December 2008

Prince of Persia

December 17, 2008

A sandstorm, a lost donkey, a desperate princess, a corrupted land, and a dangerous god – these are the set pieces around which Prince of Persia is built. When a sandstorm hits, our nameless hero loses more than his donkey Farah – he loses his identity. Instead of continuing on as a thief he meets Elika and ends up helping her save the world by restoring the corrupted lands and reestablishing Ahriman’s prison. 

In a return to Sands of Time’s form, Prince of Persia is smartly written and has a much greater focus on platforming, story, character interaction, and creating an interesting world than it does on combat. There are corrupt enemies to be fought, but it is obvious that enemy encounters have taken a back seat to adventuring and exploration. There are enemies though, and their presence is important from both a narrative and a gameplay mechanics perspective. Gone are the days of taking out wave after wave of sand creatures – the new Prince fights one on one, and the sword you start with is the sword you’ll end with. The Prince’s repertoire is limited to three attacks: sword, grab, and magic, but the combo attacks available more than make up for the lack of upgrades. Combat feels important since it is presented sparingly, and there is a real sense of danger when taking on an enemy one on one when surrounded by life-ending corruption. 

A typical level plays out this way. Elika and the Prince arrive in a corrupted area; Elika explains what that area used to be and how one of the four main enemies has altered it. After that, dialog is optional, but recommended. Pull the left trigger to get to know Elika through short, smart exchanges that feel more like two people actually talking to one another than two video game writers ensuring that plot points A, B, and C are all fully explained to the player. After the relevant plot details have been explained, dialog is still encouraged and where the writing really shines. Elika and the Prince’s relationship really grows here, and many of the interactions are genuinely funny. 

Prince of Persia plays fast and loose with its physics decisions, and the game is better for it. None of us will ever run on a ceiling, grab a brass ring, run on the ceiling a bit more, grab another ring, run up a wall, vault over to a pillar, quickly turn, shimmy down a bit, jump to a faraway platform, and then call on a magical princess to extend our jump, but it all works and feels right inside the game world. The Prince’s animations are exceptionally fluid (the Assassin’s Creed engine is being put to good use here) and he manages to make running on the ceiling actually look possible. 

After the area’s main enemy is defeated, Elika can heal the land and create a secondary challenge – collecting light seeds. While collecting light seeds there are no enemies. The player’s only obstacle are inactive plates which signify magical powers that Elika does not yet have access to, and environmental platforming challenges that often result in “how on Earth do I get over there” and great satisfaction at finally getting there. Collecting light seeds isn’t optional – though there are more than twice as many as required in the entire game; Elika needs them to gain additional abilities tied to the colored plates found throughout the game world. New plates open up new areas, new areas release more light seeds when cleansed, and more light seeds collected opens up new magical abilities like wall running, on-rails flying, and exceptionally powerful jumping. 

In a year full of depressing and gray (but still great) games like Fallout 3 and Gears of War 2, Prince of Persia – with its beautifully cel shaded and lovingly animated characters, staggering draw distance, relaxing light seed collecting, and gorgeous vistas – is a welcome change and a game that ought to appeal to everybody. 

Pros: great writing, fluid platforming, fun combat system

Cons: it ends

Plays like: Prince of Persia: The Sands of Time, Assassin’s Creed

ESRB: T – the Prince is suggestive, but you’ll find far worse on network television

 

Spider-Man is one of the few superheroes to have a string of decent games, and that’s largely because when implemented properly, he’s just as fun to travel with as it is to defeat villains and thugs. None of Spidey’s games have been flawless, and Web of Shadows is no different, but being independent of a movie license drastically reduces the blemishes by allowing Treyarch to use assets that never made an appearance in the films – like the S.H.I.E.L.D. forces that are currently occupying New York City. 

Web of Shadows’ opening act throws Spider-Man straight into the action. S.H.I.E.L.D. forces occupy New York and combat a symbiote army. After finding Mary Jane it becomes clear that their relationship is on the rocks. MJ is upset that Peter is using his symbiote suit, and while they argue a shadowy figure extends its tendril, envelops Spidey, and the screen goes dark. At this point the game flashes back to four days in the past when Venom attacks Spider-Man, ultimately loses, and transfers part of the symbiote to Spider-Man. This is great from a gameplay perspective because it marries Spidey’s web-slinging and swinging and Hulk’s ability to throw cars at whoever he wants. The setup effectively draws players into the narrative and the use of flashback gives the player a huge setpiece battle to look forward to. 

Web of Shadows’ combat system manages to be both accessible and deep, which keeps it entertaining for both casual and more skilled players. It’s possible to pull off gorgeous and powerful moves by hitting random buttons, but the combat system also allows a skilled player to counter most enemy attacks and twist the encounter to his favor. Of all the moves, Spider-Man’s web strike is the most satisfying which allows the player to zip up to an enemy, kick off of him, and do it all over again. Just like Spider-Man ought to, it is possible to complete most encounters without touching the ground. Combat upgrades come with an RPG addition – Spider-Man accrues experience points from combat encounters and those experience points can be spent on various combat upgrades. 

Spider-Man games need to really nail two things: combat and swing mechanics. Combat is great, and thankfully swing mechanics are good, too. The only negative point regarding swinging is that Spidey’s webs can attach to the city’s invisible ceiling, and that feels like a downgrade from Spider-Man 2 and Spider-Man 3. What the swing mechanic really conveys though, is an awesome sense of speed. Particularly, chasing villains through the city is visceral and satisfying. 

Spider-Man Web of Shadows is the Spider-Man game that players deserve. It’s fast, the combat is fun, and being detached from the movies plots allows Web of Shadows to tell a story and create missions that actually affect that story instead of relegating significant portions of the game to repetitive side missions. 

Pros: great sense of speed, fun and acrobatic combat

Cons: webs attach to the sky

Plays Like: Spider-Man 2, Spider-Man 3

ESRB: T – if the movies or cartoons are okay the Web of Shadows is appropriate

 

 

Game of the Year awards are almost never consensus picks. Different gamers like different types of games. Here at Snackbar Games, we have a diverse staff of writers and editors, and between now and the end of the year, they’ll each be telling you, however they choose, about their top ten of ’08. Today, editor Mike Walbridge shows his dislike for rankings while telling you his favorites.

In no particular order:

N+: The little downloadable that could is a party game that can take up the evening just as effectively as any music or gun-based game. Hundreds of levels, fun competition and cooperation, four players on one console, and free map packs featuring over 200 maps, months later? Juicy.

King’s Bounty: A cult hit to be sure, but fans of strategy or the quirky can get lost in the world of King’s Bounty for a very long time. A permanent world requiring frequent creative approaches to battle makes numerous reruns worthwhile, and each run is at least thirty hours!

Left 4 Dead: Manages to make the players the content in the game. This is the multiplayer version of making the player the character. Plenty of good runs and the way the Source Engine supports so many enemies on screen at once is uncanny.
READ MORE

In danger of defaulting on a $240 million debt and entering bankruptcy, Midway announced it will close its Austin studio, lay off 25 percent of its employees and suspend development on some projects.

Midway will release 180 employees in addition to closing its Austin studio, which Midway acquired in 2004. The studio was formerly Inevitable Software, founded by three employees from Acclaim’s Austin studio and had produced Tribe’s Aerial Assault and The Hobbit for Sierra before creating Area 51 and 2007’s Blacksite: Area 51 for Midway. The latter game’s rushed production, low sales and bad reviews caused many problems for Midway. READ MORE

Game of the Year awards are almost never consensus picks. Different gamers like different types of games. Here at Snackbar Games, we have a diverse staff of writers and editors, and between now and the end of the year, they’ll each be telling you, however they choose, about their top ten of ’08. Today, we feature writer Matthew Gallant. He’s Canadian, and just this once, we’ll leave in those funny spellings.

Here are my top 10 picks for 2008:

1. No More Heroes
No More Heroes is a punk pastiche, a loving tongue-in-cheek tribute to the history of video games. It surprised, confounded and delighted me at every turn. Every time I thought I had the game figured out, I discovered a new ridiculous minigame, over-the-top character or creative Wiimote implementation. Suda 51, shine on you crazy diamond.

2. Sins of a Solar Empire
More than any other title this year, Sins of a Solar Empire had me staying up ’til the wee hours of the morning without noticing. The scope of the game is astounding: you command an empire across several solar systems, but can zoom right in to watch a single ship. Ironclad managed to flawlessly marry the pacing of a 4X strategy game with real time gameplay.
READ MORE