Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Friday, 2 April 2021

Backlog Beatdown: Being Among Thieves with Uncharted 2: Among Thieves

I played through Uncharted 2: Among Thieves as part of the Nathan Drake Collection on the PS4, so please note that my notes refer to that version of the game and completely ignore the multiplayer functionality on the PS3 release. I felt it had been long enough since my playthrough of the first game to give this one a go, and here’s what I, er, charted…

My hands were sweating in this bit...
Uncharted 2 is one of those rare games that surpasses its predecessor in one way: The story. Mechanically, there’s not much in Among Thieves that wasn’t in Drake’s Fortune; there are a few new weapons here and there, but other than that it’s functionally identical. And on the surface, it appears to carry a similar story – a search for treasure, exploring forgotten tombs, betrayal, car chases, train rides, the discovery of an ancient power best left forgotten, and even a couple of things that weren’t taken from the Indiana Jones franchise![1]

*MAJOR SPOILERS COMING UP IN THE NEXT PARAGRAPH*

In case it wasn't blatantly obvious
where this was going...
But it’s the characters that make the story this time, as they are well written and performed, and really bring the tale to life by developing along the way. Nathan Drake’s dialogue is performed by the always-excellent Nolan North, who improvised a lot of the lines for a more organic performance. The primary antagonist, Lazarevic, is as “tropey” as they come, but builds up a maniacal desperation that makes all the difference. Harry, the double-crosser, betrays Drake early in the plot, and while he won’t admit he was wrong to do this, it becomes increasingly obvious in every encounter you have with him that Harry is in way over his head without his old friend. Chloe, the sultry femme fatale sidekick, is a better Catwoman than most interpretations of Catwoman I’ve seen – ostensibly friendly, but you’re never quite sure of her motivations or whose side she’s on until right at the end. And it would have been far too easy to create a jealous love triangle between Chloe and Elena from the previous game, but this never really happens – the two girls bond over Drake’s insufferable narcissism and lack of forward planning. Elena, for her part, keeps the heroes on the moral high ground when they’re at their lowest point and ready to give up. This does a fine job of keeping the stakes high, which is particularly relevant in those set-pieces where Drake is running from a rapidly-crumbling bridge or train, getting himself into situations which no one should be able to survive – but he does, because the story is presented in a way that gives him something to live for.

*SPOILERS OVER*

A beautiful mess.
Uncharted 2 is absolutely gorgeous for a 7th-generation game, with particular care gone into the scenery. Considering that you experience comparatively little of the scenery presented to you in the game, a lot of attention to detail went into making the places you visit look alive. The sound design is bang on point, with high praise for the voice / mocap actors in particular, and the gameplay is on par with the first Uncharted game. This brings with it a few niggles – I still don’t know why the grenades are mapped to L1 by default. Gun battles are telegraphed by going into areas littered with strategically placed chest-high walls, and the game has a habit of providing the situational weapons at precisely the point you need them: sniper rifles for long-range battles, rocket launchers for heavily armoured enemies etc. This isn’t really a bad thing, as not having access to these weapons at the point you need them would mean backtracking at best and de-railing[2] the game at worst, but it breaks immersion somewhat!

Ultimately, though, Uncharted 2 is a very competently designed game that is well worth at least one play through. It’s a curious situation for me: I liked it better than the first game purely for the story, but is that an appropriate benchmark for a successful game? Given that, unlike the first game, I’d love to come back and play Uncharted 2 again at some point in the future, I reckon it is.

Final Score: 4/5: Great game.



[1] Yes, if you’re wondering, I borrowed that joke from Yahtzee Croshaw.

[2] No pun intended!

Sunday, 12 January 2014

No Game New Year Part 2: Grand Theft Auto 5. This is going to take me a while...

Hi there.

So No Game New Year is going well so far in the sense that I haven't given in to temptation and bought a new game. Early days, I know. But it's rare that we get this far in to new year and I haven't so much as set foot in a game store! In terms of my progress with GTA 5, I wasn't expecting to have much time to play this week due to work/band/Dungeons and Dragons/girlfriend commitments, but an unexpected day off work on Wednesday (I was sick with a cold) meant that I had some time between sleeping and eating to go through the game and I'm up to roughly 28% so far.

Two major things to mention today, and the first is character development. I'm actually really impressed with how this is working out. Michael, Franklin and Trevor (I've now found all three) are their own characters. There is evidence of crime movie tropes within them, but they all have there own different ways of dealing with things and people, and it makes them a lot more believable than characters in video games might otherwise be.

This is quite hard to explain without giving away spoilers, but I think I can say with some certainty that Michael is the character I can most relate to at the moment. In terms of the decisions I've made that have affected the course of my life, I haven't always got it right, and now that I'm 28 I have to live with the consequences of those decisions. And while my personal issues aren't on quite the same level as Michael's problems, it does make me empathise with him. He's well aware of his faults on being too quick to anger, but is desperately trying to make things work with his family, only to have it all blow up in his face because in reality, the damage was done a long time before... and he is forced to follow the only option left open to him.

Contrast this with Trevor... if you've played the game, you'll know what I mean when I say he is at the same time the most and least likeable character in the entire game. Yes, he is an absolute badass. But at the same time, playing as him, or watching his cut scenes, actually makes me feel very uneasy. You've got no idea when he's talking seriously about something or is about to lose it completely and violently murder somebody, or both. He is clearly a very dangerous man, fitting for a GTA game, but not a comfortable or enjoyable character to play. I'll tell you what he's like: He's like the 'hard' people I knew at school, the violent aggressive gang of bullies that prided themselves on nothing but their opinion that they could beat up anybody in the whole school. The only method I had of dealing with those people was to avoid them if at all possible, and if our paths ever did have occasion to cross, I had to keep my head down, my mouth shut, and utter a silent prayer to a God I didn't believe in that they wouldn't decide to mess with me today. That's what it was like when we were all 15. Trevor looks to be around 45, and it looks much, much worse.

And if you're wondering why I'm going in to such depth about the characters... well, that's how good this game is. It actually makes you care about the characters involved. So yeah, well done for that.

My second point regards the missions. If you read last week's blog you'll recall I talked about the missions that, while good in their own way, lacked variety in the ways you might approach them. This didn't change all that much to begin with. Again, the missions worked well as set-pieces, and the Heist missions (of which I have done one) give a choice when planning them of a gung-ho or stealthy approach which was nice, but once you actually get to playing the game, it does sometimes feel like an elaborate game of Simon Says.

This got better once Trevor came in to it. Once this happened, I noticed a lot more of, shall we say, 'classic' GTA missions where far from running and gunning, you actually have to think about how you're going to do it. For example, the mission where you have to destroy the O'Neil farm is an absolute beauty. While I'm sure it's possible to rush the whole farm with the right combination of weapons and armour, I actually prefer sniper rifles, even if I am appalling at using them. The game really did make you think about what group of enemies would be best to take out first, what weapon to use, and whether another option is available to you. In the end, I took out the middle rank of guards first with the sniper rifle, the front two using stealth, and by the time I got to the house, there were few enough left to make running and gunning an impossible task so I got to do a bit of that as well. Now, this might have been the optimal way to do this mission, I don't know. But the crucial point here is that the game let me figure it out. It didn't keep flashing pop-up messages at me saying "Take these guys out with the rifle" or "Stealth-kill these guys." That made for a much more enjoyable experience. I would like to see more of this as the game progresses. As I said before, I am aware that some of the missions were designed as set-pieces and have to play out in a certain way. But it's good to have a little bit of choice in the matter.

I also noticed the 'Skip' button, where if you fail a mission three times you can choose to skip it. I've never deployed this, but I'm assuming it means that the game will continue as though you had finished the mission, even though you hadn't.

I have mixed feelings about this. On one hand I can see why it has to exist. The storyline and character development have been by far the strongest point of the game so far and you wouldn't want to de-rail the whole thing because you got stuck. On the other hand it can take a lot of the challenge out of the game simply by giving you the chance to avoid it. And not in a clever, Metroid-Vania style 'cast-a-spell-that-turns-you-in-to-a-bat-and-allows-you-to-fly-over-the-fight-you-can't-do' way, because at least you have to find the spell that turns you in to a bat and you can give yourself a pat on the back for figuring out that particular strategy. No, this literally allows you to skip the bit you're on, like a level skip cheat on a Sega Megadrive/Genesis game, only this time you don't even need the cheat code.

Well, fair enough, if that's what it needs to keep the story going then that's what it needs. But I'm unlikely ever to use it myself. I'd be depriving myself of the immense satisfaction of either figuring out how to do a tricky mission, or getting past a tough part; that's where the game gets really good and I'm not going to throw it away!

A few additional points:

One of the things Rockstar don't really appreciate - and to be fair, they're not the only ones, I've seen quite a few games do this - is that not all of us have screens the size of classroom whiteboards. Mine is about 16 inches by 9, and due to the layout of my bedroom, this is not likely to change. While this rarely gives me a problem in playing the game, it does make the text a little difficult to read. Particularly in this game where messages come through the cell phone, I've really had to strain to read some of those text pieces. A bit bigger please, guys!

I've had a go with some of the mini-games as well, namely Tennis, Darts, and 'that' section of the strip club. They function well for what they are, but they are far too easy. Maybe it's because I've played Topspin on the old Xbox, which works in much the same way as the tennis game in GTA 5, but it was much too easy to beat the computer, and not that hard on Multiplayer either. Yeah I get it, they've made GTA 5, not a tennis game, but it takes some of the fun out of it knowing there's almost no challenge in there. Then again, maybe I'm just not playing the right people.

I also had a go with GTA Online and I'm liking that a lot better now that it's not just a free-for-all and there are actually some missions involved with it, as well as some more conventional multiplayer modes like death matches and team battles. I'm not awful at this, (I am in some other games) but I'm not great at it either. I think in some cases I have pissed off members of my team, not because I don't know what I am doing but simply that I'm not very good at doing it. But it's enjoyable enough, and probably as good as an online version of GTA is going to get.

We'll see how far next week takes us!

Saturday, 4 January 2014

No Game New Year: Grand Theft Auto Five

Right, I wasn't expecting to come back to this blog quite so soon but something's come up and for some unknown reason I'm really excited about it:

No Game New Year.

This is an idea put forward by Brian Castleberry and Norman Caruso, the latter known on YouTube as The Gaming Historian. I suppose it all ties in to the New Year's Resolution we're all allegedly doing, but this is something that I can do and I'm actually really interested in doing it.

The idea is that we - that is to say, everybody who is doing it - will buy no new video games this year. Instead of that, we will play through the ever-increasing backlog of games we have. We play our old games, and if we like them, we keep them. If not, we get rid of them, either selling them, exchanging them, or just giving them away if we can't do that. There are more rules to this, just to clarify the ways you can get around not buying any new games, so here's a link to the Facebook page where you can see what's going on:

https://www.facebook.com/groups/256949654464181/

There are, of course, benefits to this. It will, for example, save me some money. Not much money - I rarely buy a game on release, after all - but some money, that could perhaps better be spent elsewhere. But the main benefit to me, as far as I can tell, is that I've got about sixty Xbox 360 games, some of which I've had for nearly two years and never played, and even more that I've started, got about a tenth of the way through and never picked up again. This is as good a time or reason as any to give them a go.

So why am I doing a blog about this? Well, part of the deal is that we're all supposed to be updating our progress on what games we're playing, whether we're enjoying them and whether we're making a decision on whether to keep the games or move them on. I could do this on YouTube of course, but to be perfectly honest I prefer to write. And the camera on my phone is rubbish.

This is supposed to be happening every week, however I think I can almost guarantee that there are weeks when I'm just not going to be able to make an update, for whatever reason. The two most likely are either:
  • Personal circumstances meaning that I won't have time/internet access to write a blog, or even play the game. I'll usually know if this is the case and let you know in advance.
  • Because some of the games are quite long, it might be the case that I've got almost nothing to say about it. I won't want to blog just for its own sake, and if this happens I might just make do with a post on the Facebook site if it's all the same to you.
However one thing I will say is that I'm unlikely to move any of my games on. I bought them all for a reason, even if it was only to make up a special offer, and I won't get rid of any of them if I still think I could potentially get something out of them (or while there are still achievement points to be milked!)

So that's the pre-amble. Now, on to the first game I'm going to be playing:

Grand Theft Auto Five

I had this game for Christmas last year. I'm taking a somewhat cautious approach to playing it. I've seen quite a lot of coverage on it so I had an idea what to expect, but of late, I've not been too impressed with the series. Let me give you some background on this:

I've played and owned all of the 'core' games in the series, from the first GTA game all the way up to this one. Not the expansions though, by which I mean not GTA London, not any of the PSP spinoffs from the GTA3 canon, and none of the DLC for GTA4. In that time, I've seen it grow and develop and constantly try new things, which is great, as nobody wants to play the same game twice. However, with a creative team as innovative as Rockstar and Rockstar North, there are going to be times when it doesn't go quite as well as they'd hoped, and personally, I think GTA San Andreas was as good as the series ever got. I didn't like GTA4 very much. I'm not saying it was a bad game, it wasn't a bad game. But it didn't engage me on the same level that San Andreas did. I wasn't rushing home from work in order to play GTA4, as I did with San Andreas.

The reason I'm saying all this is that a lot of the comments I'm going to be making on GTA5 will be in comparison to the relevant parts of the rest of series.

So, is GTA5 any good?

Well, yes it is. It's a GTA game, it was never going to be bad. The controls work well enough, the graphics are perhaps not quite what I was expecting for the time it was released but then again, I have it on the Xbox360 which is coming to the end of its iteration. The gameplay is good fun and I'm enjoying it so far. From having played what the game is telling me is 14% of it, here's what I'm getting out of it so far:

By far the best innovation that the game has made is the three characters. I say this even though I have only reached 2 of them so far (I haven't got Trevor as a regularly playable character yet,) and being able to switch between the three of them at almost any point is an absolutely genius idea for an open-world game. Lots of games want to tell a story. Rockstar have taken it a step further and decided to tell three different stories that interlink with one another. Well, good on them, because I'm liking it so far.

This innovation alone is good, but the characters themselves are very well designed, written and acted. Not necessarily likeable, but that's not the point. They are... compelling. I can think of no better way to describe it, except to add that it is a massive step up from the previous game. Let me go through the previous games and tell you what I mean:
  • There really wasn't any personality from the first two GTA games; your character was there to play the game and that was about it.
  • There wasn't much personality from Claude from GTA3 either. (While the lead character is never referred to by name during the game, he does appear briefly in San Andreas where Catalina calls him Claude.) However, this wasn't the point. At that time, a 3D Open World game was a relatively new concept and a VERY big deal, and the aim was to make that into a good game. Others had tried before, some got nearer the mark than others, but in terms of making a fun game to play, Rockstar took the mark and pissed all over it with GTA3. In the end, all that alluded to Claude's personality is how the player played the game, or more accurately how ruthlessly the player completely the missions, how indiscriminately they killed pedestrians, how often they forced a 6-star wanted-rating killing spree just for the fun of it. It was left to the overblown caricatures of the supporting cast to provide the personality of the game, and in terms of the way it was handled, for the time it was pretty good.
  • Tommy Vercetti from GTA Vice City was much better. Having some discernible back-story, a background as a mobster and having the added bonus of being an absolute badass breathed some much-needed life into the player character, and we could be reasonably confident we weren't just playing the same game with a different setting and skin. Even though Vercetti was pretty much an anti-hero in every sense, the fact that he had something to offer meant that I actually cared about all those missions I found myself doing, and I wanted him to win in the end, even if it was not necessarily for the right reasons. Sadly I never played the game to the end so I referred to Wikipedia for the back story. Cheating, I know...
  • Carl Johnson from GTA Vice City was probably one of the most compelling and well-done characters in any game that I have played. He tries to be, and probably at some point was, a really nice guy, and tries to uphold an honourable ideal, if not a very good one. However, he is desperate to win the approval of his gang and peers, desperate to clear his name of murder (which is kind of ironic, given how many murders he does through the game) and is prepared to go to any lengths in order to do it. Because the game pretty much for the first time gave you some control over how this played out, this struck a balance between the personality of the character, and the personality of the player. This is actually quite hard to do, especially in a video game where there can only ever be a finite number of options, and Rockstar did it quite well here.
  • Then we had Nico Bellic from GTA4. And he was DULL. Not fighting for anything other than a new life, he somehow manages to get caught up in crime. He rarely gets angry at anything and seems content to do as he is told. Now fair enough, I didn't play much of GTA4 so maybe this improves later on. But as an opening statement, Nico let the side down quite badly.
  • Now, in GTA5, we've got Michael and Franklin, (again I haven't found Trevor yet) who have their own set of ideals, and their own set of problems. They've got friends (sort of,) allies, patrons and their own quite unique ways of responding to them. Any of them on their own might make for more of an interactive movie than a game, but the ability to switch between them I think gives a well-rounded experience, and I'm looking forward to see where the game takes this.
That's a good part of the game. Now for a... sort of middle of the road part, neither good nor bad. And that is the missions: (this section contains some spoilers)

The missions themselves are actually quite good. They're well-designed as set pieces, set up pretty well though the use of flowing cut scenes (starting the dialogue for the cut scene as the character approaches the relevant trigger, and cutting to the scene with almost no load time, is a stroke of absolute genius and one I expect to see used far more in the future with the new console generation,) and have good cinematic points that fit the story. I've had some fun playing them.

The problem is that there's really not much scope for doing the missions that I've done so far in any way other than the way the game wants you to do it. For example: The mission where Michael and Franklin have to save Jimmy from the people who have kidnapped him in the boat he was trying to sell can only be done by driving close enough to the truck to allow Franklin to climb onto the boat, shooting the crooks on the boat and then driving underneath the boom arm to rescue Jimmy. There is no other way to do it. You can't, for example, switch to Franklin as he gets on the boat and get Jimmy off once you've killed everyone on it. You can't cut the truck up to stop it getting away. You can't use any gun other than the pistol Michael has in the glove box, and you can't allow Jimmy to die and get the boat back. (Obviously this last one probably wouldn't happen anyway since I have a feeling Jimmy will become more relevant to the story later on, but from the dialogue running up to the chase, Michael seems more than prepared to let that happen.)

This particular mission is designed as a set piece so there's pretty much only one way it can be done, but the other missions aren't much better. Whether driving, escaping from the cops, or corridor shooting, there's usually only one way to do it, the exception being when you have to escape attention from the police as that does at least give you the whole map to do it in. Now, I understand that if it's important to the story, certain missions have to play out in a certain way. But remember in GTA3 where you're ordered to kill somebody, and you could either nick a car and run him over, drive-by shoot him or go back to your hideout to pick up one of the many weapons you'd amassed there and gun him down? Hell, you could even do it as a fist fight, if you wanted to. None of that so far is in GTA5. There's usually only one way to complete the mission, and if the game thinks you need a new weapon or piece of equipment, it will give it to you in the mission pre-amble. For example: quite early on in the game, Franklin gets involved in a gang shootout. There are more enemies than can be reasonably handled with the pistol, but one of the guys you shoot early on rather conveniently drops a shotgun. There's still, therefore, a lot of hand-holding going on, where the game is almost telling you what to do. This is something that I think let GTA4 down quite badly, as it was still explaining game mechanics to me 6 hours in to it, and thankfully, it's not quite as bad with this game. But I still found myself thinking "no reason to go to Ammunation to get more ammo for my gun before I do this next mission; if the game thinks I need it, it will drop a new gun for me with enough ammo to complete the mission." I don't think that should be happening in this day and age.

I've also come across some of what I think is called "Jank," which I understand to mean: "An inconvenient necessity to make the game work," and I suspect I will come across it more and more as the game goes on. Where I noticed it was the mission where Michael discovers his wife's affair with her tennis coach. When the coach runs out of the house, jumps in his car and drives away, Michael follows him in a pickup truck that certainly wasn't there before, and for no reason explained in the cut-scene, Franklin is suddenly in the truck with him. Both are necessary to complete the mission, (you'll see,) but their sudden appearance is rather weak given the detail of the rest of the game.

That having been said, I think the scoring system for the missions is a good idea. You can now get Bronze, Silver and Gold rankings upon completion of each mission depending on how well you did and whether you did certain things in the mission, even if it's not always clear what you have to do to get the top score. It's more carrot than stick, because it rewards you for doing missions well rather than punishing you for barely scraping through with your life, let alone the mission objectives (the latter usually being how I end up doing most missions in any GTA game to be honest.) The reward in the game is, as far as I can see, rather abstract. You either get a gold medal or you don't, and if you don't it doesn't appear to have an affect on the progress of the game. But it's nice that, for the first time, the game is telling you: "You aced that, well done," or "Yes, you could have done that better, and here's how:" Competitive players and speed runners will love it. If I pay any more attention to it than I already have it will be to unlock an Achievement to increase my Gamerscore.

I do have a couple more things to say but I've rattled on far too much already and it's time for me to go to bed. However, a couple of points I'm going to be looking out for next week:
  • So that I am not playing the game through like homework, I will interject my progress through the main game with the occasional foray into GTA online. I've had a go with it already and it looks pretty good so far, though I suspect I have been the victim of people farming kills off me which made it less enjoyable than it might have been. More on that next week.
  • I'll be interested to see how the story plays out in terms of how you can influence the environment around you. The best game I've seen for this so far is San Andreas, where you could participate in a turf war that made, apart from anything else, some areas of the city safer to visit than others. I haven't seen it in GTA5 yet but that doesn't mean I won't...
See you all soon!