The Legend of Zelda is the greatest gaming series ever. Join me as I play
through every last one of them in no particular order, and write mildly
thoughtful ramblings on each. This week: the unexpectedly controversial Twilight Princess.
Twilight Princess is either the worst Zelda game or the
best Zelda game, depending on who you ask and on what day of the
week. Even more than the formula-bending Majora’s Mask and
the cel-shaded Wind Waker, Twilight Princess has
become the most polarizing entry in Gaming’s Greatest Series. Which
is a pretty strange thing, when you think about it, because Twilight
Princess was supposed to be the Zelda game for everyone.
It had a similar visual style to The
Greatest Game of All, Ocarina of Time. Pre-release hype
began gathering that it was dark! and Link was an adult! which is
really cool! and the game was so dark! and adult! that it was going
to earn a T rating! Enough with all those danged kiddie Zelda games
with their cartoon graphics and big-headed children as protagonists!
Twilight Princess was going to be the biggest! and the best!
and most epic! See? It even says so right on the back of the box!
During previews, sentences like “If Wii Sports is for the
non-gamers, Twilight Princess is for the hardcore!” were
thrown around. IGN’s review was littered with drool-o-riffic
statements like “Ocarina, your time is up!” and “this
new method of [motion] control obliterates the former one and there
is no going back!” and “the greatest Zelda game ever created and
one of the best launch titles in the history of launch titles!” The
game won approximately a billion Game of the Year awards (this was
back when people didn’t arbitrarily hate Nintendo for “abandoning
them” with their “casual games”) and was declared by a more
than a few gaming outlets to be The Best Game Ever.
So…what
happened?
Well, Twilight Princess is the first game I ever remember
getting backlash. Now, Pre-release Backlash had always been
around—the internet practically exploded with Nerd Rage when Wind
Waker‘s cel-shaded graphical style was first revealed. But
then people actually played it, and realized it was one of the
greatest games ever. Twilight Princess, though, received a
whole other type of backlash that wasn’t common at the time: It
received a mountain of hype, won countless awards, was loved by
players everywhere, and then suddenly critics and gamers alike went:
“Hang on! Never mind. This game is actually a pile of garbage.
Forget all that ‘best game ever’ stuff.”
So…what happened?
Read the whole thing over at Zelda Universe, and join in the surprisingly reasonable discussion!
Tuesday, April 16, 2013
Monday, April 15, 2013
Infinite Struggle
Bioshock Infinite is an astonishing
work of imagination and storytelling until it decides to be a shooter
instead. The introduction of the world of Columbia is one of the
most stunning sections of gaming in recent memory. The haunting walk
through spiraling stairs. An unexpected launch. A city in the sky. A
baptism. The constantly surprising presence of two of my now-favorite
characters in gaming: Rosalind and Robert Lutece. For the first hour
of the game I was stunned at its beauty, its meticulous architecture
and ability to so immediately create a compelling, dense fictional
world filled with history and secrets. And then the game handed me a
gun.
Michael Abbott over at Brainy Gamer
recently wrote: “Bioshock Infinite is a shooter with a
problem, but the problem isn't the shooting. The problem is that [it]
has nothing to say about the shooting” and I don't
disagree with him. After the game introduces its violent side (in an
actually-rather-stunning scene featuring a mock slave auction) we are
still graced with moments of brilliant art direction,
memorable performances and intriguing storytelling, but we must look
at these things quickly—we're only ever five minutes away from
another violent set-piece. But my main issue with the game differs
from Mr. Abbott's. Shooting is par for the course in a game about
violent revolution, if not exactly original. Thematically, at least,
it makes sense. What doesn't make sense is the game's use of
“vigors”. And vigors have nothing to do with anything at all.
What
are these things, anyway? About an hour into the game (depending on
how much you linger—I'm the lingering sort) you come across a kiosk
at a festival where a woman is selling a potion. A “vigor,” she
calls it. You drink it and immediately get the ability to possess
machines into being your ally. You use this new power to force a robot
to grant you entrance into a locked gate.
Now think about that for a second. It is an incredible fact. You, Booker DeWitt, an old-fashioned, grizzled war vet, drink some random potion at a random festival that some random woman is just giving away for free, and you get the ability to control machines with your mind. The game looks at this and says: Eh. Not long after that you drink a similar potion—vigor, sorry—that allows you to shoot fire from your hands. Eh. Not long after that, you get a vigor that grants the ability to summon a murder of crows with your mind or something to peck your enemies to death. Eh.
Now think about that for a second. It is an incredible fact. You, Booker DeWitt, an old-fashioned, grizzled war vet, drink some random potion at a random festival that some random woman is just giving away for free, and you get the ability to control machines with your mind. The game looks at this and says: Eh. Not long after that you drink a similar potion—vigor, sorry—that allows you to shoot fire from your hands. Eh. Not long after that, you get a vigor that grants the ability to summon a murder of crows with your mind or something to peck your enemies to death. Eh.
This
would be fine if the Eh were the point, but it isn't. The game isn't
trying to create a
world where everyone has access to crazy, mind-altering potions.
Because apparently, everyone does not. Most people don't seem to be aware that these Vigors even exist. This creates a disconnect that
threatens to distract from the whole danged experience. You have these
abilities, and the enemies have these abilities, and that's it. But, why? How? These potions that grant people the ability to
essentially perform witchcraft are just lying around like dirty
laundry. Heck, I got my first one for free.
Why didn't everyone take a free sample of the Posession Vigor and trick that robot into opening the gate?
What's stopping one of the black slaves from picking up that Murder of Crows Vigor off the ground where I found it and starting a bloody revolution to free the slaves?
Why do we need these things?
How are they making the game better?
Why didn't everyone take a free sample of the Posession Vigor and trick that robot into opening the gate?
What's stopping one of the black slaves from picking up that Murder of Crows Vigor off the ground where I found it and starting a bloody revolution to free the slaves?
Why do we need these things?
How are they making the game better?
The
answer: because vigors are cool, bro. They're totally awesome. The
ability to rip your enemies to shreds with crows is effin' beast.
Brooooooooooooooooooooooooo.
The game is at a crossroads. It wants to be an intelligent
piece of sci-fi that features commentary on the political and social
issues of today. It wants to create a compelling fictional universe
filled with dense mythology. It wants to tackle issues of gender and
race. But it also wants to make money. Ain't no one selling games
about the Tea Party and slavery without some good old fashioned blood
and guts. Here's a game about slavery and feminism where you play as
a boring white guy who shoots fire out of his hands.
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