Monday, December 21, 2009

The Legend of Zelda: Spirit Tracks – one out of one

The Legend of Zelda: Spirit Tracks – 1/1

Zelda games have always occupied a strange spot in my gaming tapestry. I’m not the gigantic super fan with a triforce tattoo and an intimate knowledge of the split timeline, but I’ve played most of the series and enjoyed nearly every single one (though Twilight Princess was a spot of ‘ehhh’). Needless to say, I played Phantom Hourglass, was moderately impressed, and halfheartedly looked forward to the latest entry in the series: The Title Written at the Top of this Post.

First of all, the most important thing to understand here, I think, is this: I was dedicated, absolutely dedicated, to giving this game a zero when I was about halfway through it. It starts strong enough to be sure. There’s a promising story injected with a nifty little train travel mechanic and Princess Zelda is a ghost! And she travels with you! Isn’t she just so kawaii (editor’s note: kawaii means ‘cute’)? 


D'awww

Friday, December 11, 2009

Silent Hill 2 - one out of one - Henry Arrambide

Silent Hill 2 – 1/1 – Henry Arrambide

The fact that a SH3 review preceded this is merely coincidence.

              When you set out to make something ‘mature’, you must be careful. Trying to prove that games are ‘mature’ may lead to something like Manhunt, where ‘maturity’ is just a coverall term for violence, cartoonish gore, or sexual deviancy. I find that striving to make something ‘mature’ in those oh so useful selling points comes off as insulting; it’s as if the creator is saying that the gaming populace is immature, unable to appreciate games properly, and so tits and violence must be added (not that cartoonish excess is a bad thing when handled correctly). You get so caught up in trying to make something ‘mature’ that you forget the other goals entirely.
              Silent Hill 2 understands this. The game is tasteful with its violence; blood and gore don’t spew forth with every gunshot and whack, but are effectively used when needed. It tells a simple yet twisted story, and expects you to pick up the pieces and determine the truth. There is no barrage of cutscenes and extended hours of dialogue. What exists are quick snippets, short lines dropped by characters as lost in the world as you are. No one knows what the hell is going on, not even the game in some cases. Why should there be an NPC telling you up to date plot points? (Answer: because the developers don’t think the gamer is paying attention; or the game is mechanically weak and hard to understand) You remember things, you take notes, and you draw conclusions. Some things you forget accidentally. Sometimes you want to forget the terrifying crap you just went through – the atmosphere works at creating this ever-looming fear that either motivates you or scares you into never wanting to play. You make implications based on your surroundings to figure out what happened where. In short, the game asks you to participate, not just listen, to the story; the game is aware that you are playing it, and so it wants to utilize that dimension. There is only as much meaning behind your actions as you interpret there to be, sure – but the game was made with the idea in mind that your actions in some way affect things on a deeper level. The game asks for you to be mature – not to play, because anyone can play, but to solve the deeper problems in James Sunderland’s life and get a full experience from the game. Interactive entertainment – you aren’t just moving the avatar from plot point A to plot point B and being info-dumped. That kind of audience respect is why Silent Hill 2 is mature.