft like lion cubs in a Disney movie, "Cynicism has yet to take me! And also, no thanks, fifteen year-old girls!” I then spent a day in Brighton with a group of friends criticising everything they like, see and are. Maybe I was right the first time. Eventually one of them actually screamed at me, "Is there anything you like?!?" and confronted with the challenge that I am in fact incapable of feeling love, I actually had to think for a moment. I love webcomics, and gameboy music, and also my friends, I guess, but whatever. But yes, I'm a changed man, and I'd like to talk about something I love.
I have officially listened to "Thinking of You", the first track off Dead Swans' new album "Sleepwalkers" more times on my current iTunes library than any other song. I may well love it more than any other song on there. It is what Dead Swans are; a highly concentrated, utterly refined explosion of everything that makes hardcore great. Imagine the hyperactive hardcore punk offered up by This Is Hell combined with the intensity and brooding textural elements of The Hope Conspiracy. We're talking thoughtful, dissonant guitar soundscapes that burst into racing, soaring melody. We're talking vocals spat from the pit of the soul and roared at an imagined crowd screaming every word back. We're talking that crash-snare-crash-snare drum pattern that anywhere else would be oversimplified but in hardcore works because dammit the important thing is that they're hitting the drums really fucking hard because that means they care or something. Every hardcore trope they use, they play totally straight because if they didn't mean every second of it, it wouldn't be nearly as brilliant.
Anyway, if you could understand any part of that torrent of praise, it's that Dead Swans mean every note of the album, and considering that the last band I reviewed, I declared had no souls, this is an improvement. Yes, they just play very fast punk with a guy shouting over it, but how they do it is the sign of how superb they are. It helps that these guys have very personal lyrics, which lend the a huge amount of emotion to the performances - plus it's a great change from the usual hardcore thing of singing incessantly about HEART and PASSION and about how YOU'LL NEVER BRING US DOWN like they're hosting a fucking pep rally. Many years ago Ian MacKaye denounced the term "emotional hardcore" by pointing out that hardcore was always emotional. This was what he meant all along. Vocalist Nick Worthington possesses a superb hardcore shout packed with conviction and purpose, and the obligatory gang-vocal parts are natural and exhilarating, which is good because this album does what all the great hardcore albums do – it doesn’t prepare you for the live performance. This feels like a live performance. The captivating, energising power of this album carries the force of a real band, like the Brighton crew are actually trapped inside your speakers and that’s why they’re screaming. The guitars gracefully shift from sludgy ambient sections to fast, exhilarating riffs, and the dual guitar lines use dark, powerful harmonies to create a perfect atmosphere from start to finish. They also manage to avoid that weird obsession with oceanic and nautical imagery that most young UK bands are so into, which is nice.
"Sleepwalkers" is one of those albums that every genre has that doesn't do anything new, but does everything so well that it still seems like a novelty. It's certainly the best hardcore album any UK band has ever produced, but considering the UK hardcore scene is about three years old, that's not saying much, so let me make a bigger statement. Best hardcore release of the year. Oh, go on. Best hardcore release since This Is Hell's last one.
Yeah, that sounds about right.
P.S. I can also confirm, as of 18/12/09, that this band FUCKING RULES live. All the heart-wrenching emotion of the album is replaced with astonishing fury, and the impact of the crowd favourites whipped the crowd into a mad frenzy. A great show.