Showing posts with label literary. Show all posts
Showing posts with label literary. Show all posts

Monday, 4 December 2017

Shadow of War Review



Shadow of War is a game that is simultaneously agonising and rewarding. While the experience itself is competently crafted, with eye-popping graphics, an eye for detail and possibly the best enemy-AI system to come out in the last ten years, the final package is a big downfall for a franchise that started so well in its first outing. Unfortunately, the game’s size is its biggest nemesis; forcing anti-consumer mechanics and creating a poor, over-bloated and over-long storyline that fails to showcase what should have been a triumph.
 
The storyline continues directly on from Shadow of Mordor; involving the creation of a New Ring.
Screenshot from in-game.

Shadow of Mordor was perhaps the best licensed video game since Batman: Arkham Asylum. Taking inspiration from the latter, the first entry into the franchise married satisfying rhythm-based button-mash combat with a well-designed open world to create what was at the time the best single player title yet to come out in the PS4/Xbox One generation. If that wasn’t enough, the exciting Nemesis system was brought into the world, creating a platform for emergent stories that put enemy AI in the spotlight. Combat became much more dynamic and exciting, as did the enemy forces themselves. 

It’s a shame that Shadow of War doesn’t follow suit. Despite a strong attempt, the game ultimately buckles underneath the great weight of its horrible design choices. The result is an experience that seems to both hate and love itself; it is just as ready to reward you as it is to destroy you and laugh at your attempts to enjoy the game, oh, and did you know that you could be slightly less annoyed by buying the Mithril Chest for real money?

One of the most controversial aspects of Shadow of War is the inclusion of loot chests, a practice that has been somewhat over-discussed recently as an anti-consumer pricing model, especially for a full-price game. To keep this aspect of the review concise; the inclusion of loot boxes here is painfully unnecessary and clearly informs some parts of the game to be more irksome than they should simply to attract players to dropping cash, which is not okay at best, and a disgusting and shady practice at worst. Given the game’s ambition, it’s probable that the sheer level of investment and production value that went into building Shadow of War was too high to profit feasibly from a simple full-retail purchase. In this case, my argument is this: if your game fails to profit in such a way, that’s a failing of your own budgeting and not of the market itself. 

 
The graphics are so sharp that this orc's eyes actually gave me nightmares.
Screenshot from in-game.


As for the presentation and production values; yes, every aspect of Shadow of War is out of this world, graphically speaking. This game really took my new PC out for a spin and it was an interesting experience to see the sheer power of graphical and gameplay fidelity made possible by ever-evolving technology. The textures often hit jaw-dropping levels of detail on every little part of Mordor. There is little to criticise here, except perhaps that some of the maps look a little bit drab and rely too much on that modern gaming crutch of brown and grey colour schemes, except for maybe one or two specific areas in the game.


The gameplay itself is the real wow-factor here though; the Nemesis system has evolved into its own and is suitably impressive, especially for a game of this scale. There is a multitude of strategies that become viable when considering the weaknesses of the multiple Orcs that one will face on their journey through Mordor. The sandbox nature of the combat that allows one to exploit different weaknesses through experimentation with so many intricately-overlapping systems is a wonder to behold. Many times, I found myself pleasantly surprised with how robustly the game’s engine could create a multitude of interesting scenarios. 
 
One of my favourite Orc Nemeses, was obsessed about his Black Blade but didn't win a single fight with me.
Screenshot from in-game.

Unfortunately, there was a desperate need for some extra tweaking here: while the system itself encourages exploitation of weaknesses in enemy captains, often combat can feel cheap and even painful. Enemy archers are overpowered and the respawn rates are set far too high. They became a constant thorn in my side and a source of annoyance that held me back from truly enjoying the free-flowing combat that I loved in Shadow of Mordor. Some captains often developed immunities to literally every combat move I had as an option, requiring an impressive, but ultimately irksome, set of hoops for me to jump through to create attacking openings. It would have been so much simpler if every orc captain had at least one weakness you could have exploited in combat, instead the game is satisfied with having you jump in and out of stealth for hours luring them between arrow markers on the map. Impressive for encouraging sandbox experimentation, but in combat terms it is often poorly-implemented and even broken at times. 

Orc recruitment and training is perhaps the biggest aspect of the game, and while it is a fun quest, this is where things start to turn from mediocre to worse. While it is fine enough to gather your army in the open world, especially in the later stages of the game this becomes a slog. One time I lost out on ten hours of progress developing my army because of a cheap love-tap by a captain who happened to have a one-hit kill perk. This is the point where the game is meant to encourage the purchase of loot boxes and microtransactions, and it is so transparently designed that the game almost becomes a parody of itself at this point. It is so clear that the latter part of the game is meant to encourage you to buy the loot boxes that I left feeling that on some level like I was treated to a worse game because of it. 

As for the game itself, it is certainly a ‘bang for buck’ purchase, microtransactions notwithstanding. There is such a mountain of things to do that at first it is intimidating to a new player. This has its own advantages and disadvantages in terms of how inviting and non-convoluted the game is to play, but the sheer size of the package itself is noteworthy. At over 40 hours I still am nowhere near seeing everything that the game has to offer and as a sandbox it is competently designed enough to create the right mood in the player for exploration and play. However, this is also a downside to the game because at the half-way mark it starts to feel over-long, like a painful slog. Enjoyment of the game eventually diminishes to a point that all it will take is a single frustrating battle to go wrong and the player will put down the controller completely.  The game is absolutely bloated and it is a shame to see such promise be underwritten by such a mixed bag, especially given that the maps themselves aren’t particularly memorable on their own; here the only location that really rivals Shadow of Mordor’s maps is perhaps Minas Ithil, but the player only spends a scant amount of time there such that its impression is somewhat missed.

Then there is the plot. There are so many mis-steps here in terms of Tolkien story that the game might as well be considered non-canon, and a face-heel turn toward the end that doesn’t quite hit the right notes. Story was never this series’ strong point. While the setting promises an epic tale that will engage gamers, instead there are a couple of charming scenes where some of the more interesting orcs can shine through. Unfortunately, here it is also a case of bloat where the storyline suffers from feeling padded because of the game feeling twice as long as it should have been.

Bruz is one of the more fun characters in the game.
Screenshot from in-game.
While Shadow of War offers a well-designed open world with a backbone of a great Nemesis system that promises more interesting orcs than the previous entry in the series, ultimately the poor, anti-consumer decisions force it into being a much worse game than it has any right to be. Despite amazing production values and satisfying gameplay, instead the fact is that the game seems at every turn to offer you something to love and something to hate.

Shadow of War is my marmite game of 2017; I have a love-hate relationship with it and it is difficult to occupy a middle-ground at any one point in the game. At some points, you’ll hate where things are going, while at other times you’ll find some genuine sandbox enjoyment, but ultimately the loot chests and terrible post-game create something that I would only recommend if it was at least half of its full-retail price.

This orc knew it, apparently.
Screenshot from in-game.


Friday, 5 May 2017

Gaming's Moral Panic is Over

Not too long ago, video games were seen as the enemy; Jack Thompson, a fanatic among lawyers, was one loud voice among millions calling for the end of gaming. The hobby was under near-constant attack from media of all political leanings. It was a pretty bad time to be a gamer, especially a teenage gamer. I recall having games taken from me because the latest sensationalist article by The Sun called them evil. Instead of being viewed as a source of learning, development of skills and critical thinking, games were the single worst thing to happen to anybody’s childhood. Ever.



The reasons for this are wide-ranging; America had a gun lobby that was too powerful, which desperately blamed everything but guns for the increasing number of school shootings. Western countries being too stubborn to admit widespread social problems and instead blame those pesky new-fangled gadgets that the kids are all into these days. On top of this, we had the confrontational nature of video game companies that sought to flirt with controversy, deliberately courting the outrage of society in order to get the free marketing that came with those angered news headlines.



However, I like to think that we have turned a corner on video game thinking. Jack Thompson is disbarred as a lawyer and has largely come to be ignored. Criticism on games has now taken the form of affecting social change and better societal representation, instead of calling for games to be banned. More people than ever are engaging with games in some way. The moral panic is over.



Perhaps more incredibly, people are now starting to see games as something positive. Even going so far as to suggest the use of video games as therapy. This Reuters article cites a PLoS ONE study that found the video game EVO to have benefits toward ADHD and sensory disorders. Games are now becoming the opposite of what they used to be. Instead, people are realising the positive impact that a healthy engagement with gaming can have on their lives.



I think this is because, as it became apparent that games are here to stay, people had to become more willing to accept them. I am a member of the camp that widely believes that games are healthy and can be used as great teaching and learning devices, as well as great tools for critical and literary thought; I predict that in the next few decades we will begin to see earnest literary criticism of video games by academics.



By accepting video games into culture, this garnered a more positive relationship with them. Instead of being the rebellious thing to do, playing video games is now fairly normal. As this shift occurred, people were now taken seriously for their thoughts on gaming. Celebrities now count professional gamers and YouTubers among their ranks. Culture has shifted to allow video games into the mainstream, and this in turn allows serious academic thought toward gaming.



I believe that video games will make great therapy tools and in time, gaming will become a serious, well-considered subject of learning. Just like movies, and books before them, serious academic thought will turn to video games, picking them apart and understanding the technique behind the classics. Eventually academic study of this will be viable, and I am all too excited for this to happen. I believe that the inherent nature of video games, being at the crucial centerpoint between many forms of art, lends them to be analysed in artistic thought.



We, of course, need to turn this thinking to the next generation. Kids will be raised on ever-more-complex and engaging video games, and gamers, as prospective parents, need to learn how to teach their kids to engage with gaming in a healthy way. When I have kids, I will be looking to engage with my kids on different video games and use this to encourage critical thought. Ask them to look at why they like certain games more than others. Encouraging critique and encouraging academic thought of any kind is vital to developing a healthy relationship with any media, and is an opportunity that I think has sadly been missed out on to any serious extent when it comes to video games.

Soon, I believe that gaming will be as regarded as movies or books. We will have game buffs, as much as we have film buffs and bookworms. We will be able to think in a more evolved, critical sense of video games, and I believe that once we are capable of such analysis, the medium will reach new levels of maturity. I am totally excited for this and wait eagerly to see what gaming in the future has to offer us. Given where we have been, gaming has passed all of its hurdles and challenges, and now seeks as an industry to become mature and take pride of place among other well-regarded forms of media.