Showing posts with label 1993. Show all posts
Showing posts with label 1993. Show all posts

Monday, August 17, 2009

Shinobi 3: Rise of the Ninja Master

Year: 1993
Rating: **


I don't often write about games I don't care about. But in the interests of stopping this blog from turning into a bunch of self indulgent love letters to games I like here's roughly 750 words about something that sucks.

Poor Sega, as a company they are a shadow of their former glory being reduced from the number two platform holder to just another publisher. But while that must hurt perhaps the greater shame is that as the history of the first great console war is written Sega is increasingly seen as the poor man's system. Mario, Metroid, Final Fantasy and Zelda are the series that now define the 16 bit era and they're all Nintendo. Sure Sega has Sonic the Hedgehog but really anyone with any taste at all only likes the first of those. Streets of Rage is awesome in a knuckle head kind of way but nobody is deconstructing it's level design the same way Metroid gets regularly pulled apart. So it was with thoughts like this going through my head that I read a couple of dumbarse "Best Genesis EVAR" lists wondering if I was missing something. Everywhere I looked I heard about a game called Shinobi 3. Apparently is was fast, furious, complex and unmissable. It's actually three parts dull, one part cheap bitch.

Load up the first mission, a title splashes up informing me that I'm about to enter "Zeed's Resurrection". Who is Zeed? Am I Zeed? Or am I going to have to fight Zeed? I don't know the answer to any of these questions, I certainly don't know what killed Zeed or what's resurrecting him now. All I know is I'm in a forest facing right and the memory of every platformer I've ever played tells me to walk forwards. Soon a dude jumps out of nowhere, I throw a Shuriken at him and he dies, I continue forwards. Another dude, another Shuriken, then just to break things up a dude in a tree. I jump, throw a shuriken and he dies as well. I have never felt less like a ninja master in my life, I feel more like a ninja master sitting on the couch eating Cheetoes, at least it takes some wits and dexterity to fish a salty cheese snack from behind the cushions. The game doesn't get better.

There are secrets to find but it never feels like your exploring anything more than the most on-rails linier path. You can mess around with the special moves and blocking, and to be honest there is a fairly interesting fighting system buried somewhere underneath the poorly laid out controls. But the fatal flaw is it's never as effective as simply Shurikening dudes and jumping around occasionally. I've said it before but it bears repeating, if you let the player defeat your game in a way that's simple but boring they'll do it, they're under responsibility to make the game fun that's the job of the designer. Worse are the moments it tries to break up the walk-Shuriken-walk-jump-Shuriken levels with weird chase sections like the horse riding section or the surfing section. They feel like playing a shitty Guitar Hero track while only using the red button and no star power. Cowabunga motherfuckers. I'm not saying these bits are too easy but they feel exactly like the time wasters they are.

Perhaps those sins are mostly venal, where Shinobi 3 becomes beyond redemption is the boss fights. To show you what I mean lets just discuss the first boss. How do you defeat him? You wait for him to get close and throw a Shuriken, it hurts him and he retreats a few steps before charging at you. In response you double jump, turn around and repeat the process. Again and again, again and again. And again.

Again.

No again.

Still again.

Repetitive enough yet? No do it again.

Oh you better believe again

Yes again.

Okay that's enough... actually you know what? Again.

Again.

Again.

AGAIN.

DAMMIT I SAID AGAIN!

What are you dead now? Couldn't you perform the same menial task a million times in a row? Pathetic, well back to the beginning of the Boss Battle with you.

Let's get something straight, I'm not against balls-in-a-vice tough boss battles (see Cho Ren Sha getting 5*s) but I am against a game that makes me repeat the same task ad infinitum to stretch the difficultly. Yes I figured out the trick, no I can't execute it perfectly every time but I get the point. Can't we just get on with it now? Shinobi 3 says no, I say Shinobi 3 can crawl back to the pit of despair shitty videogames come from.

Look it's not the worse game in the world, the few moment you get to sword some fool are pleasingly cathartic but really if this is the best the Genesis/Megadrive had to offer no wonder Zelda and Mario are the figures they are today. Honestly I just wished more Yanks would have played a PC growing up, then maybe I wouldn't have to hear about how important Mario and Zelda are constantly.

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Wednesday, May 20, 2009

Doom Episode 1: Knee Deep in the Dead

Year: 1993
Rating: *****
Still the best damn game about shooting things ever.

To kill the standard base level enemy it takes three pistol rounds.
Or one well aimed shotgun blast.

Somewhere in that arithmetic is Doom’s secret. The shotgun is not the base weapon but it’s the gun you’ll use 90% of the time. It is so powerful against such a large array of targets wielding it make us the player feel powerful. Now I realise that in this enlightened new millennia we’re supposed to believe that FPSs are fun because they allow us to test our dexterity in an immersive environment, making use of advanced tactics and clever gamesmanship. But screw it lets throw away the pretence and face facts the FPS is the dominant genre of game because pretending to shoot something in the face is deeply cathartic and doing so from the literal perspective of the shooter only intensifies the experience. Every post-Doom improvement is secondary to that. Advanced enemy A.I was created for lazy level designers hoping the code will provide the challenge not the arrangement of obstacles they create. Regenerative health? Again lazy level designers hoping to do away with all that careful pacing of health packs nonsense. Gears of War style cover? Actually you know what if you’re not already stopping and popping in Doom what the hell are you doing?

And this brings me to the balancing of weapons. As stated earlier the Shotgun is better than the pistol in every respect. If you’ve got a pistol and a shotgun you’ll equip the shotgun. Now days FPSs feel like they need to make every weapon balanced. It makes sense for multiplayer but the shotgun is so deeply satisfying because it’s better than the pistol. Picking up a shotgun in Doom feels like progression. It’s that “I’m stronger now” feeling that is so addictive. It’s why it’s so painful when you die and you respawn with just the pistol. But that’s okay cause in a minute you’ll have the shotgun again. In comparison Halo 2's Battle Rifle (the go to weapon of the game) can only kill the lowest grunt in one burst if you score a head shot and as a result it feels much less satisfying than the shotgun in Doom.

Actually replaying Doom on Ultraviolence began to remind me of a Rougelike. With the generous auto-aim and no need to score head shots the combat is less about technical skill and more about effective crowd control and resource management. It’s oddly fitting that they recently turned it into a Rougelike for mobile phones (edit: Sorry I'm wrong about that). The other fundamentals feel the same, explore, gather loot, level up your gear. Just with a massive shot of adrenalin pumped straight to the heart. You know what I caught myself doing while playing this? Moving my body side to side in an attempt to dodge fireballs. The first time it happened I was totally embarrassed then I just said screw it no one can see me and threw myself into it with wild abandon. You know how many next-gen bloom blasting FPSs have elicited a similar level of immersion? None.

There is one myth about Doom I’d like to see cleared up. In the age old ludologist versus narratology debate Doom is often brought up by the ludologists as an example of a game that doesn’t need a story. You know what? That’s stupid. Doom may be proof that games don’t need a plot but it doesn’t prove they don’t need story. Story is more than just plot its setting, characters, atmosphere, and themes. Doom has plenty of all of that stuff. Look at the image at the top of this entry and tell me that’s not an iconic character, in an iconic setting, battling iconic foes. Doom wouldn’t be anywhere near as incredible an experience if it wasn’t for all the great work the artists and audio guys put into it’s non game elements. To dismiss all that and say Doom is proof that all you need is mechanics is ludicrous. The first few bars of the first level's music alone are enough to get my blood pumping how about you?

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