Showing posts with label Dead Island. Show all posts
Showing posts with label Dead Island. Show all posts

Monday, March 5, 2012

Steam Box? Also: The fine art of focused storytelling vs. the problem with sandboxes; or, Metro 2033 vs. Dead Island



 First off, this story has me interested: apparently there's more than a little reason to believe that Valve is looking at a dedicated PC design with console features. At first I was thinking, "whatever, I've got my PC at home already," but I concede a few ideas sprung up which make the concept more tantalizing. Notably:

More games that normally only see life on consoles could come to a dedicated "Steam Box," as the design intent behind a console (dedicated architecture) would hopefully lure some of these console-only designers over to offering up ports on a Steam Box. And no I am not a PC elitist who likes to bitch about "console babies." There are plenty of console-only games out there I'd love to be able to play without buying a Wii or PS3. Unfortunately it probably won't help with the 1st party releases designed to sell systems (Gears of War, Halo...the two I care about in this case) but maybe games that normally never see life on the PC would get a chance this way. Maybe. (And also probably a flood of console shovelware too, I am sure...)

It would open up my Steam account to a console that is optimized for sitting on my comfy sofa couch in front of my 55 inch screen TV. Admittedly, I can hook my PC up to my big screen TV right now and play games, but I've found that this experience is not at satisfying as simply playing with the Xbox on the big screen (and don't even try to get any real work done this way!) So for the sake of design and convenience, why not.

It might have a chance of dethroning Microsoft and Sony from their console pillars. I'd like to see that just for the hell of it.

In Mother Russia, Pip Boy Wear You!

Okay! So anyway, as of today I am at last 92% finished (according the the little meter) in Dead Island. By the time this sees print I should be done with it and probably experiencing the agony of poor design that is allegedly found in the Ryder White DLC. We'll see. I also finished Metro 2033 this weekend, even with a baby sitting on my knee staring intensely at the screen while I blew up dark one amoebas (and crying ceaselessly if I tried to put him down; I have no idea why this kid was so fascinated at watching Metro 2033, a game I felt rather nervous about playing with him even being in the same room. Hmmmm definitely my child, though)

Dead Island and Metro 2033 are both amazing games. Both have some weaknesses, but their strengths overcome those, for the most part. Moreover, I look forward to the sequels, because unless suits and marketing start meddling in these games the sequels should only get better. But it was interesting to realize that Metro 2033 was ultimately a more satisfying experience, albeit frustrating at times, if only because it was semi-linear (providing linear levels, but with a modest range of options in how to complete each level) and as a result Metro 2033 was able to focus heavily on mood, atmosphere and integrated story telling. When I got to the end of Metro 2033 I felt like I had experienced a meaningful and coherent story arc.

Although I won't be done with Dead Island until tonight, I have to say that the game's efforts at atmosphere and immersion, while excellent, nonetheless began to wear on me toward the end. The game did mix it up....just when I was starting to think that the second act in the city would never, ever end, suddenly I'm in the Jungle, and then I'm in a research facility, and next thing I know I'm exploring ancient Maori cults on the island. Despite this, and perhaps because of the finsl prison level, I still felt like the game's sole purpose was to exhaust the hell out of me while keeping me in a perpetual state of mild confusion. I think it's because while the game's efforts at creating a sort of sandbox zombie apocalypse environment for me to explore are impressive to experience, I absorbed almost all of that ambience and got my fill of it in the first 12-15 hours of the game, before I'd even penetrated the second act. So by the time I reached the fourth act, I had lost any connection to the "setting immersion" element it had early on, and was no firmly wrapped up in the "gameplay element" which honestly gets a bit redundant. See zombies. Kick them down, hack them up, move to next group, click on quest goal, repeat.

Also, Dead Island could have benefited from not having constant, unending respawns MMO-style...

It doesn't help that Dead Island's ability to tell a story is a shoddy mess. The vast plethora of side quests are, while appropriately narrated, almost entirely disconnected from the player character and consist almost exclusively of fetch quests, occasional escort quests, and periodic "clean up" quests, all thematically at odds with the ragtag gang of four that the story is supposedly about. Of the four possible player characters, only the asian gal really strikes me as a "do-gooder," the other three are hard-as-nails amoral survivors with personal agendas that never really get directly addressed throughout the storyline. Worse yet, whenever the game does have a major cutscene or story event, apparently Dead Island was designed under the expectation that at all times you would have all four characters represented, so these storylines are jarring when you see all four protagonists engaging in discourse about a situation or taking action, then the cutscene ends and its back to just you in a solo run or maybe one or two other co-opers.

Despite the lack of coherence in the storyline, and despite the fact that every damned side quest in the game is an annoying and irrelevant sidetrek that only the most lawful good of paladins would bother with ordinarily, Dead Island does have a story, and its a rather interesting one when taken as a whole; the problem is that the developers of this game clearly are not used to the optimal way to stitch together a coherent plotline in a sandbox environment. I'm no authority on the GTA series of games, but it does seem to me that Rockstar has this sort of approach down to a science. Just play Red Dead Redemption for an example of how to do this very well. In fact, for a full-on zombie experience with coherent storytelling get the Undead Nightmare DLC for some wild west zombie action, too...

So in the end, Metro 2033 was much shorter than Dead Island, but was rewarded with a more focused and coherent storyline and an experience that never got old because it used its set pieces and interesting bits to great effect. Dead Island in turns has felt like someone did not edit a film, and instead released several dozens' of hours of raw footage through which I have been methodically watching, at once fascinated, bored, energized and irritated with occasional brilliant moments shining through.

Carmen Sandiego, Where Are You?!?!?!?

Saturday, September 24, 2011

Dead Island: Bad People Make Good Survivors?



I snagged Dead Island for PC on day of release, thanks to a too-good-to-pass sale that worked with a voucher at Green Man Gaming. It tied to my Steam account, which was awesome....I'm not a fan of Green Man's "Capsule" downloader, so this worked well for me.

Anyway, Dead Island is this almost magical blend of zombies, open-world exploration, amazingly well done first-person melee combat and minimalist (yet effective) MMO-inspired quest-hub story telling. It's the kind of experience that you will enjoy immensely if you like the following:
  • Immersive environments that really bring you "into the game" setting
  • Zombies everywhere; post-apocalypse with the living dead at its finest
  • Rough, unpleasant individuals who in the mundane world are on the fringe of society, but in the midst of a zombie apocalypse they are the true survivors on whom everyone else now depends
  • Flagrant use of exotic melee weapons in a manner that amazingly provide smooth and efficient gameplay
  • Excellent multi-player co-op features, but does not punish you for running solo
Dead Island has been criticized for it's day-one bug issues; there was a quick patch that fixed some, added more, and then more or less invalidated all the existing saves. I loaded my save up to see if I was somehow exempt (I was only just at the light house, so not far in) but found a large number of random vehicles stacked haphazardly in the courtyard, mysteriously....and the exit gates would open, only to reveal yet another exit gate. For that sorry survivor, her tale ended apparently trapped in some sort of Escher painting with Zombies. Or maybe she was really trapped on The Quiet Earth and just didn't know it...



Anyway, it's a good game. I'm still plowing through it, but it quickly made its way onto my list of favorites. It's not a hardcore role playing game by any means, but it definitely has a more sophisticated tale to tell than, say, Borderlands. It's not as sandboxy as Fallout 3, but it does a convincing job of confusing you into feeling like it does. It's not as frenetic as Left4Dead with its "AI director" but manages to puncuate quiet moments with nail-biting craziness extremely efficiently nonetheless.

If there is only one feature of the game I could point out as being troublesome, it would be the MMO-like qualities: the quest hub characters stand around politely waiting for you to do everything for them; how any of these unmoving stiffs survived long enough to pay you to find their personal jewlery or teddy bear is beyond me. Some people complain that the human models look a bit glossy and stiff; I haven't noticed that, but they really should have some random behavior animations to make them look like they are doing something more than loafing around while you fix all their problems for them. Likewise, although there are plenty of story elements in the game of interest, there are just as many peculiar fetch quests that exist entirely because the medium of computer games have somehow taught us that it's okay to run around fulfilling mindless secondary goals. I really wish that my tough-as-nails hardass lady character (the one who hates men apparently...and with good reason, I'd say based on her introduction) could get a few dialogue options, such as,

"Look lady, grow up and stop pining for your damned teddy bear,"

or "Hey jerk-face, why don't you go find your own damn car to haul gasoline so you can burn up these corpses? I got news for you: there's an entire Island full of walking corpses out there. These five here stinking up the place are the least of your problems."

Other than that, amazing game. It bodes well for the future of Zombie Island Apocalypse titles, and I am eager to see what Deep Silver coughs up next...