Publisher: Deep Silver
Developer(s): Techland
Platforms: PC, PS3, Xbox 360
Dead Island is an easy series to criticize. A resolutely B level zombie game from relatively little known European developer, Techland, it only made it's way into the average gamer's radar thanks to a head turning zombie-attack-in-reverse cinematic trailer going viral. Up until that point, the only other console offering from Techland had been the middling Western shooter, Call Of Juarez. The trailer for Dead Island was a huge stroke of luck for a game that likely would have come and gone without making much of a ripple. It also raised expectations to an absurd level given the developers previous output.
Reviewers slapped it for it's graphics, it's clunky interface, a plethora of bugs, uninteresting characters, laughable dialogue and a nearly non-existent story. I even heard people complaining that the game wasn't like the trailer which boggled my mind because... how would that even work? (Does anyone think that the live action trailer for Call Of Duty: Ghosts means you're going to be able to play as an aborigine warrior? It was just a cinematic trailer, guys.) The game was carried mostly by it's melee-focused action/RPG combat. Guns and ammo were very hard to find and almost useless to anyone who wasn't playing the gun specialist character, Purna. Hitting zombies in the face with electric sledgehammers and poison katanas was a surprising amount of fun, even if the charm started to wear off by the last fourth of the game. This was enough, however, to carry the game onto being a modest hit.
I wasn't at all surprised when they announced Dead Island: Riptide last year. Careful to frame it as more of an expansion than a sequel, with a slightly lowered price point to match, it seems meant to serve as a place holder until a proper sequel can be released down the line. It features the same cast of character, with one new character who specializes in fist fighting, on a new island fighting the same zombie threat.
Most of the criticisms of the game are, in fact, pretty accurate and not much has changed for Riptide. The story is still very silly and the plot is advanced mostly through your characters being very, very dumb. There's still plenty of bugs to be found including glitchy weather effects that stop and start at random, very hinky frame rate drops when things get crowded, weird collision detection moments and a mini-map that has regressed into near uselessness whenever you're out in the forest or boating.
Techland hasn't completely ignored our pleas, though. We now have a proper reticule. Importing your character allows for a raise in your level cap to even further buff up your character. There are also additional leveling you can do in each of the weapon types, hand-to-hand, blunt, sharp, and firearms, that will increase the more you use them, meaning finding that sledgehammer when you wanted a machete doesn't mean it has to be completely useless. Co-op play scales so that your level 66 Xian can play with someone else's level 10 John with no ill effects. Something you can't even do in a snazzier, higher profile co-op game like Borderlands 2. Guns and ammo are more plentiful and once you level them up a bit you can explode heads with your shotgun like a champ no matter which character you play. They've also added Dead Zones which are separate areas ruled by a much-tougher-than-normal mini-boss. These mini-bosses all have roughly the same abilities, though, so it would have been nice if Techland put a little more effort into giving these mini-bosses some extra flavor.
As is becoming the trend, the game also introduces a number of different holdout sequences with options like electrified fences, minigun placements and environmental hazards to slow down the horde. They game also introduces mines as a grenade type for some additional defense. Unfortunately, after the first couple, it starts to feel like a chore. It doesn't help that there are never enough zombies at one time for you to feel like you're in danger. Even on single player I never lost an NPC. Siege sequences like this need stronger direction so that it feels like you're barely keeping everything together as you rescue NPC's, erect new barriers or lay down some covering fire with a minigun. Without that, they feel kind of tepid and overlong.
That said, if you liked the first game, Riptide is an ever-so-slightly more streamlined expansion of the original. The quality I like the most about it is precisely the thing that keeps it's Metacritic rating in the mid-60's. While recent games like Far Cry 3: Blood Dragon trade on silly 80's nostalgia, complete with ironic homophobia and sexual encounters of questionable consent, the Dead Island games are what Blood Dragon tries so hard to be: the modern video game equivalent of a grindhouse movie.
As someone who grew up on weird cult movies, the one trait that they all share is the earnestness with which they were made. It's the difference between Evil Dead and House Of 1000 Corpses. Dead Island wants very badly to be a tense, gripping action/horror game. It isn't. From Sam B's omnipresent one hit wonder "Who Do You Voodoo, Bitch?" to the frighteningly cross- and dead-eyed woman in the makeshift hospital who drones her sad life story every time you pass her by, it lures you into it's absurdity so often that it's impossible to take it seriously.
However, just when you think the whole thing is a joke, you take a trip through some pitch black sewer or sparsely-lighted building that surprises you with some real tension. You can hear the zombies moaning and your flashlight is almost dead, so you hurl a flare ahead of you to see a small squad of zombies standing there, staring at nothing and just waiting until you get close enough for them to lurch at you. Then it's back to the comedy as you pop it's head like a grape with a shotgun blast and kick it's still teetering corpse to the ground as it's arms weave around where it's head used to be, as if asking itself "wait, it was just here a second ago..."
I'm not sure if the debt Dead Island and Riptide owe to Italian horror movies by guys like Umberto Lenzi or Ruggero Deodato (or even Lucio Fulci if we're feeling generous) are deliberate but the parallels are certainly there. Other franchises base their zombie games firmly in the early George Romero model as far as clarity of tone and the simplicity of the concept. In Italian horror, the result is the thing. Whatever it takes to shock or appall, that's what they'll do. Slow zombies? Fast zombies? Big, hulking monsters in straightjackets? Sure, throw 'em all in. Left 4 Dead has the same approach but the setting and the atmosphere is vintage Romero.
Dead Island, on the other hand, is total Eurosleaze. The severed torso special edition that the gaming commentariat got so incensed over a few months ago is straight out of something like Cannibal Ferox or one of Sergio Martino's Giallo films. They can't go nearly as far as a Fulci movie without getting slapped with an AO rating but the basic components are all there: boobs, blood, bad acting, sub par design and copious gore wrapped around a little nothing of a story. And that final scene? Straight out of something like Nightmare City.
If you've been on the fence about the Dead Island series, that's all you really need to know going in. It's purely cheap thrills and low brow fun. If you can revel in the B movie cheese of it, you'll have a blast... especially with a team of four friends and a couple of beers. Riptide, in particular, cuts the fat that weighed down the first game so that it never wears out it's welcome. If Techland continues to release Dead _____ games of roughly this length at this slightly reduced price point, I think they could really be on to something.
If that sounds like damning with faint praise, it's genuinely not. The slightly sleazy Euro edge to the series is what makes it stand out in a crowded field of zombie games. I hope Techland delves further into that end of the pool for it's inevitable next gen sequel. I can be moved to tears by something like Telltale's The Walking Dead and still appreciate smashing a zombie's head into paste with a giant sledgehammer in Dead Island. The game is critic-proof, really, because it does exactly what it says on the tin. So long as Techland keeps the series fresh, they can have a perennial hit on their hands. It may never win awards but it can certainly be satisfying.
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Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts
Sunday, May 12, 2013
Sunday, March 3, 2013
On CliffyB, Micro-Transactions, and EA vs. Valve
You've probably already read this. Just about anyone who follows gaming news sites has read and developed an opinion about ex-Epic design director and video game gadfly Cliff Bleszinski's Tumblr post about micro-transactions. Some sites, like Kotaku, printed the article without comment, which reads like a public co-sign. Other places, like Destructoid, wrote a polite but assertive counter-argument. Comment threads have grown bloated with rage. Fingers have been waggled at people on both sides of the argument. It's a thing.
Regardless of whether or not I agree with Bleszinski (I don't), I do respect the man's candor. Developers and publishers are notoriously squirrely about doing anything openly. The fact that Cliff is willing to let us look behind the curtain at what a AAA game developer really thinks is undoubtedly a good thing. He has a top down perspective of the industry most of us never get to hear about. However, as informative as it can be, it also illustrates how disconnected he and his peers are from your average rank and file gamer.
It's very eye-opening how little sympathy he seems to have for his audience, shrugging off valid complaints as the simple mechanics of doing business and laying blame on the shoulders of the people buying his games for the state of the industry, ignoring that we're only working with the tool they are giving us. At any rate, given that he's stepped down from his position at Epic in his prime, he's also rich enough to not give a fuck what anyone thinks of him.
One of the major points of his argument, about the encroachment of micro-transactions in AAA titles, is not something that's going away. For better or for worse. Nonetheless, where Cliff (and many of his colleagues, I'm sure) see this as some kind of inevitability, guys like me see the kind of myopic, single-minded, fear-based corporate thinking that's hobbling the industry. It's greed, rationalized.
There's nothing fundamentally wrong with micro-transactions in games, just in how they're being implemented. Micro-transactions are a tool. Multiplayer is a tool. Basic common sense dictates that you use your tools efficiently depending on the project you're tackling. If you try to install a window using only a hammer, you'll likely end up with a lot of blood and swearing. And no window. Cliff has a history of missing the point on this issue, like insisting that games like Shadows Of The Damned would have been improved by multiplayer despite Grasshopper Manufacture not having a large enough team, funding or any kind of logical in to justify it.
For years now we've been in a vicious circle, watching publishers chase after Activision's omnipresent Call Of Duty franchise in hopes of mimicking their success. EA threw more money than I'd care to count, including a PR blitz that seemed to last for months, at Battlefield 3 in hopes of unseating the champ and still fell short. Yet they keep trying the same tricks over and over again on every franchise under their umbrella expecting a different result. You don't need me to tell you what that's the definition of.
So when Cliff gets exasperated at the terribly low opinion people have about EA, I get exasperated right back because I cannot understand how any intelligent person doesn't get it. This isn't a question of people picking on poor, poor multi-billion dollar corporations like EA over something as ridiculous as marketing... this is people catching on to a company that insists on making the exact same mistakes over and over and over again. No one is blaming EA for wanting to make money, they're blaming EA for being bad at it in the long term. They're blaming EA for introducing cynicism into something they love. For reminding us that the industry is owned and managed largely by giant corporations who look at us as walking billfolds rather than people with brains and the ability to walk away from something we don't like. Respect must be earned and maintained.
The argument against EA is multifacited. EA wants uniformity. They want the same rules to apply to everything, because to approach each property or franchise differently would require thought and long-term planning. Simply sayings "add micro-transactions and multiplayer" is something a bunch of shareholders who know nothing about games can understand. It may mitigate risk but it also results in burning their bridges as they're building them. It gets much harder to build a head of steam when everyone is waiting for the day where someone makes a big tentpole, franchise game that can't be beaten without micro-transactions. Because, based on their history, that is the exact kind of thing EA would do.
The Call Of Duty bubble is going to burst. Every year there are contenders and every year they're knocked out but people will eventually tire of the feedback loop. And right now, the video game industry doesn't have anything else to pick up the slack other than the seemingly evergreen sports franchises. Millions and millions of dollars have been thrown at MMO's that have under-performed and been shuttered. The handheld market has given way to smartphones and tablets that Sony, Microsoft and Nintendo don't own. We have a new generation of consoles coming and rumors of Microsoft releasing an online-only, EA-partnered system swirling that will likely hand the console crown back to Sony. A good PR team can dazzle but it only takes one well-informed friend to kill the buzz.
And when the dust settles, Valve will still be there. Not because they are inherently good and righteous people but because, as others have mentioned, they're smart and they're privately-owned. They make bucketloads of money because they treat their audience like people who will leave if they feel they aren't getting a fair deal. Other people have broken down the differences between EA's approach to DLC and Valve's, but it boils down to respect. Valve's Team Fortress 2 micro-transactions do not hinder the game, they personalize it.
While EA is confused at why they're being voted the worst company in America, Valve seems to understand the power of not underestimating your audience. (I quoted Valve head Gabe Newell in a Tumblr post not too long ago that illustrates the kind of thinking EA has yet to grok.) Being a Capitalist doesn't mean you have license to treat your audience as disposable and there's no rule that you can't be richer than God and also well-liked. So long as Valve remains a private company, you can expect their hot streak to continue.
People use the term "vocal minority" like it's derogative. They tend to forget the operative word there, which is "vocal." Your average casual gamer who buys only Madden and Halo and Call Of Duty may not have an opinion about Day One DLC or micro-transactions but you can be sure he has a friend who does. If that friend tells him not to buy the next Xbox because you have to be online at all times to use it, he'll listen. These aren't numbers you can plug into a spreadsheet. It's a human factor and it's an area corporations like EA have a damnably hard time understanding. Get enough people crowing about something and others will listen.
So, while I respect Bleszinski for providing gamers with an insight into how high level suits in this industry think and I admire him for the foresight to take a step back to see how the chips fall before making his next move, his insistence on blaming his audience for his own short-sightedness means that, even after the future of the industry has been written, there will people waiting in the wings to bring that bad old cynicism back. And the whole thing will start all over again.
Regardless of whether or not I agree with Bleszinski (I don't), I do respect the man's candor. Developers and publishers are notoriously squirrely about doing anything openly. The fact that Cliff is willing to let us look behind the curtain at what a AAA game developer really thinks is undoubtedly a good thing. He has a top down perspective of the industry most of us never get to hear about. However, as informative as it can be, it also illustrates how disconnected he and his peers are from your average rank and file gamer.
It's very eye-opening how little sympathy he seems to have for his audience, shrugging off valid complaints as the simple mechanics of doing business and laying blame on the shoulders of the people buying his games for the state of the industry, ignoring that we're only working with the tool they are giving us. At any rate, given that he's stepped down from his position at Epic in his prime, he's also rich enough to not give a fuck what anyone thinks of him.
One of the major points of his argument, about the encroachment of micro-transactions in AAA titles, is not something that's going away. For better or for worse. Nonetheless, where Cliff (and many of his colleagues, I'm sure) see this as some kind of inevitability, guys like me see the kind of myopic, single-minded, fear-based corporate thinking that's hobbling the industry. It's greed, rationalized.
There's nothing fundamentally wrong with micro-transactions in games, just in how they're being implemented. Micro-transactions are a tool. Multiplayer is a tool. Basic common sense dictates that you use your tools efficiently depending on the project you're tackling. If you try to install a window using only a hammer, you'll likely end up with a lot of blood and swearing. And no window. Cliff has a history of missing the point on this issue, like insisting that games like Shadows Of The Damned would have been improved by multiplayer despite Grasshopper Manufacture not having a large enough team, funding or any kind of logical in to justify it.
For years now we've been in a vicious circle, watching publishers chase after Activision's omnipresent Call Of Duty franchise in hopes of mimicking their success. EA threw more money than I'd care to count, including a PR blitz that seemed to last for months, at Battlefield 3 in hopes of unseating the champ and still fell short. Yet they keep trying the same tricks over and over again on every franchise under their umbrella expecting a different result. You don't need me to tell you what that's the definition of.
So when Cliff gets exasperated at the terribly low opinion people have about EA, I get exasperated right back because I cannot understand how any intelligent person doesn't get it. This isn't a question of people picking on poor, poor multi-billion dollar corporations like EA over something as ridiculous as marketing... this is people catching on to a company that insists on making the exact same mistakes over and over and over again. No one is blaming EA for wanting to make money, they're blaming EA for being bad at it in the long term. They're blaming EA for introducing cynicism into something they love. For reminding us that the industry is owned and managed largely by giant corporations who look at us as walking billfolds rather than people with brains and the ability to walk away from something we don't like. Respect must be earned and maintained.
The argument against EA is multifacited. EA wants uniformity. They want the same rules to apply to everything, because to approach each property or franchise differently would require thought and long-term planning. Simply sayings "add micro-transactions and multiplayer" is something a bunch of shareholders who know nothing about games can understand. It may mitigate risk but it also results in burning their bridges as they're building them. It gets much harder to build a head of steam when everyone is waiting for the day where someone makes a big tentpole, franchise game that can't be beaten without micro-transactions. Because, based on their history, that is the exact kind of thing EA would do.
The Call Of Duty bubble is going to burst. Every year there are contenders and every year they're knocked out but people will eventually tire of the feedback loop. And right now, the video game industry doesn't have anything else to pick up the slack other than the seemingly evergreen sports franchises. Millions and millions of dollars have been thrown at MMO's that have under-performed and been shuttered. The handheld market has given way to smartphones and tablets that Sony, Microsoft and Nintendo don't own. We have a new generation of consoles coming and rumors of Microsoft releasing an online-only, EA-partnered system swirling that will likely hand the console crown back to Sony. A good PR team can dazzle but it only takes one well-informed friend to kill the buzz.
And when the dust settles, Valve will still be there. Not because they are inherently good and righteous people but because, as others have mentioned, they're smart and they're privately-owned. They make bucketloads of money because they treat their audience like people who will leave if they feel they aren't getting a fair deal. Other people have broken down the differences between EA's approach to DLC and Valve's, but it boils down to respect. Valve's Team Fortress 2 micro-transactions do not hinder the game, they personalize it.
While EA is confused at why they're being voted the worst company in America, Valve seems to understand the power of not underestimating your audience. (I quoted Valve head Gabe Newell in a Tumblr post not too long ago that illustrates the kind of thinking EA has yet to grok.) Being a Capitalist doesn't mean you have license to treat your audience as disposable and there's no rule that you can't be richer than God and also well-liked. So long as Valve remains a private company, you can expect their hot streak to continue.
People use the term "vocal minority" like it's derogative. They tend to forget the operative word there, which is "vocal." Your average casual gamer who buys only Madden and Halo and Call Of Duty may not have an opinion about Day One DLC or micro-transactions but you can be sure he has a friend who does. If that friend tells him not to buy the next Xbox because you have to be online at all times to use it, he'll listen. These aren't numbers you can plug into a spreadsheet. It's a human factor and it's an area corporations like EA have a damnably hard time understanding. Get enough people crowing about something and others will listen.
So, while I respect Bleszinski for providing gamers with an insight into how high level suits in this industry think and I admire him for the foresight to take a step back to see how the chips fall before making his next move, his insistence on blaming his audience for his own short-sightedness means that, even after the future of the industry has been written, there will people waiting in the wings to bring that bad old cynicism back. And the whole thing will start all over again.
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