Showing posts with label Missed Opportunities. Show all posts
Showing posts with label Missed Opportunities. Show all posts

Thursday, November 23, 2017

Missed Opportunities: Watch Dogs 2 Should Be Hacker Batman

Watch Dogs 2 is an open world game in which you play a young activist hacker trying to expose the corrupt dealings of mega corporations that are selling people's private data to get even richer. It's not exactly new territory, but Watch Dogs tries to liven things up with a young cast who values having a good time just as much as making the world a better place. The game has this juvenile, Rage Against the Machine, down with the system vibe punctuated by neon greens and fluorescent purples. While not really my aesthetic of choice, I can at least admire how much the developers leaned in to it. They really went for it, going past the bounds of the expected, past even tacky until they broke all the through to a pulpy hacker tale wrapped in a cloak of hashtags, spray paint and memes.

A  photographic summary of this game's style.

Throughout the game the player steals cars, hacks cameras, pilots drones and causes all kinds of mayhem in the name of sticking it to the man and pulling the wool off of people's eyes. Overall, it paints a picture of  the fun, carefree revolutions of the young who don't have to worry about logistics or the impact of the consequences of their actions. While not exactly realistic, it works for the game. It takes an average young black man and turns him into what amounts to a superhero all thanks to a cell phone and a few hundred lines of code.

The biggest issue I've had with the game so far comes not from its campy attitude or instance on packing a pop culture reference into nearly every line of dialogue, but from the combat. The mechanics are typical open world fair. You have guns, a stun gun for those wishing to go non-lethal, and a bare bones cover system to help when you're in a tight spot. Additionally, thanks to your hacker skills, you have additional options like sabotaging power boxes or making gas pipes explode. This is largely what the industry has come to expect from this style of open world game, from Game Theft Auto to Mafia III and even Infamous, battles often devolve into combat arenas full of goons with bad A.I. to slow you down from reaching your objective.

In Grand Theft Auto or Mafia III, the thought of gunning your way through mobs of enemies fits in with the overall themes of those games. In Grand Theft Auto you're a criminal, either currently or previously, so the thought of killing people should come as no shock. In Mafia III, you play a mafia underling turned special forces veteran who's out for revenge, closer in sensibilities to the Punisher rather than Batman. In Watch Dogs 2 however, you're supposed to be a good guy, not really an anti-hero. Your idea of braking the law is more stealing a car or breaking an entering and less cold blooded murder.

Watch Dogs 2's combat leave you little options. Sure, the game gives you a stun gun, and a variety of tools to hack your way into and out of situations, but even a slight misstep will result in your death. See, the guards in Watch Dogs 2 don't really make sense. Mixed in with the average pistol armed rent a cops are guys with military rifles and automatic shotguns, not to mention the guys in head to toe ballistic armor. And this isn't in super secret installations either, regular street thugs and paid by the hour security guards walk around with fully automatic shotguns. Even crazier, when seeing a trespasser, their opening move is to fire at will. See a suspicious person? Don't bother asking them to leave, just mow them down with a military grade weapon for no reason.

This encourages a lethal play style, of which the game is all to ready to push you toward. While it starts you off with a non-lethal stun gun, ever other weapon in the game that you can either buy or pick up is a fully lethal gun of some variety. The blood thirsty guards add to this by opening fire with little in the way of warning. A slight misstep in the game's limited stealth mechanics means two or three guards will begin opening fire with their guns while a fourth calls for reinforcements. This game is ready at any moment's notice to drop a dozen heavily armed goons on your for simply being seen in the wrong place at the wrong time. It's more than bad A.I. and bad level design, it undermines a lot of what the game is going for.

When I first started the game I thought I would go non-lethal. Between the aforementioned stun gun and the game's melee attacks, I figured I'd have a good time sneaking through the shadows, hacking terminals and being this "for the masses" hacktivist the game wanted to make me. Unfortunately, within two missions I was facing fully armed swat teams that were best taken out by the tried and true method of finding the biggest gun in the place and slinging lead like I was auditioning to be the next Rambo.

It's an even bigger shame when the game so clearly demonstrates that it's capable of so much more. In one mission, I was tasked with infiltrating this warehouse along the docks, getting an access code and then stealing a truck full of electronics. The place was patrolled by over a dozen guards armed with pistols, shot guns and rifles, and stealth wasn't getting it done. Instead, I solved the problem by remotely hacking my way between cameras in order to get line of site on the truck. Having already acquired the access code to the gate, I used an upgrade ability to remote pilot the truck through the docks and out of the warehouse. While the guards were running around trying to figure out what was happening, my character was standing smoothly across the street, using a tablet to drive the stolen truck to a perfect stop inches from where he was standing. And that's where the missed opportunity comes in, that's where the game missed its chance to be more than your average third person, open world, mass murder simulator. What the game should have done was make you Batman.

The Rocksteady Arkham games have become well known for their combat. It's become a colloquialism to say it has "Batman" combat. The Assassin Creed style, protagonist surrounded by bad guys with an attack, dodge and counter to help you jump from enemy to enemy and chain up large combos. That's not the part of Batman that Watch Dogs 2 needed. Watch Dogs 2 need the other part of what made those games so enjoyable.

This part.

The Rocksteady Arkham games were at their best when forcing you to think like the bat. You have a room full of six guys. Two with electric batons, two with shields and one with an automatic rifle. The combat encounters were not just battles, but puzzles. Get the gun guy first, swooping down from a gargoyle to tie him up. Then get rid of those annoying baton guys with a swish of the cape. Flip over the shield guys and hit them from behind. Take out the last guy with a reflexively thrown batarang. Those games gave you a host of different abilities and then forced you into situations in which you needed to use them effectivly in order to come out unscathed. Watch Dogs 2 feels like they started to go down this road, with electric panels placed around the environments that can shock enemies,  and abilities focused on luring opponents, but then never does anything interesting with them.

Back in the PS2/XBOX days, it was common to have a game in which the only way to solve a problem through combat was in giving the hero a gun and letting them kill as many folks as possible. And make no mistake, I love my fair share of running and gunning video games, but in the modern era, gamers expect something more. They expect the thematic elements to resonate with one another. Watch Dogs 2 either doesn't get this, or willfully disregards it in the name of  presenting the player with a false choice of non-lethal or lethal, while pushing them into a world of blood thirsty murders.

I think the game would have been far more powerful, and the engagements far more enjoyable if instead of presenting the player with killing fields full of a few stealth elements, they approached the game more like one of the Batman games by giving the player gadgets and choices that allowed them to control the battlefield in ways that didn't feel like one off magic tricks or electrifying gimmicks. At the very least, a different approach to the guard's A.I. would have made a non-leathal, or at least less lethal path more viable. Look at Hitman, where when caught trespassing guards ask you to leave before moving into combat. Even when moving into combat, they always attempt an arrest before going into murder mode. Both of these would have done a great deal to helping the guards in Watch Dogs 2 feel more like people and less like brainwashed drones who need a blood fix.

The story would have also benefited. The carefree attitude and pop culture obsessed nature of the characters starts off  making them endearing. It makes them seem like real people, young people, up against impossible odds. But after a few instances of walking into an innocent movie studio and gunning down a few dozen people, or killing the hundrth security guard that was just doing their job, it no longer feels so carefree. Instead it feels rather blind to the people they claim they are trying to save. It ends up with this dude-bro culture of refusing to acknowledge consequences, much like Ubisoft's other big open world hit, Far Cry 3. The whole thing comes off as tone deaf, as blind to its own message when it could have been so much more.

The thought of young hackers, of people trying their best to make the world better through their skills and ingenuity, rather than their marksmanship or willingness to kill as many as it takes is a message modern video games could benefit by exploring. The creators of Watch Dogs 2 had a real opportunity to take a young, black protagonist and make him someone that refused to kill even when met with lethal force, much in the same way as Batman. Through gadgets and cleverness, the protagonist of Watch Dogs 2 could have come across as an upcoming, amateur vigilante that was trying to save people, to make the world a better place. Instead, he comes across as a childish sociopath who goes on murder sprees in-between stealing cars and making youtube videos with his friends.

In the end, I was left wishing Ubisoft had made the protagonist of Watch Dogs 2 something a little more Nightwing, and a little less Jason Todd.

Saturday, September 3, 2016

Missed Opportunities - Final Fantasy 7 and the Death of Aerith

Missed Opportunities is a series dedicated to looking at narrative and mechanical choices in games.  It is not an indictment of a game's quality, nor is it it a look at mediocre games that could have been better. It is a discussion of differing paths, of choice in design.

Final Fantasy VII is a great game. While it is not my Final Fantasy of choice (that honor would go to VI) it is unquestionably one of the most influential JRPG's in video game history. It was, for many, their first major  JRPG and one of the first to tackle major themes and ideas. I came late to the FF VII party, not owning a playstation until well into its life cycle. By the time I got around to cracking open the multi disc case of Final Fantasy VII, it was already one of the most well regarded games around. It was raved about, not just in magazines, not just in playgrounds but among the entire spectrum of video game enthusiast. It was a phenomenon within the industry and made a wide impact on gamers.

FF VII was not my first JRPG. It was not even close to my first JRPG, and VI, the previous entry in the series, had left a high water mark to overcome. The 2D, sprite based predecessor of this newer game, with its expansive cast of characters, memorable story sequences and amazing soundtrack had left an impression on me that would be hard to beat. I have to admit, going into VII, I was skeptical.

This newer game, this latest in a long series was a departure. It was the first Final Fantasy to be 3D, using primitive polygons and textures over the handcrafted look of sprites exhibited by the game's predecessors. It was the first on a disk based platform, complete with loading times and impressive, pre-rendered cut scenes. But those were only surface differences. A deeper, more meaningful change was waiting.

This of course, was the materia system.  The previous Final Fantasy games were class based with the familiar mixes of Fighters, Thieves and Mages. Black Mages cast powerful destruction magic while the ever useful White Mages healed the party and kept your characters in the fight. There were Red Mages and Monks, Bards and Knights. Each character had their role to fill in the party. While they may level up, earn new abilities or change to advanced classes, their roles were largely the same. The brave knight hitting hard and soaking up damage, the wizardly black mage hanging back and casting fireballs or calling down lighting bolts and the battlefield medic of a white mage, curing poisons and patching up wounds.

In Final Fantasy VII, this all changes. Now, instead of classes or jobs, characters had materia. These little, spherical items of magic were slotted into the characters equipment and gave them special abilities. You no long had to be a Black Mage to cast a fireball, or a White Mage to heal, now all you had to do was equip the fireball materia to whichever character you wanted to be able to use the ability and it was theirs, enabling them to sling balls of fire with the best of the them.

And this is where I think they missed an opportunity, not from a game play perspective, but from a narrative one.

The story of Final Fantasy VII is not what one would call simple. There are the familiar tropes of the series for sure, oppressive governments out to put down the little guys and evil masterminds seizing powerful magics to destroy the world and become a god. A rag tag band of heroes who have to come together to stop it. This is not just well worn territory for the series, but the fantasy genre as a whole. Final Fantasy VII mixes their magic with technological elements, a terrorist with a cybernetic gun for an arm, energy reactors controlled by evil corporations, and cloned cells from an alien specimen known as Jenova.

The story weaves itself through these tropes, beginning with the main character, Cloud Strife, acting as a mercenary for hire to a group of eco terrorist trying to save the world by destroying a city's energy reactors. The job goes sideways, the reactor explodes and Cloud falls down into the city's slums, separated from the rest of his party. It is here that he is found by Aerith, a lowly flower girl with a pretty face and a pure heart.

Aerith is who the player would presume to be the love interest. A sweet, idyllic young lady living in the slums, making a living selling flowers to passers by. She is also who one would presume to be the White Mage of the party. The healer, the nurturing hand to bring the party back to life. She even gets Cloud back on his feet after he crashes on to her flower bed from above. In true fantasy fashion, bad guys show up for the girl and Cloud agrees to be her bodyguard. All the pieces are in place for a grand adventure, for the hero to save the world and woo the girl and live happily ever after.

But this is Final Fantasy VII, and in Final Fantasy VII, Aerith dies.

Her death, more than any other in video games up to that point had a profound effect on those playing the game. Even knowing her fate before I ever started the game, her death was an impactful and meaningful scene. This wasn't a one off character, this wasn't some living piece of the background with a generic name and a few lines of dialogue. This was a major character, one the player's party had spent significant time with. Aerith was the sage of the story, the Zelda to Could's Link. She, with the help and protection of the hero was supposed to save the world, not get stabbed in the back and be left dying his arms.

This was a video game, and characters aren't supposed to die in games. Well, at least not permanently. Mario might fall down a pit, Link might need a fairy to get him back on his feet, but in Final Fantasy the death of a single character was never game over. A trip to an Inn or a Phoenix Down would bring them back to life as if they only needed a little rest, a little time to get their strength back. It was only when the entire party went down would you be faced with a game over, forced to restart from your last save point and continue as if the defeat had never happened, as if it was part of some aborted timeline that no longer held impact on the rest of the world.

There would be no Phoenix Down for Aerith, no bandage for her wounds. Our hero carries her to a pool beneath the city and lays her to rest beneath the water. You could restart from a previous save, but it wouldn't matter. There was no avoiding this fate. This is how the story goes. Aerith dies and there's nothing you can do but swear vengeance and chase after the villain who killed her.

Vengeance was not what I was thinking about when Aerith died. It wasn't anger at the game's villain who killed her, or how I was going to stop his plot to end the world. I wasn't shocked, or horrified. I wasn't stunned by the lost of the pretty flower girl or a potential love interest. I was worried about my materia.

You see, Aerith was my White Mage. She held all my healing magic, all my spells that I used to keep my fighters fighting. And when she died, those spells were lodged in her inventory. An inventory that was now floating at the bottom of a pool around Aerith's lifeless corpse. How was I going to continue without a White Mage, without a healer? Would I be able to get enough potions? Would I find new materia that would allow me to heal? How was I going to stop the bad guy, to fight through his army of minions and save the world without the ability to heal my party?

Here was an idea that I had never encountered before in a JRPG. Killing a character is one thing, killing the love interest even more shocking, but to kill the white mage, to kill the healer. This was unheard of. Remove a character from a story and you're left with one less character. Remove a class from a]the party and you're left with an entirely different game.

Video games, the best of them anyway, are not just stories, they aren't just game play, they are the marriage of the two, each supporting and enhancing the other. This is where, to me, Final Fantasy VII fails, where it misses its opportunity. Because the healing materia, the spell I needed most, was safely moved to Cloud's inventory after Aerith's death.

All gameplay consequences were removed from her demise. Now another member of the party could be the healer, could be the defacto White Mage as we traveled across the world in search of an evil man and his evil plans. Aerith, while fondly remembered, would no longer be missed. Instead she would fade into the background as the party pushed on, meeting new characters and finding new spells.

How often would one have thought of her, had FF VII kept their class structure, had removed their White Mage from the game half way through? How often would you have missed her when neck deep in a dungeon, when in the final stretch of a tough boss battle?

Final Fantasy VII could have shown just how important a single character can be to a party, just how important of a role one person can play among a larger narrative, among a war. Instead they chose to build a system around materia, around spells that can be transferred from character to character with little consequence.

And in the process, missed and excellent opportunity.