Gaming: The Love/Hate Developers

If you’ve followed this blog for a while, you’ll note that there are some game developers towards which I have, shall we say, very intense feelings. You’ll often see me going on epic rants about their blunders or casually putting them down. Yet paradoxically I’ll play virtually anything these companies produce, and I remain rabidly passionate about their games. It could be pretty confusing to a reader.

A vision of the Xel'naga keystone in StarCraft 2: Legacy of the VoidFor all their flaws, though, each of these developers brings something special to the world of gaming, something exquisite that keeps me coming back for more. I thought it would be interesting to look at these companies and explain why I am so loyal to them, despite everything.

Up until relatively recently, only one developer would have fit his category, but these days the number has grown. No prizes for guessing that the original is…

Blizzard Entertainment:

I have been playing Blizzard games since before I knew how to spell my own name, and they remain a company to whom I am so loyal that I often joke they “own my soul.”

But that doesn’t mean I think they’re perfect. Far from it. In fact, they faceplant with alarming regularity, and their games are almost never without some significant flaw.

I think Blizzard’s brilliance and their blunders both stem from the same source: passion.

The Heart of Fear in World of WarcraftHave you ever seen Chris Metzen talk about the games he’s worked on? He’s the living embodiment of childlike joy and enthusiasm. He has so much passion for Blizzard’s games it’s like he could spontaneously combust at any moment.

And I think that’s true of all of Blizzard to some extent. They love games. They love making games. They have fantastic passion for everything they do.

And therein lies their folly. I think much of Blizzard’s mistakes come from them being so caught up in their passion and excitement that they don’t take the time to pause and think if what they’re doing is really a good idea.

I think that’s how we got the trainwreck that is Warlords of Draenor. They thought, “Hey, I bet it’d be cool to bring back all the old Horde characters,” and never considered much beyond that. If they had, they would have realized what a powerfully dumb idea that is.

I don’t know if this preference for passion over common sense can explain every one of Blizzard’s mistakes, but I think it’s one of their most core flaws and the reason why their plots are often a bit shallow, their continuity nonexistent, and their games rough around the edges.

The bridge of the Spear of Adun in StarCraft II: Legacy of the VoidBut that same passion is what makes their games irresistible. Blizzard are so colourful, so larger than life, so bombastic and beautiful and unabashedly fun that nothing else can compete. I often say that Blizzard games may be popcorn movies, but they are the absolute best popcorn movies around.

Their passion means that when Blizzard gets something right, they get it so right. Legacy of the Void was a breathtakingly epic experience and an absolute joy from beginning to end. Ditto for Reign of Chaos, Reaper of Souls, and to a lesser extent Wrath of the Lich King and Mists if Pandaria.

At their best, Blizzard games are the perfect embodiment of the entire concept of “superior realities” that this blog is based on, an utterly engrossing vacation from anything resembling the real world.

Bioware:

I’ve often said that Bioware makes great choose your own adventure novels, but no one told them they’re a video game company. This is my way of saying that they’re good at story-telling, but that they seem to put no real effort into compelling gameplay.

Of all the Bioware games I’ve played, Inquisition is the only one where I’d list the combat and general game mechanics as a mark in the game’s favour. And even then, Inquisition’s combat isn’t great. It’s just decent. And I’m not sure I’d feel so good about if knight-enchanters hadn’t been so crazy overpowered.

My agent at work in her stronghold in Star Wars: The Old RepublicThat leaves story-telling as Bioware’s strength, but even that isn’t entirely true. The main storylines in Bioware games are, at best, hit and miss. The only ones that really impressed me on that front are Dragon Age 2 and Mass Effect 3 (yeah, I’m a freak). Origins’ story was just weak, Inquisition and ME2 had potential but became entirely too bogged down with irrelevant side missions, and ME1’s story was okay but not exactly mind-blowing.

Bioware is also, ironically, one of the worst developers out there for marrying story and gameplay. As in they don’t even try. The story is told through scripted cutscenes that are entirely divorced from the actual gameplay. Game mechanics are almost never used to heighten or enhance the story being told. Part of the reason I was so impressed with Inquisition’s Trespasser DLC was because they finally did start using game mechanics to enhance the story (IE the mark going crazy).

However, there are two things about Bioware games that are truly special.

One is the choices they offer. Even if Bioware’s stories aren’t always stellar, they’re engaging because it’s your story. There’s a tremendous satisfaction to being able to react as you choose to the situations the game throws at you, and it allows you to become so much more deeply invested than you otherwise might be.

I was reflecting recently that I almost never make the “evil” choices in games, but I’m glad they exist, because it makes the “good” choices feel far more meaningful. Sometimes being the hero isn’t about saving the world so much as it is about simply not clicking the button that says, “[Torture him]”.

My Shepard in Mass Effect 3It appeals to me as a writer, too. All the hard work of building a world and characters is done for me, and I can go nuts telling the story I want to.

Even then the choice system is often very imperfect. If I had a nickel for every time in a Bioware game I made the wrong choice because of a misunderstanding…

But very few games offer this kind of experience on this scale, so Bioware kind of has a monopoly.

The other thing Bioware does better than anyone else is creating amazing characters.

I’ve often tried to explain to non-gamers in my life what the characters in Bioware games are like, but words can’t do it justice. They feel real enough to reach out and touch. Going back and replaying a game feels like a family reunion. I genuinely miss talking to characters like Sera, or Tali, or Thane, or Merrill.

That’s not to say I always like the characters in Bioware games. In fact, every game has had at least one cast member I’d happily shove down a flight of stairs: Alistair, Isabela, Vivienne, Zaeed, Jack, Kaliyo…

NOT ONE WORD, DWARF.But even there, the depth of hatred I have for these characters speaks to their quality and realness.

Dontnod:

It might be a bit early to add Dontnod to the list, since they’ve only put out two games so far, but already they have all the makings of another company I love and hate in equal measure.

Life Is Strange and Remember Me were both brilliant games with serious flaws. On the whole, I found Remember Me was good enough to forgive the flaws, but Life Is Strange not so much. I know the general consensus is the other way around.

But what I respect is that both were games with big ideas, big ambitions. They tried to not only be good video games, but works of art, as well, and largely succeeded, despite their stumbles. I’d rather games that shoot for the stars and fall a little short.

The Saint-Michal District of Neo-Paris in Remember MeI’m already kind of excited about Vampyr, and I don’t even like vampire fiction.

Review: Remember Me

As a general rule, I try not to let myself get hyped up for new games unless I have very good reason to — I’m a fan of the developer, or it’s from a series I enjoy. But the moment I started learning about Remember Me, I couldn’t help but get giddy with excitement. A smart, story-driven sci-fi game with progressive attitudes and murky moral ambiguity? Sign me up!

The Saint-Michal District of Neo-Paris in Remember MeThanks to the Steam Summer Sale, I’ve just finished the game, and while it didn’t quite turn out to be the masterpiece I’d hoped, Remember Me is a very intriguing game that I will remember (ha) for a long time to come.

You are what you remember:

Set seventy years into the future in the city of Neo-Paris, Remember Me is based on the concept that memories have been digitized and commercialized. Your most intimate memories can now be downloaded, uploaded, bought, or sold. The game stars Nilin, an amnesiac memory hunter with the ability to “remix” memories and the goal of bringing down big memory.

The brilliant thing about this premise is that it’s so believable — in terms of culture, if not necessarily technology. One of the reasons I’m not the biggest fan of dystopian sci-fi is that I find it very far-fetched. Perhaps I’m simply over-optimistic, but I find it hard to believe people would be willing to submit to such nightmarish regimes.

But the world of Remember Me is just so comforting and seductive. The game begins with an advertisement for M3morize, the company behind the memory technology, and it’s one of the best pieces of advertising I’ve ever seen. I wanted to run out and buy the technology. I still do, despite seeing all its horrible side-effects throughout the game.

Nilin in Remember MeImagine if you could download all the worst moments of your life and never have to remember them again. Imagine if you could relive the best moments of your life with perfect clarity, or even buy new happy memories from someone else. Imagine an end to all pain, all doubt, all regret.

Shut up and take my money, M3morize.

Now, with that being said, the story of the game is a bit inconsistent in its quality. It can ramble a bit, there are some fairly cliche moments, some of the characters are rather thin, and sometimes the dialogue is a bit cheesy. There are also some incredibly moving moments and one or two excellent twists, but the story overall could be better.

On the whole, I did enjoy Remember Me as a story, though. It’s amazingly thought-provoking, and that alone is enough to make me forgive its flaws.

In this, the story is typical of the rest of the game. I found virtually every aspect of Remember Me flawed in some way, but the flaws were never big enough to stop me from enjoying myself.

Mostly, I remember punching people:

Now, when you get down to the actual gameplay of Remember Me, it’s a bit less original — barring the memory remixes, which I’ll discuss in a moment. The game can broadly be divided into two parts: combat sequences focused on martial arts combos, and platforming sequences.

Combat in Remember MeThe combat is a mixed bag. When you’ve got your timing down and everything is going well, it’s a thing of a beauty. Nilin flows between enemies like water, dodging, striking, and obliterating all in her path.

Just as often, though, it devolves into a jerky frenzy of button mashing. The combat is never actually bad, but it is finicky and occasionally awkward.

The combat system is supported by the combo lab, which allows the player to customize their combos. You can’t change the order of moves in a combo, but you can change each move’s effect, such as bonus damage, healing, or a reduction in cooldowns for Nilin’s most powerful abilities.

I’ll agree with the majority and say that the combo lab was a missed opportunity. It could have provided a great opportunity for customizing your playstyle, but it simply takes too long to unlock new moves and combos for any real experimentation to take place. By the time you have enough options to really mix things up, the game is already over.

The other half of the game is its platforming sequences, which allow you to climb and jump your way across the cityscape of Neo-Paris. Now, these are incredibly linear and so easy that failure is almost impossible, but I still found myself enjoying them. I imagine serious gamers will scoff at them, but I loved scurrying around Neo-Paris like a monkey.

Scaling the buildings of Neo-Paris in Remember MeErase and rewind:

The most unique feature of Remember Me is the ability to remix memory. In these sequences, the player attempts to alter a person’s behaviour by rewriting their memories.

These remixes involve rewinding through a memory until you spot “glitches” that allow you to subtly alter events. Once you’ve made your adjustment, you watch the altered memory play out to see how it changes, and eventually, you can puzzle out the right combination of adjustments to create the desired effect.

It’s a very good system — despite a somewhat odd control scheme — that strikes a balance between requiring enough brain power to be engaging and being simple enough to not frustrate the player.

Ultimately, the greatest strength of the memory remixes is their power as a storytelling tool. All of Remember Me’s most powerful moments come as the result of the memory remixes, and they get to the heart of the story’s theme.

The ability to control memory is simply too powerful. Of all the horrors spawned by M3morize, I think the worst is Nilin herself. No one should be able to rewrite a person’s very identity.

Nilin performing a memory overload in Remember MeI’ve heard people criticize the fact that the remixes are actually a very small part of the game, and I understand why, but at the same time, I feel like the remixes might have lost their power if they’d shown up in every mission.

An experience more than a game:

Aesthetically, Remember Me is a 10/10. When I saw The Secret World on my new computer for the first time, I thought I’d more or less found the limit for how beautiful a game could be with the current technology.

I thought wrong.

Remember Me is an unbelievably beautiful game. It manages to be photo-realistic and yet still maintain a very distinct and colourful style. The vistas of Neo-Paris are absolutely breathtaking, and when combined with equally excellent ambient sound, they make for an incredibly real and inviting game world.

The music is also stellar. It’s reminiscent of Mass Effect in that it blends traditional orchestral concepts with modern synth, but I found it more compelling than Mass Effect’s soundtrack on the whole.

Actually, the music isn’t the only similarity between Remember Me and Mass Effect. Both are more experiences than they are games. They’re more about story and asking difficult questions of the player than they are about game mechanics. Although I will say that Remember Me offers much more in the gameplay department than Mass Effect ever did.

Nilin passing a cafe in Remember MeBoth are fairly progressive in their attitudes, as well. I like how Remember Me makes a point of not making a point of the fact its protagonist is a woman of mixed race. Nilin’s gender and ethnicity are both treated as non-issues.

Remember you soon:

Remember Me is a game with many flaws. There’s no aspect of the game that doesn’t have at least some minor hiccup — be it the controls, the camera angles, or the writing. But none of the flaws are game-breaking, and I admire the game for having the ambition to be different. It may not be as brilliant as I’d hoped, but it has far too much to offer for me to call it a disappointment.

Ultimately, I’d rather a game that reached for the stars and fell a little short than one that is technically flawless but lacking in soul or passion. (I’m looking at you, Rift.)

Overall rating: 8/10 Definitely recommended to anyone who welcomes the idea of video games as art.