Saturday, October 31, 2015

Five Nights at Freddy's

Scott Cawthon - 2014  - PC/Android/iOS

I don't like jumpscares. At least not the ones in movies, television or games. Strangely, I enjoy events like Universal's Halloween Horror Nights which are entirely predicated jumpscares, but there's at least a high production value and good spooky atmosphere present in the many scare houses and other attractions at the park. And that, to me, is the key. I think jumpscares are at their most effective when a good atmosphere is constructed that makes you a little nervous and on edge. Then just when you least suspect it - BAM! Something pops out and scares you. And that's it, now you've got your audience terrified. It's tempting to keep going back to the well and get more jumpscares over and over, but each subsequent jumpscare loses some effectiveness as they become more frequent and expected - especially in the case of Halloween Horror Nights where something pops out at you every 5 seconds. Which now that I think of it is probably why that event doesn't get to me. But most games/movies/TV shows know how to use jumpscares effectively, which is when I start not to like them. I just don't enjoy being scared that way... Which is why I've been hesitant to play Five Nights at Freddy's for a while. It's a game entirely predicated on jumpscares and it uses them effectively

The premise of this game is that you are a security guard who takes a night shift at a restaurant known as Freddy Fazbear's pizzeria. During your shift, it's revealed that the establishment's mascot animatronics have come to life and of course are trying to murder you. Your job is to last from midnight to 6am which is approximately 8 minutes of real time. In order to complete the game, you have to survive five consecutive nights, hence the name of the game. My question is: after surviving one night and knowing the animatronics are homicidal, why would you ever come back? Anyway, you're instructed that the animatronics only move in the dark when you're not watching them, so you're safe as long as you keep an eye on their locations. Your player is stuck at their guard post so your only defenses are checking security cameras, turning the lights on in the dark hallways adjacent to your guard post and closing the electronic doors, but each of these actions consumes electrical power, of which you have limited supply. If you run out of power, you're totally defenseless and more than likely are going to get jumpscared. This game is particularly effective at using audio, or more specifically the lack thereof, to create atmosphere. It's really unnerving to only hear the quiet humming of the security cameras or the buzzing of the florescent lights while your're waiting for what seems like an inevitable loud and disruptive jumpscare.

Since people love to watch other people get scared, this game got a huge boost in popularity from "let's play" videos on YouTube. This first game in the series was relatively critically and commercially successful and has spawned 3 sequels with an upcoming RPG spinoff as well as a movie adaptation from Warner Brothers pictures coming soon. All of this is a little much for me, especially considering the game came out only a little more than a year ago. Don't get me wrong, I liked the game well enough, but having 3 sequels and a movie deal in less than a year seems a bit excessive, no?

Summary
Five Nights at Freddy's is a game that knows how to use jumpscares effectively. It creates a tense atmosphere and keeps the player busy tracking the locations of multiple homicidal animatronics which pop out to scare the player when least expected. I think it's a good enough game, but this game's relative popularity has always been a little confusing to me... I suppose most other people a good jumpscare a lot more than I do.

Friday, October 16, 2015

BioShock

2K - 2007 - PC/X360/PS3

Wooo!! 100 reviews! I figured it would be appropriate to cap off #100 with the original Bioshock since I started back in 2013 reviewing the same franchise with my very first review of BioShock Infinite. I still don't think I'm a great games critic or reviewer and I still have a lot to work on, but in re-reading my first review from two years ago, I can see how far I've come. In addition to more comprehensive and insightful writing, I've started including video reviews with my posts as well, in case you hadn't noticed. Of course having 100+ reviews and a ton of content introduces a problem of content discovery, which I'm attempting to remedy with new features like my games of the year list and my top 10 lists - both of which I intend to add to and update often, so keep an eye on those. Anyway, enough with the housekeeping, let's get on to talking about Bioshock.

I remember seeing Bioshock for the first time at E3 2006 before it was released later in 2007. It was by far the most interesting game trailer I saw at E3 that year. The underwater city setting, strange combat powers and gruesome violence were so unlike anything I had seen in a game before. When I eventually got my hands on the game it also played unlike anything I had experienced before, having at that time never played its spiritual predecessors, the System Shock games. Bioshock's combination of shooting mechanics, light RPG and puzzle solving elements, and high level of audiovisual presentation were unlike anything else around at that time. I remember being struck by how cinematic and directed the game felt. It felt like a movie. It felt like an amusement park ride where you're barraged by an overwhelming presentation of audiovisual effects that all spring to life as you pass by them. Bioshock's atmosphere was so unique and refreshing and it absolutely captivated me.

Bioshock takes place in the 1960s and follows the story of a man named Jack who, at the beginning of the game survives a plane crash that leaves him swimming in the middle of the ocean. You guide Jack away from the burning plane and to a lighthouse, the only structure visible in the vast ocean other than the flaming, sinking wreckage. Investigating the interior of the lighthouse reveals a bathysphere which takes you deep underwater and eventually reveals the massive underwater city of Rapture, where the remainder of the game takes place. The trip to Rapture is accompanied by a voiceover from a man named Andrew Ryan, who introduces himself as the creator of Rapture and conveys that he built the city as a haven free from external social, political or religious influences. But of course upon entering the city, it's immediately obvious that something has gone very wrong in Ryan's utopia and now masked and bandaged psychotic murderers known as splicers roam the remains of Rapture. You're contacted via radio by a man named Atlas who urges you to assist him in rescuing his family who he claims has been trapped in the bathysphere dock by Ryan. Atlas warns you to be wary of splicers who were previously Rapture's human residents, driven insane from abuse of a drug called ADAM.

When processed, ADAM becomes something called a plasmid, which when injected into a user's bloodstram can rewrite genetic code and grant its users dangerous and powerful new abilities. In addition to traditional firearms and melee weapons, pasmids serve as your main defense against splicers and Rapture's other many dangerous inhabitants. The use of plasmids also rewards players for their environmental awareness. For example, the electro-bolt plasmid is extra effective when targets are standing in water. Similarly, the incinerate plasmid is effective when used on oil spills that can be found throughout Rapture.

Experimentation with Bioshock's many plasmid powers is one of the most rewarding parts about the game. In fact, the game seems to reward experimentation and clever planning in general. For instance, when splicers are hurt, they often seek out a nearby health station to heal themselves. In addition to being used by the player to heal themselves, these health stations can be hacked to yield cheaper healing prices and to damage any enemies that tries to use it for themselves. Or the player can choose to simply destroy the station which yields several consumable first aid kits. Rapture's hostile security robots can be simply destroyed (they're weak vs. electro-bolt or armor-piercing rounds) or they can be hacked to aid the player in battle. There's a multitude of options available to the player on how to dispatch enemies and it's fun and rewarding to experiment with the game's many systems to find a playstyle and strategy that best suits you.

There's also a moral choice element to Bioshock. "Little Sisters" human girls who have been inplanted with a parasite and mentally conditioned to hunt for and gather ADAM are plentiful throughout Rapture. They and their powerful "Big Daddy" protectors are neutral to the player upon encounter, but Big Daddies will go hostile if they or the Little Sister are attacked. Dispatching a Big Daddy leaves the player with a choice: rescuing or harvesting the Little Sisters. Harvesting kills the Little Sister and grants the player a wealth of ADAM which can be used to purchase new plasmids and other useful upgrades. Rescuing the Little Sisters yields very little ADAM and gives few immediate bonuses, but rescuing multiple Little Sisters can unlock powerful plasmids later in the game.

BioShock Video Review:

Summary
Bioshock is a wonderful blend of an immersive and atmospheric environment, a memorable story, and well designed game systems that reward the player for experimentation. While Bioshock's sequels improved on some mechanics, I don't think they ever recaptured the brilliance of the original game and its great blend of atmosphere, story and game mechanics.

Friday, October 2, 2015

Contradiction - Spot the Liar!

Baggy Cat - 2015 - PC/iOS

If you've been reading these reviews for a while now, you've likely realized that I'm a bit of a video game music nerd. I stumbled across this game when I learned that one of my all-time favorite composers, Tim Follin, had returned to the video games industry since "retiring" from it in 2005 after his amazing talents had been wasted on mostly unknown or poorly received games. It was quite to my surprise that Follin was returning to the industry to work on a game not only as a composer, but as a designer and writer as well. So how does a game made by someone with no design experience who's been absent from the industry for 10 years play? It plays about how you'd expect, for better or for worse. It's not all bad though, Contradiction is charming in a unique way that I think can only be accomplished by a first-time designer who, as far as I can tell, has been isolated from the popular design trends, progressions and philosophies that have developed in the last decade or two.

Contradiction is a full FMV murder mystery game straight out of the 90s which I admit would have been way more eye-rolling if I hadn't just played the excellent "Her Story". You play as Fredrick Jenks, a British detective who is tasked with investigating a murder in a small fictional village. All locations in the village are essentially still frames, even though some are animated, and you can move between the frames by clicking on UI arrows displayed on the screen which always triggers a short movie of Jenks strolling to where you guided him. While interviewing suspects, Jenks has a list of topics he can ask about which when selected, loads an an FMV scene where Jenks grills the suspect about whatever you selected which often then reveals more topics to ask about. The main gameplay mechanic in Contradiction is to find pieces of the suspect's story that don't quite add up or are downright contradictions, hence the title. Most of the contradictions are pretty logical, but some are a little more of a stretch or are otherwise debatable. Thankfully, this game is pretty generous with hints and gives them to you in a way that doesn't make you feel stupid or like you're cheating. Jenks can go to the phone booth and call his chief who will generally point you in the correct direction to progress the game or also may hint at contradictions suspects have made.

Follin, whose composing career work dates all the way back to the Commodore 64 and ZX Spectrum days, also composed the music in Contradiction. It's not quite as in-your-face as some of my other favorites of his like this or this or this. It's more appropriately subtle and blends in perfectly as Jenks traverses the village looking for clues and interviewing suspects. Aside from the music, the extremely cheesy acting is another standout in Contradiction, especially with the actor portraying Jenks who loves to smirk at his suspects with his trademark goofy deductive grin. In fact, Jenks is so excitably overanimated and the acting in general is so cheesy that it makes me wonder if it was an intentional directorial choice or if Follin actually thought his actors were delivering believable performances. In any case, I'm happy about it. The delightfully cheesy acting seems to fit the style of this game perfectly as does the music.

But in addition to the cheesy acting, there are several other strange design choices and signs of low budget production you should be at least aware of before playing this game, especially if that sort of thing bothers you. I've heard this game was riddled with UI problems at launch that have since been corrected, but one holdover is the strange combination of topics Jenks can ask about with the physical items he's carrying into one functional grouping. Your items and your topics appear together, but you can't use a topic like an item and most items you can't bring up in conversation, making this a puzzling design choice. I've also encountered a bug a few times where none of the suspect's answers were selectable as contradictions and I had to leave and re-enter the scene in order to fix it. (Minor spoilers ahead). The budgetary constraints this game was made were apparent in the poor sound quality in the FMV scenes but especially obvious in the ending to this game. The latter half of the game really seems as though its building up to something as the plot starts sprinkling in elements of the occult and mysticism. But it's all thrown away at the last second when the murderer is revealed and the game just ends quickly and unceremoniously - but not before strangely setting itself up for a sequel. I later read that this abrupt ending was apparently due to financial constraints and a sequel would only be possible with enough support of the first game

Summary
It has design problems, bugs, obvious budget problems and wonderfully cheesy acting but I really enjoyed Contradiction in spite of itself. It was a flashback to the old puzzle games I played as a kid. All things considered, Contradiction is a pretty good first attempt at making a game for someone who has no experience doing this sort of thing. At the very least, I'm glad Follin is back doing things in the games industry and I hope he gets the funding and support to make a sequel so we can see what lessons were learned and what improvements can be made