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Posts Tagged ‘gtaIV’

Underused Sub-genres: The Skyscraper Crawl

January 21st, 2010 No comments


Blocky, isometric corporate evil happens here.

When doing some googling for something completely unrelated to gaming, I came across a game called Skyscraper, which apparently came out on PS2 in 2008, is out on PC, and is being adapted to the Wii. Metacritic doesn’t seem to think it exists, and I can’t find a review for it, which probably tells me all I need to know about its quality. Nevertheless, it got me thinking.

I’m an early Generation-Y. While most of my childhood memories are of the 90s, I’m a child of the 80s, the decade famous for, among other things, greed. Corporations were evil and about to take over the world, especially Japanese corporations. Shiny black skyscrapers were the most visible symptom of the malady of these world-conquering companies, evidenced in books and movies like Die Hard, Robocop, and Rising Sun. The whole cyberpunk movement was a response to the seemingly inevitable corporate takeover of the world, leading to books like Snow Crash and my favourite book of all time, Neuromancer. Nefarious things were planned and executed in skyscrapers – what exactly was going on behind that black facade? You can certainly still put forward a case for corporations trying to rule the world (not that they didn’t try before the 80s), but the idea of the Japanese taking over the world fell by the wayside in a fairly spectacular fashion, and near-future fiction has largely moved on to other concerns.

I still love cyberpunk, and I still think skyscrapers are cool, especially black skyscrapers, even if all the people inside are doing is selling paper products. One of my abiding childish dreams in life is own the world’s only full-skyscraper laser tag centre. As a result, I love to see games with skyscrapers featured in them, and I don’t think there’s enough games that use the skyscraper as the centrepiece that it should be. Arguably, games set inside skyscrapers are often just dungeon crawls taken outside of a fantasy setting, but while the mechanics may be similar, the vibe is usually completely different.

Off the top of my head, I can think of a number of games involving skyscrapers. There’s games with skyscrapers in the background, or forming an incidental part of play, like Arkham Asylum, just about any cyberpunk game (Deus Ex, Syndicate, etc.), the GTA series – well, really any game set in or near a city. There’s games where you’re on skyscrapers, like AaaaAAaaaaaaAAAAaaaaaa (with however many ‘a’s it has) – A Reckless Disregard For Gravity, Crackdown, or Spiderman 2. But what I really love are games set exclusively in skyscrapers.

Getting the rocket to blast open the doors, racing to beat the terrorists as they break the multiple locks, trying to get a radio, walking slower as your ‘feet’ meter goes down after walking on glass, the tension of the sparse music – Die Hard on the NES may have only been half an hour long when done right, but it took many goes to work out exactly what you needed to do. Hard but fair. D/Generation and Corporation/Cyber-Cop both had a dark, creepy atmosphere, with riffs on the same ‘illegal genetic experimentation inside a skyscraper’, although one was isometric and more of a survival-horror type of game, the other first-person and more stealth/action.

There are also borderline cases of skyscraper crawl – the tower crawl during the Midgar section of Final Fantasy VII, and the tower in Thief 2, that while not technically a skyscraper, served largely the same purpose in the steampunk style of the game. It’s debatable whether the skyscraper plays more of a role in these games than in, say, GTA IV or Crackdown, but it comes back to that nebulous darker cyberpunk-ish ‘vibe’. Mirror’s Edge is another borderline case, of which some happens in a skyscraper, some on a skyscraper, but doesn’t have quite the same sense of dark art-design that skyscraper crawls seem to have. Again, the ‘vibe’ isn’t quite right. I can’t complain too much, though – any scraper is better than no scraper.

Image from Abandonware Paradise, cropped to size.

Problems With New Games: “Annualisation” (aka. Madden Syndrome)

January 6th, 2010 No comments


Deja Vu? This could be what all gaming will feel like, soon.

As well as the big pile o’ unplayed games, I keep a list of games that I hear/see/read about, both already released games that I’m yet to get (some examples: Bayonetta and The Saboteur), and games yet to come out (like Heavy Rain, Alan Wake, and Rage). As the examples show, there’s definitely still new stories, new gameplay ideas, and new stories grafted onto old ideas coming out of game publishers. However, these new ideas have to fight very hard to get any traction. On my list of 31 upcoming games to watch, 22 are either direct sequels or part of an already established series. Mass Effect 2, Crackdown 2, Max Payne 3, Diablo 3, Thief 4

I suppose I’m the sucker; it’s my own list, after all. And it’s probably what a large section of the gaming public wants – why wouldn’t you want more of a good thing? But it makes me wonder, are these games being released in addition to games with original ideas and settings, with as many new properties being released as there has ever been, or are they the replacement for new ideas? I worry when I see things like Activision (oh, you have come a long way since Pitfall, haven’t you) talking about not releasing new games unless they can be “annualised.” That statement does perhaps imply new ideas in gaming, but it implies ‘safe’ new ideas. Does it prevent any resources being put into the next Psychonauts, Ico, or Okami?

Call of Duty, Guitar Hero - these sort of series will be cranked out on a yearly basis, quality or need be damned. As game budgets and therefore the number of units needed to sell to make a profit rise, the will to take on risk evaporates, and thus these sort of sequels or annual installments will be prevalent. GTAIV, as an example, had a lot of ambition, and in some ways its reach exceeded its grasp, but at the core it was largely the same game as every GTA game since GTA3 – and stuck largely to what people look for in a GTA game. I can see the Madden Syndrome threaten to take over before too long, where the game title just becomes ‘Call of Duty 2011‘, and any gameplay changes are minor and incremental. It seems like the only games that will join these existing series’, at least from major publishers, will be games that are derivative of them.

Repitition and sequels are old as games themselves: Look at Pac Man and Ms. Pac Man, Galaxian and Galaga. There’s been a million Zelda sequels, give or take, and that’s down to a fine art by now, which is pretty much exactly why I struggle to take much interest in the Zelda series anymore. You can contrast this with the (western versions of the) Super Mario Bros. series, which up to Super Mario 64 (at the very least) did something different in every game. But the development cycles were long, and games were relatively less expensive to make – the pressure was undoubtably there to make a hit, but would be unlikely to sink the company if one game in a series wasn’t quite the blockbuster they were hoping for. There was time to experiment when a game didn’t have to come out every year, and even if games were released annually, they didn’t need the scores of graphic and sound resources that games do now.

I’m not saying I wouldn’t want a good sequel to a game I enjoy, but getting one every year is a bit ridiculous and can make you tired of even the best ideas. I mean, I like pizza, but I don’t want to eat it every night, you know?

Image from Sports Rubbish, done over with my 1337 chopping skillz.