Potato batteries and combustible lemons

The culprit: Portal 2 (PC, Mac, PlayStation3, Xbox 360)

Wire octopusA good sequel is always a pleasant surprise. But a good sequel to a sleeper hit is a special kind of treat. The first Portal was a flash of wickedly funny genius out of left field. Portal 2 confirms that the series is in the hands of consistently brilliant writers. In other words, the cake wasn’t a lie.

By now, the qualities of the first game have been widely broadcast, but, shocking as it may seem, it did also have flaws, the most notable of which was repetitiveness. While its length successfully prevented that from becoming a major problem (at least on first playthrough), more of the same for a whole second game would’ve been problematic. Well, Portal 2 avoids that problem, and, in retrospect, makes the first game feel like a bit of a prototype. Which, to be entirely fair, it was.

FashionistaYou are still in control of Chell (with a mysterious wardrobe upgrade), whom, as you may remember, the first game left in rather dire straits. Now, she is awakened in a stasis room–or Extended Relaxation Centre–by a voice on the intercom for a short tutorial: the controls are pretty much the same as before: walk, jump, crouch, pick up stuff and, later, place portals. She’s then put back to sleep; when she next awakens, several years–or decades?–have obviously passed (c.f. the pillow). An autonomous, rather worried-sounding personality core named Wheatley contacts her and helps her escape, as she has apparently been scheduled to be terminated. This leads to two discoveries: one, the Aperture Science facility is huge; two, it’s now in a rather poor state.

BreakdownThus, instead of the pristine white rooms of the first game, Chell now travels through dilapidated, half-overgrown environments, once again with the goal to save her skin. This gives the game a more chaotic feel. You now have to get even more creative with the rules, and the puzzles still provide just the right level of challenge, between figuring out the solutions and executing them.

Walking on lightChell still has a portal gun, since that is, after all, the founding principle of the series, but many new gadgets are also introduced, such as Aerial Faith Plates (boing!), Hard Light Bridges and Excursion Funnels (i.e. tractor beams). Weighted Storage Cubes (and the Companion Cube <3) also make a comeback, now joined by their cousins, the Redirection Cubes. Of course, the game would feel incomplete without the good ol’ turrets, which now come in startlingly humorous varieties, including an Oracle Turret. They’re still just as deadly though–well, mostly–, but the game’s autosave function will take care of any accidental demises.

BlinkyWheatley accompanies and helps Chell, much as GLaDOS did in the first game, with the difference that he is mobile and visible. A lot of people seem to dislike him, and I can see where they’re coming from: he’s very different from GLaDOS, a bumbling, manic worrywart instead of a cool, cynical mastermind. Still, I enjoyed the change of pace, and there’s more to him than first meets the eye.

Science bubblesApart from what’s left of the main facility, which notably features some brilliant safety advertisements for Aperture employees, such as the ‘Animal King Takeover’, Chell also gets to explore the underbelly of Aperture, as she visits the ruins of its old premises, located in a salt mine. How and why she gets there is up to you to discover, but predictable it certainly is not. These levels are slightly harder, as the state of the infrastructure makes them more dangerous to navigate, and the devices used back in the day were different from the ones you may be accustomed to. Chell gets to sample old test chamber prototypes, but also gadgets that were abandoned as the facility developed, such as gels, which you’ll find shooting out of pipes and can direct on various surfaces at your convenience.

Speed trackBlue (repulsion) gel allows Chell to bounce very high; orange (propulsion) gel allows her to go into Speedy Gonzales mode; and white (conversion) gel allows her to coat surfaces in white paint, thereby enabling the placement of portals in previously inaccessible locations. Some people may find the gels rather haphazard as a means of puzzle solving, but I thought that that was the whole point: they were discontinued as a product, after all, there’s gotta be a reason for that. Overall, I found this a welcome diversion from ‘normal’ portal mechanics and a way to keep the player interested and constantly on their toes.

The man with the lemonsThe Old Aperture levels also serve to introduce, via recordings, the now-defunct but legendary Cave Johnson, founder of the company, champion of scientific progress (well, sorta…) and author of truly epic speeches, such as the one about combustible lemons, which I will let you savour firsthand. It also creates a much-enhanced backstory for the game, something that was markedly absent from the first opus. It successfully builds on the already present theme of science gone haywire, and I found that it brought welcome depth and context to the table, as well as some startling revelations. It’s also at this point that you will have to deal with a very special potato battery.

Much ado about spaceI feel I should also mention the ending of the game, which manages to be hilarious, completely crazy and emotional at the same time. Spoilers are out of the question, of course, but, just to give you an idea, the description of the achievement you receive for experiencing it reads “That just happened.” I must also put in a word for the Space Personality Core.  You’ll know why when you encounter it.

Laurel and HardyPortal 2 introduces a two-player mode instead of the challenge rooms of its predecessor. Each player is put in control of a robot and tasked with testing out experimental chambers. Since they are robots, they are in no danger of dying, which makes them perfect for the job and is precisely the reason why they were created for testing. There’s a squat, rotund ‘male’ robot with a blue eye called Atlas and a tall, oblong ‘female’ one with a yellow eye called P-Body: they even made it onto the game’s cover, which, admittedly, is a bit misleading, because they barely appear in the main game, and you never control them. Be that as it may, in two-player mode, each has a portal gun, which allows players to work with four portals instead of two and thus greatly expands the scope of what they can do. Again, as with all multiplayer modes, I’ve not touched it, so I can’t really give an opinion on it. However, I’ve heard a lot of praise for it, and I have to admit that the robots are cute, at least, and that the Portal universe lends itself to this kind of gameplay pretty much ideally.

Good adviceOverall, I thought Portal 2 was an excellent follow up to its predecessor, expanding on the original story in all the good ways and creating a wonderfully exhilarating, fun experience, filled with humour, surprises and even more gravity-defying stunts. Of course, there will always be things to criticise, and complaints have included a lack of direction in the second act of the game or the length of loading times. None of that bothered me, however; I had a genuine blast and, to anyone who hasn’t played this yet, I put the following question: “what are you waiting for?”

What can change the nature of a man?

The culprit: Planescape: Torment (PC)

IfIn pain you speak to a veteran PC gamer, chances are that they’ll eventually mention Planescape: Torment with stars in their eyes. There’s a good reason for that. Coming out hot on the heels of Baldur’s Gate, this offering by Black Isle Studios (BG’s publisher) didn’t make much of a splash commercially at first, but went on to gain cult classic status. Console gamers of the younger generation will probably never have heard of it, and that’s a shame, because if there’s one game that puts the “RP” back into RPG, this is it, and you may hear it hailed as, quite simply, the best RPG ever. This is, of course, an exaggeration, as such claims usually are, and it all boils down to a matter of personal taste in the end, but the fact remains that what this game does well, it does extremely well, and I’ve never played anything quite like it, either before or since.

This isn’t to say that the game is perfect. Far from it, actually, especially by modern standards. The graphics are dated, and the interface is rather clunky; if you’ve played BG before, it’s the same isometric view, movement scheme and dialogue system. There are also quite a few bugs and quite a lot of content that either got cut or wasn’t fleshed out entirely, making the game feel somewhat unpolished in places. Moreover, if you’re a fan of combat, I shall warn you to keep your distance straight away. Not only is it really not the focus of the game (i.e. there’s very little of it), but saying that it’s not streamlined would be an understatement. It’s based on the same AD&D rules as BG, but the implementation is rather slapdash. There are mods available, as with any PC game, which focus on squishing bugs, restoring cut content and making the interface more pleasing to the eye, but nothing that really improves the combat.

Motley crewStill, don’t let this detract you from PST’s real strengths, which are characterization, plot and, most importantly, dialogue. The latter is detailed, varied, abundant and steeped in witticisms. It’s also strongly dependent on the protagonist’s attributes. The characters are probably the craziest bunch of misfits you’ve ever encountered; they certainly were to me. As for the plot, it revolves around such notions as responsibility, redemption, justice and human nature; the seminal quote from the game is, in fact, “what can change the nature of a man?” To sum things up, this is for people who enjoy immersive, engrossing, thought-provoking storytelling, and if you fit that bill, this game may just become the latest entry on your ‘all-time greats’ list.

As a final point of interest, a spiritual successor to Planescape: Torment, named Torment: Tides of Numenera, is currently being developed, after having broken all funding records on Kickstarter.

Detailed review available! Read more here.

Letters to the dead

The culprit: Dear Esther (PC, Mac, via Steam)

Breaking the cloudsIt’s a little difficult to say what Dear Esther really is. On the one hand, it’s been presented and advertised as a game, from indie developer thechineseroom, but you’ll quickly realise that there’s not much actual gaming involved. I guess ‘semi-interactive art film’ would be a better definition. And I would be lying if I said that that wasn’t somewhat disappointing: I went in expecting some sort of Myst-like adventure, but ended up with something very different instead. However, I would also be lying if I said I wasn’t affected at all. Quite the contrary, actually, due to a mix of haunting music, lovely visuals and some heartbreaking writing, which all mesh together to form a peculiarly mesmerizing atmosphere.

Lone sentinelThe premise is simple, if somewhat mystifying, especially in hindsight. You are put in the shoes (read: first-person view) of an unknown character, appearing on a stone jetty in front of a lighthouse on a forlorn island in the Hebrides. The game greets you with a voiceover: a man reading a letter to the “Dear Esther” of the title. And from there, you’re essentially left to your own devices. Except that all you can do is walk. You can’t jump, you can’t run (that one can get especially aggravating at times, when you have long distances to cross), you can’t even interact with your environment. No picking things up or twiddling with buttons, levers or what have you. You do have a flashlight, but that automatically turns on whenever you enter a darkened environment. Player agency? Yeah, not the game’s strong point.

Not for the hydrophobicOne thing you can do besides walking is swim, but that only sees limited use in some specific situations. If you just try to swim off the island, there’s only so far you can go before the game–rather distressingly, I might add–forces you to go under and respawn on the shore. Which makes sense, I guess: that water must be awfully cold. That said, do try it out at least once. Trust me.

Within this framework, all that’s left for you to do is explore. Observe. Listen. And take in. The game is split into five main areas of uneven size (which are gradually unlocked for easy access from the main menu once you’ve reached them in the game), and while it Standing stonesdoes keep some autosaves, you can also save wherever you like. The voiced narrative is your guiding line, popping up at predetermined spots on the island. All excerpts of letters to Esther, explaining the backstory piece by piece. The developers did pull a neat little trick here, however, to add replayability. Several different texts may trigger at the same spot, and the game randomly chooses one. And no, you can’t walk away and come back to hear a different one: you’d have to reload a save or play the game again. This allows for a slightly different perspective on the story each time.

Lonely lightThe essentials are in place fairly quickly: Esther is the narrator’s wife, and she is dead. How she died, what surrounded and followed this event, and, ultimately, why you’re on this island (and exactly who the character you’re controlling is supposed to be), I will leave you to experience for yourself. Because this is the heart of the game. And it’s beautiful, if unrelentingly sad. If I had to criticize it, I would say that the language may seem a tad overblown at times, especially towards the end, where the cohesiveness of the narrative starts to–intentionally–fall apart, and the metaphors and images become rather extravagant. Some may say that this is the game trying to show off how artsy and poetic it is, just because it can. There’s also the fact that the ending offers very little in the way of answers, and you may end up more confused than when you started out. At this point, it all depends on how receptive you are to the game’s own brand of mystique: either you buy into it, or you think Eye in the skyit’s a load of hogwash. I’m in the first category: some passages moved me profoundly. In fact, I dare you to get as far as “From this infection, hope. From this island, flight. From this grief, love. Come back…Come back…”, without experiencing at least a slight shiver.

Distant lightsAside from the emotional narrative, there’s the eye candy. The exterior of the island is bathed in an overcast, late afternoon light, with pinkish clouds slowly sailing across the sky, and the greyish tint of twilight beginning to settle on the forlorn landscape (it helps that this just so happens to be my favourite time of day). Besides the dilapidated lighthouse, there’s a beached cargo ship, the ramshackle remains of a hut and an aerial, blinking a red eye in the distance. Oh, and caves. Lots of caves. And, running like a trail of breadcrumbs throughout these surroundings, mysterious symbols–chemical formulas, electrical circuit diagrams, drawings–and a string of candles. Possibly ghostly figures, as well, if you’ve got a keen eye. And, accompanying all this, the music, all eerie violins and lonesome piano notes, never intrusive, occasionally goosebump-inducing, always poignant.

UnderworldOverall, I have mixed feelings about Dear Esther. On the one hand, I hesitate to qualify it as a game and feel slightly…cheated in that respect? I did spend time scribbling things down, in the hopes that they would come in useful later, to no avail. On the other hand, I’m not sure that added interaction wouldn’t have spoiled the overall impact. Because the lack of player agency becomes an integral part of the experience as you progress. Would the ability to pick up stray pieces of paper or bits of rock have added anything to it? Most likely not. Would puzzles even have made sense within the framework of the narrative? Again, probably not. So, really, I’m not sure that Esther could have been anything else than what it is: a nugget of condensed beauty, loss and sadness, defying classification. And I shall leave you with the game’s own words:

Fragile armada“From here I can see my armada. I collected all the letters I’d ever meant to send to you, if I’d have ever made it to the mainland but had instead collected at the bottom of my rucksack, and I spread them out along the lost beach. Then I took each and every one and I folded them into boats. I folded you into the creases and then, as the sun was setting, I set the fleet to sail. Shattered into twenty-one pieces, I consigned you to the Atlantic, and I sat here until I’d watched all of you sink.”

Very bad trip

The culprit: Sanitarium (PC)

Wake in frightI knew it would be difficult–if not impossible–for any game to match Amnesia in my horror charts, but that didn’t prevent me from continuing my search for inventive representatives of the genre. I can’t remember now where I first heard of Sanitarium–a fairly obscure effort by the now-defunct DreamForge Intertainment (sic) published in 1998. But hear about it I did, and its premise of a delirious romp through a man’s disturbed psyche intrigued me enough to pick it up from GOG.com.

The ‘delirious romp’ element is certainly there. You are put in the shoes of Max Laughton, a medical researcher, whom you first see leaving a hospital in a hurry, taking his car and making an excited phonecall to his wife. However, it’s a rainy night, Max is driving hard on a winding road, and his brakes end up failing, sending him over a railing and into a ravine. Welcome to the loony binHe then awakens inside what appears to be a mental asylum, with bandages all over his face and a serious case of amnesia. How he got there and why–a car accident doesn’t equate to madness, after all–, that’s up to you to discover. It quickly becomes apparent that Max’s environment is not real, and he wanders from one nightmarish vision centred on a common horror trope (e.g. children, aliens, body horror, clowns, insects, hospitals, ghosts, divine curses) to another, sometimes even finding himself embodying different characters. During these travels, there are short bouts of lucidity, and ultimately, the visions do provide the key to what really happened to him.

In urgent need of plastic surgeryThis is a fairly solid premise, and discovering the various scenarios that Max goes through is the main attraction of the game. Some are more successful than others–especially the two opening episodes and the conclusion to the circus episode–and while I wouldn’t say any of them are downright frightening, some are seriously disturbing. There are many graphic scenes, images and descriptions–blood, slime, corpses and body parts–, and even though the dated graphics and isometric view dampen the impact, I wouldn’t recommend this if you’re especially sensitive or squeamish. That said, I should put a word in for one of the final scenarios, where Max is put in the shoes of what is probably the last character you’d expect. The problem is that, as the plot unravels, you Stephen King would have a field dayrealize that the underlying storyline just isn’t all that compelling, and that while Max’s nightmares feel symbolic and get under your skin, you’re sometimes not entirely sure what it is they’re symbolic of. And while they’re interesting in and of themselves (certainly more so than the actual plot…), there’s really not much to connect them together, thus resulting in a disjointed experience.

Still, the atmosphere is properly eerie and gruesome, and the ideas are there. However, a game lives and dies by the execution of its potential, and, in this case, if the execution isn’t outright fatal, it at least leaves Sanitarium moribund.

QuestionnaireThis is a point-and-click game, and progress is based on an uneven mix of puzzle-solving and combat. Max can converse with NPCs to gather clues about his surroundings via a system that feels like a hybrid between Mass Effect and Final Fantasy II. Every interlocutor has their own list of topics or questions they can address, sometimes sequentially, meaning that discussing one topic will grant you access to another one. Max can also pick up a variety of objects, stored via an inventory system, which he will then use to interact with his environment. As for the uneven distribution between puzzles and combat, there are only two battles in the game. It seems that more were originally planned, but never made the cut, for some reason or other. This has a strange consequence. On the one hand, it feels like a jarring imbalance, and this is coming from someone who doesn’t think that combat is a necessity in a game. On the other hand, however, it’s probably just as well that there isn’t more of it, considering how painfully clunky the Want some pumpkin pie?controls are. It’s very simple on paper: you automatically enter combat stance and simply need to click on the enemy to attack it. But compound that with a moving target which you can’t lock onto and you have yourself a recipe for frustration. To make matters worse, the way movement is designed in this game makes it near impossible for Max to dodge incoming attacks. Granted, this is a bit of a moot point, since you’re allowed to save wherever you like and, if Max dies, he’ll simply respawn prior to the combat sequence. But you must still win the fights to progress, and this is, therefore, distinctly aggravating.

It only looks straightforwardTo clarify the movement issues: you pick a direction and keep the right mouse button pressed while Max saunters over to where you need him to be; he can’t run. This is already awkward to achieve, but he also has an outright maddening tendency to get stuck on corners or simply not move quite where you directed him. Having delved into the issue, I found out that this is apparently due to the programmers skimping on movement angles. Be that as it may, there are instances where this may make you want to tear your hair out, particularly during the finale, where you’re presented with a ‘walking’ puzzle involving shifting patterns and a timer.

When a game has no fatal flaws, it’s easy to overlook and forgive minor ones, like graphics or voice acting. When there is a fatal flaw, however, these small aggravations suddenly become so much weight to drag the game down further, and this is exactly what You talkin' to me?happens here. Stilted movements, plasticky-looking cinematics, pseudo-humorous credits, shoddy voice acting, it all comes to the fore. Max himself is the greatest offender here, with many of his lines sounding forced, overemphatic or gratingly whiny. Mind you, we’re not talking Valkyrie Profile levels of quality (or lack thereof) here, but then Valkyrie Profile had a lot to redeem itself. This game…not so much.

It's right next to Crazyville via Bonkers RoadTo sum it all up, I’d call Sanitarium more of a curio than a must-have. It starts off with good intentions–or at least original ones–, and there are moments of genuine creepiness and unease, but the delivery is so uneven that it mars the overall product. Ultimately, it feels a bit like watching a bunch of B-movie excerpts: entertaining, perhaps even intriguing, but overall sloppy and inchoate.

Get on with it

The culprit: Assassin’s Creed: Brotherhood (PlayStation 3, Xbox 360, PC)

Assassin's Creed: Brotherhood promotional artWhen Assassin’s Creed: Brotherhood was first announced, my reaction was one of suspicion. It’s not that the AC series hadn’t produced spinoffs before: there were two for the first game and one for the second already. And it’s not that I didn’t fully expect Ezio’s decision at the end of ACII to come back and bite him–or at least someone–in the rear end. However, ACB wasn’t a spinoff: it was a fully-fledged game giving Ezio more limelight than I thought he deserved. The fact that it also looked like a poorly-disguised vehicle for multiplayer didn’t help. All in all, it felt like an unnecessary filler episode.

KillchainJust to get this out of the way: I am not a multiplayer person. With some very rare exceptions, you’ll never see me advocating it. Blame it on my completionism, my non-competitiveness or my extensively exploratory gaming style, but there you have it. So all I know about ACB multiplayer is that you can play as a variety of Assassin types.

Back to the matter at hand. Despite my first impression, I did give single-player ACB its due. And well…it is a filler episode, there’s no way around that. But if you like Ezio, you’ll probably be glad that he gets more screentime. And if you don’t, there are other things that Friendly faceACB could reel you in with. For instance, it confirms a trend of memorable secondary characters. Our good old pal Leo is still there, even though his relevance to the main plot is greatly reduced; he’s only there to provide Ezio with gadgets (including parachutes) and some sidequests to destroy his war machines, which he doesn’t want used by the Templars. Additionally, the Da Vinci Disappearance DLC provides him with a lengthier side-story.

Other recurring faces include Caterina Sforza, whom Ezio gets to know a lot better, if you catch my drift, and the garrulous, yet sympathetic mercenary captain Bartolomeo d’Alviano, thanks to whom Ezio finds himself involved in a rather hilarious linguistic Nemesisepisode. But the main highlight of the cast is the main villain: Cesare Borgia, son of Rodrigo, ACII’s big bad. As Ezio, for some obscure reason, spared Rodrigo at the end of ACII, it’s only fair that his son should want payback. Let’s not mince words: Cesare is a colossal jerk. But he’s precisely one of those you love to hate. Flamboyant, petulant, arrogant and infinitely ambitious, he provides enough theatrics and cruelty to make you want to kick his butt. I may also rather like his dark looks…Anyway, no story about the Borgia would be complete without Lucrezia, Cesare’s infamous sister, and sure enough, she’s there, even though her role is less prominent than her sibling’s. And if you’re wondering whether the game upholds the historical rumours concerning the two, the answer is clearly ‘yes’.

When in RomeThe storyline I found to be distinctly weaker this time around. Ezio finds himself in Rome, trying to sap Cesare’s influence and put an end to the Borgias. And…that’s about it. You’ll spend 95% of the game in Rome; the rest is comprised of Desmond’s sequences, which are set in modern-day Monteriggioni, and some short secondary missions, which briefly take you back to Florence, Venice and other, hitherto unknown locations. I find this to be a distinct flaw: part of the appeal of the AC series so far, for me, has been the exploration of different cityscapes, so to be effectively limited to one city, no matter how large and varied, feels restrictive. Moreover, the plot casts Ezio in a rather poor light: he made a big mistake, and now he has to fix it, but considering the amount of faffing he gets up to once again, he doesn’t seem to be in too much hurry to do so. Then again, what are seven more years when you’ve already spent twenty doing who knows what, right?

ParatrooperCombat is virtually identical to ACII with some additional gadgets. Parachutes have already been mentioned, thus allowing Ezio to survive potentially lethal falls. Moreover, he now has poison darts, which spare him the trouble of walking up to guards to poison them, but also a crossbow, which has the advantage of a longer range over throwing knives and silence over the gun. What’s more, Ezio is now able to dual-wield, usually the gun alongside a sword. The most significant change, however, is the introduction of execution Learn it, love itstreaks. To wit: if you select a different enemy than the one Ezio is currently killing (it has to be in the middle of the killing animation), he’ll immediately kill him in one hit straight afterwards, and you can keep going until everyone’s dead. That is, provided you don’t get interrupted, as other enemies can attack you while you’re doing this. The key is pre-empting attacks by keeping an eye on their health bars. If one starts flashing, that enemy is about to attack, meaning that Ezio should target him next. It’s not always easy, but if you manage it, combat becomes a cakewalk. I’m not sure that’s an advantage, but there you have it. If you need practice, you have the Virtual Training Program, an upgrade to the Animus which allows Desmond to participate in a variety of simulations–both combat- and agility-related–as Ezio.

Gameplay also receives several noteworthy brushups. First of all, while Desmond simply had to perform a set goal during each of Altaïr’s and ACII Ezio’s memories, the new and The way you do the things you doupgraded Animus spices things up. Now, simply achieving the mission goal will only grant you 50% sync. If you want the full 100%, you’ll have to fulfil an additional requirement, such as completing the mission within a certain time, killing the target in a specific way or not falling into water (or some other equally arbitrary condition), presumably to do things exactly like Ezio did. I understand the developers’ desire to keep things challenging, but I found this change aggravating.

FireworksSecondly, instead of renovating Monteriggioni, you now renovate Rome. In order to start renovating a district, you have to free it from Borgia influence, which involves killing the local Templar captain, then setting fire to a lookout tower. You can then put shops back into business, renovate monuments (eg. the Coliseum) and sewer tunnels, which are a new addition to allow faster travel between the various districts, but also assign vacant buildings to various factions, thus strategically distributing groups of courtesans, mercenaries and thieves throughout the city. As if that weren’t enough, each faction now has a set of challenges Ezio can undertake (such as killing a certain number of guards with poison). There are various advantages to completing these (reduced hiring costs, new weapons), and they’re also needed for a trophy/achievement.

Have at them!Last but not least, the reason behind the game’s name: Assassin recruits. Partway through the storyline, Ezio will be able to help civilians being harassed by guards. In return, they will pledge themselves to the Assassin cause. Ezio can then send them on missions, which will gradually increase their rank. Mission difficulty is indicated by stars and a percentage of success. Obviously, you don’t want to send a fresh recruit on a 4-star mission: if they fail, they die, and you’ll have to recruit someone new. Recruits can be of either gender, depending on the location where you find them, and their names are randomised. You can change the colour of their outfits and, once they gain a level, Full-fledgedupgrade their weapons and armour. When they finally reach the rank of Assassin, you can travel back to the Assassin HQ to formally induct them into the Order via a ceremony. The advantages of recruits? Ezio can summon them in combat or have them unleash an arrow storm, which usually kills all soldiers in the immediate vicinity. Of course, this only makes fighting even easier…

Overall, I’d say that this game is a mixed bag at best. It does have its good moments, and after a while, you get into the old AC-swing of things. On the other hand, it also shows distinct signs of getting bogged down by bling. I was already concerned about excessive variety in ACII, and ACB only adds more chips to the pile. Ultimately, you’ll still wind up with a mountain of cash and a boatload of optional things to accomplish that make you lose track of the overall goal. On the other hand, if you just go for the overall goal with as few distractions as possible, you’d end up with a rather meagre story, more akin to a scraggly, underfed pony than a well-groomed, healthy purebred. Desmond’s plotline does get a rather shocking twist at the very end, but apart from that, it’s still as I kill you!dull as before and doesn’t help the rest of the game. I guess it’s not easy to deal with this sort of hybrid: crammed into ACII, the events would’ve felt inconsistent and tacked on. But, as a standalone game, it’s a bit too light, and, in the immortal words of Monty Python, I frequently found myself mentally telling Ezio to “get on with it”.

Unforgotten, unforgiven

The culprit: Myst III: Exile (PC, Mac, Xbox, PlayStation 2)

After Riven, the Myst series changed hands, with both a different developer and a different publisher (Ubisoft), and Myst III: Exile went back to its roots. Instead of one very large age and two tiny ones, there is now a hub age and five smaller ones connected to it. Moreover, after the Gehn parenthesis, the story returns to its root villains, Sirrus and Achenar, or rather, the direct consequences of their actions in the first game.

Curious architectureThe problem is that changing developers is always risky. Some people were disappointed with the return to a Myst-like exploration scheme, after the evolution effected in Riven, but as this kind of hub-based exploration has since become the staple for the series, it’s Riven that now stands as an exception. Of course, this is largely what makes it the best game in the series, in my eyes, but no matter. The other controversial change is a more…‘gamey’ approach to things, for lack of a better term. Many felt that the puzzles were less integrated into their environment than they previously were, and that the game was overly intrusive in pointing certain things out. While that may be true in comparison to Riven, which has been criticised for being overly subtle, I don’t feel it’s accurate in comparison to, say, Myst. In fact, considering the in-game reason why the ages in Myst III were created, I feel that the puzzle presentation makes complete sense. I also feel that it justifies the ‘reward rides’ which conclude three of the ages. Another noticeable change lies in the soundtrack. Robyn Miller, who was responsible for the music in the first two games, left the team after Riven and was replaced by a certain Jack Wall, who has since achieved fame by working on the Mass Effect series, Call of Duty or Splinter CellMyst III was his breakthrough, and its soundtrack is therefore a lot more dramatic, elaborate and noticeable, which may have been jarring for some. I can certainly see where they’re coming from, but some of the tracks are very good.

The end result is that Myst III wasn’t as commercially successful as its predecessors, which I don’t feel is entirely fair. I genuinely enjoyed the game: it’s my second favourite in the series, and I would even rate it above the original Myst. It notably features my favourite age of all, Amateria. Graphical improvements are apparent, which, in a game so heavily dependent on outstanding visuals to create its worlds, can only be a good thing. While the point-and-click movement scheme of the preceding games is retained, the ‘slideshow’ look isn’t. Instead, you now have a 360° (or almost) camera, which allows for unbroken perspective at every in-game node; some people have termed this ‘bubblevision’. And last, but not least, the game benefits from a solid storyline and a fantastic, ambivalent villain. In short, I can only recommend it.

Detailed review available! Read more here.

Something like a phenomenon

The culprit: Final Fantasy VII (PlayStation, PlayStation Network, PC)

Reviewing Final Fantasy VII is somewhat daunting, because of the enormous hype that surrounds this monolith of videogaming culture. The first Final Fantasy game to hit the PS, introducing cinematics and 3D, it’s unquestionably the most popular episode in the series and has achieved cult status, since it was many people’s first FF. If you want an indication of the scope of the phenomenon, try browsing an RPG-related forum, and you’re likely to encounter several screenname variations on either Cloud or Sephiroth. The other measure of the game’s popularity is the number of spinoffs it has generated: an OVA (Last Order), an animated film sequel (Advent Children), two prequels (Crisis Core and Before Crisis) and a spinoff sequel featuring what was originally an optional character (Dirge of Cerberus). I’m not even sure that the naming of these spinoffs was accidental (AC, BC, CC and DC? Come on…).

Claim to fameI won’t deny that the game has its merits: the characters are memorable (whether in a good or bad way), the villain has style and flair, the story is compelling and has little in common with preceding games in the series. Where FFVI only dabbled in steampunk, this one dabbles, dips and takes a belly-flop into it, transporting the series into a completely futuristic setting, with the heroes facing a radically different set of problems than in the previous opuses. There are still super-deformed sprites–which, incidentally, look like Legos, with their blocky hands and lack of noses–, but the characters also get the luxury of normally-sized incarnations during cinematic sequences and battles, thus taking expressiveness to a new level. Summoning sequences are also one of the big graphical highlights. Granted, by modern-day standards, the quality is very dated, but you can imagine just how awesome it must have seemed back when the game first came out.

That being said, I’m one of those people that have always felt that FFVII was absurdly overrated. Yes, it’s a very good game; yes, I would gladly replay it anytime, but it’s been blown out of all proportion. Some fans would have you believe that it’s the ultimate masterpiece of videogaming: well…it isn’t. I don’t even number it among my top five games in the series. And even objectively speaking, there have since been better, more innovative and interesting games in general, whether in terms of storyline, characterisation or atmosphere (I won’t say graphics, because that’s not a fair criterion). First of all, the ending is seriously underwhelming. This may be one of the driving reasons behind the spinoffs (besides the desire to milk fans for cash capitalise on the game’s popularity), but you may be left wondering “was that really it?” Secondly, a sizeable chunk of the cast consists of characters I strongly dislike, which makes it a little difficult for me to empathise with them. Thirdly, the driving idea behind the storyline may be a good one, but the execution is somewhat…lacking in places, and the tone of the game is sometimes almost jarringly goofy. Mind you, I’m judging this by juxtaposition with the hype FFVII has generated: had we simply been talking about a ‘normal’ game, I wouldn’t be that bothered by it. And last, but not least, the translation is not up to scratch in some places. There are mistakes, inconsistencies, and let me insist how lucky you are if you’ve only played this in English. My first copy of the game was in French, and boy, was that ten times worse.

FFVII has never been remade, much to the dismay of fanboys and fangirls the world over. However, if you own a PS or a PC, the original game is freely accessible–although PS copies are probably rather expensive now–, and there are plenty of good reasons why you should give it a go if you haven’t already, even if it’s just to see what all the fuss is about. Just don’t expect a life-altering experience, that’s all I’m saying.

 Detailed review available! Read more here.

Erase and rewind

The culprit: Prince of Persia: The Sands of Time (PlayStation 2, GameCube, Xbox, GameBoy Advance, PlayStation 3, PC)

Having played and enjoyed the Assassin’s Creed games, I became curious about Prince of Persia. Ubisoft took over the series from the PS2 trilogy onwards, and I’d heard that it involved similar gameplay to AC. So I got my grubby mitts on its HD re-release for the PS3 and got cracking on The Sands of Time.

Defying the laws of gravityShocking as it may sound, the game’s protagonist is the nameless Prince of Persia. The namelessness is actually rather jarring and only becomes more so as the series progresses. I assume that this was a way to encourage player identification, but it’s just odd that no one ever calls him by name. That aside, it’s easy to see the link with AC. The Prince is an accomplished athlete, far more so than either Altaïr or Ezio. He has some rather spectacular stunts at his disposal, the most famous of which is probably the ‘wall run’. This exaggerated acrobatic prowess fits in with the series fairytale-like atmosphere. The game is even presented as a framed narrative: a tale being told by the Prince himself to an (at first) unknown recipient. Which, I must admit, is a rather clever device. If you ever get the Prince Don't leave me hanging!killed, the Game Over screen will be accompanied by a comment along the lines of “no, no, that’s not how it happened”, as if the narrator had had a sudden lapse of memory, or as if his interlocutor had tried to butt into the story. Similar comments accompany pausing or saving, thus integrating these actions into the narrative.

It's right over thereThe story begins as the Prince’s father, King Shahraman, allies himself with the traitorous Vizier of a small Indian kingdom. He helps Shahraman to sack the local Maharajah’s palace and retrieve the Sands of Time from his treasury. These supposedly confer immortality to whoever can control them (which is the Vizier’s goal, as he appears to be terminally ill), but turn all other living things into sand monsters. The Sands are contained within a giant hourglass and can be unlocked by means of a dagger, which also protects its user from the Sands’ corruptive power. Additionally, a staff and a medallion have the same effect. The former is in the possession of the Vizier, while the latter is worn by the Maharajah’s captured daughter, Farah. Prevented by the Prince from obtaining the coveted dagger, the Vizier tricks him into unleashing the Sands when the Persian army stops in the friendly kingdom of Azad. This partially destroys the palace of Azad and transforms all its inhabitants, except the Prince, Farah and the Vizier, who absconds with the hourglass to the top of the highest tower. The Prince must then make his way through the palace, solving puzzles, evading deadly traps and fighting sand creatures to get his revenge. Except that this also brings the dagger within the Vizier’s reach…

Just try it, punkThe dagger is the basis for the game’s combat and gameplay. It contains a small portion of the Sands, which allows its user to manipulate time, slowing it down, stopping it or rewinding it for a short period. All of this functions with the help of sand tanks and power tanks. Sand tanks are indicated by a string of circles at the top left of the screen, which become yellow when full. These are used for rewinding time (one tank per rewind), or for a special attack which freezes all enemies on the screen. This bad boy requires six sand tanks, but also six power tanks. These are indicated by crescent shapes next to the sand tanks and are used for all other time-related special attacks. Sand tanks and power tanks can be replenished either by absorbing sand from the enemies the Prince vanquishes or from sand fields, which look like small puffs of sand dotted around the palace. Each sand field fills all power tanks and all sand tanks, while Got sand?absorbing sand from an enemy fills one sand tank at a time. Once all tanks are full, it begins filling half a power tank at a time. Absorbing eight sand fields will create a new sand tank, while absorbing sand from 16 enemies will create a new power tank (although you can only have as many as you do sand tanks). Overall, this is a rather redundant and convoluted system, and subsequent games in the series wisely get rid of power tanks altogether.

Care for a drink?Other gameplay elements include fountains…or any body of water, really. You see, drinking water recovers the Prince’s health. A good steak would’ve made more sense to me, but what do I know? There are also several hidden areas (recognisable as corridors hung with draperies) which all lead the Prince to the same mysterious fountain, then inexplicably vanish. Drinking from that fountain increases his maximum health. Finally, there are also sand clouds, which enable the Prince to save, but also provide a sped-up flash-forward of his progression through the next area. And while these are accurate at first, they gradually become disturbingly less so, showing the Prince falling to his death and so on.

Leap-frogAs far as combat is concerned, the Prince fights with a sword in one hand (which he’ll be able to upgrade twice over the course of the game) and the dagger in the other. He can block enemy attacks and has several combos at his disposal. But by far the two most effective tactics are making him vault over enemies to stab them in the back, or propelling him from a wall to knock them over.

Invasive hairThe Prince is also eventually joined by Farah, as they would both like to do very nasty things to the Vizier, and the dynamic between them is one of the game’s stronger points. She’s a pretty little thing, and he’s not half bad himself, even allowing for the somewhat cartoonish graphics, but they’re both rather pig-headed, so expect belligerent attraction expressed through abundant bickering. That aside, Farah also provides assistance in various ways: not only will she help in combat with her bow, but she’s also skinny enough to fit through various cracks and holes which are inaccessible to the Prince, thereby helping in exploration as well. Although he’ll still spend a good deal of his time opening doors for her. You also need to make sure the enemies don’t swarm her, as, if she dies, it’s Game Over. Moreover, she’s entirely capable of accidentally nailing the Prince with an arrow if he stands in her way. The joys of a sidekick, I tell you.

The game has several other annoying aspects. First of all, there’s the Prince, who, to be entirely honest, is a bit of a jackass. He’s proud, rash, snobbish and more than a little whiny. The snobbishness wears off a bit, but the rest remains, so he’s not exactly You can leave your hat onthe most likeable hero ever. Also, he inexplicably ends the game topless. You’ll see him rip off a sleeve, then another, then the rest of his shirt (including his chest-guard) for seemingly no reason. Presumably, it’s because his clothes are torn, but surely, going bare-chested into combat is hardly going to help? Another drawback is repetitiveness. It’s not a very long game, but while the puzzle solving mostly keeps you on your feet, the combat does get rather old after a while. One other thing that irritated me considerably was the lack of subtitles. I don’t know what it is about the sound in this game, but it’s sometimes very difficult to hear what some of the characters are saying (the Vizier especially swallows a lot of his words), and there’s no way to remedy that except trying to fiddle with the background music volume. You’d think this could have been resolved in the HD remake, but apparently not.

Sandy princeStill, I found this to be an enjoyable, spirited romp. The graphics are colourful and stylish, Stuart Chatwood’s music has flair and a nice Middle-Eastern vibe (special mention goes to the ending credits song “Time Only Knows”), and overall, the game does an honourable job of what it sets out to do. What’s more, the ending provides a surprising little twist. Well, unless you’ve seen the film based on the game. Then you know what the twist is. But if you have to decide between the two, pick the game. It’s just better, Jake Gyllenhaal’s abs and Gemma Arterton’s curves be damned. Although Ben Kingsley does look remarkably like the Vizier.

A hard nut to crack

The culprit: Baldur’s Gate + Tales of the Sword Coast (PC, Mac)

Under a blood-red skyIf you’re a fan of RPGs in general, and WRPGs in particular, you will have heard of Baldur’s Gate. Even more than a decade after its release, this game is still considered a milestone for the genre, despite the dated graphics, the perfunctory voice acting and the staggeringly complex combat system. There’s even an Enhanced Edition currently in the works. Baldur’s Gate was also responsible for propelling its developer, the Canadian studio BioWare, to fame, establishing it as one of the most successful WRPG creators for years to come. And while they’ve recently suffered a massive decline in quality, this game was made back in their glory days.I won’t lie: it takes some getting used to. It has quite a few flaws and kinks, some very annoying, some only mildly aggravating, and a modern-day player, used to shiny graphics, fully-voiced dialogue, speed and streamlined combat mechanics, might find it difficult to like. Still, if you can get past its shortcomings, there’s also a lot of great stuff, particularly if you consider the saga as a whole. Kind of like a nut: you have to crack the shell first to get to the good part, but that good part is what you remember afterwards. The game is vast, detailed, involved and Verbosenot afraid to take its time (sometimes excessively). It features extensive dialogue, a very large cast of characters which includes some truly memorable individuals (something BioWare is renowned for and still does well) and a compelling storyline. It’s biased towards male players, as all games used to be back in the day, but that’s hardly a shocker and doesn’t really prevent it from being enjoyable.

The main difference between JRPGs and WRPGs is the latter’s emphasis on choice, which is abundantly present here. The protagonist is essentially a blank slate for you, All hail Tolkienthe player, to customise to your heart’s content, and, for someone used to JRPGs as I was, this kind of freedom is genuinely a breath of fresh air. Baldur’s Gate is as typical as WRPGs get, being based on a pre-existing high fantasy setting (i.e. a medieval environment, abundant borrowing from Tolkien–elves, dwarves, halflings, the whole nine yards–, and a pantheon of deities who actively influence the lives of their worshippers), the Forgotten Realms, which had previously been featured in tabletop Dungeons & Dragons games and several books. While it creates some continuity issues with the latter, they are not necessary to understand the game’s premise, and you can perfectly well head into it without ever having heard of the Realms before. The one big hurdle to leap is understanding the combat system, but you don’t necessarily need to master all its intricacies to have a working grasp on things.

PC games have this advantage over their console counterparts that they are much more open to player involvement. By that, I mean modding: various and sundry additions, written and implemented by players themselves. This can range from bug fixing, to restoring cut content, tweaking the combat system, adding customised weapons and armour, or even creating entirely new quests and characters. As luck would have it, the Baldur’s Gate modding community is still very active, even after all this time, and the game is thus blessed with an extensive array of goodies to pick from to improve your experience. Some of them–specifically, the ones that fix bugs and rebalance the game–are pretty much indispensable. Others are so well-written that I couldn’t imagine playing the game without them. This isn’t to disparage the original developers’ efforts–which, after all, have resulted in a game that people still want to play after more than ten years–, but many dedicated modders have produced amazing things. In the end, this makes Baldur’s Gate an impressive collaborative venture: a game which is only further enriched by its audience. And that is an undeniable quality.

Detailed review available! Read more here.

Be very afraid of the dark

The culprit: Amnesia: The Dark Descent + Justine (PC, Mac)

Dracula would love this placeYou who are faint of heart, stop reading now. I thought that Penumbra was a strong contender for the top spot on my horror list, but Frictional Games have since outdone themselves and produced Amnesia, premium quality, high-octane nightmare fuel. Taking a common plot device (amnesia) and running away with it (into a dark wood) has never been so effective, and it’s no exaggeration to say that this is the scariest game I have played to date. People–and the game itself, in fact–will tell you to play at night with the lights off. Well, even with the lights on, I was still terrified. Heck, to this day, I can’t look at a picture of a Grunt for more than a few seconds without wincing.

Everything that Penumbra did right is reused and amplified in this game, from lack of combat to unreliable perception. The interface is largely Carpet needs cleaningthe same (first-person view, hand cursor and physics engine), as is the menu. The game is set in XIXth century Prussia, in the foreboding Brennenburg Castle, situated in the middle of a forest. You are put in the shoes of Daniel, a young Englishman, who wakes up, confused and disoriented somewhere in the building. He can barely remember his name, and yet he must make sense of both his surroundings, which are anything but reassuring or safe, and his situation, which is downright horrifying. You discover snippets of Daniel’s history from short texts on loading screens, but also through flashbacks, letters and diary entries strewn throughout the castle…which he has left for himself. Apparently, his amnesia is self-inflicted and voluntary, and if you’re wondering what could possibly have driven him to such an action, well…play and find out. I’ll just say that he was involved in an ill-fated archaeological expedition, and it was all downhill from there.

Worse for wearDaniel is one of the game’s best assets, as a channel for fear, because saying that he has a fragile psyche is an understatement. Philip, his predecessor from Penumbra, could panic if staring directly at an enemy for a prolonged period of time. But compared to Dan, that makes him a paragon of stoicism. And where Phil was a gasper, Dan’s a professional whimperer. He whimpers like a boss. This is especially striking when compared to his normal, somewhat gruff baritone, showcasing just how much of a wreck he has become. Dan’s other defining characteristic is his severe nyctophobia. Just walk him through a dark corridor, and you’ll see what I mean. The screen will start distorting and blurring, and you’ll hear the unnerving sound of grinding teeth. Should he remain without a light source for long enough or witness one horrifying event too many, hallucinations­ may kick in. Those could be bugs crawling across the screen, imaginary corpses or a portrait distorting into a nightmarish vision (this is a particularly nasty one). That, or he will start talking to himself. This is a system most likely inspired by Eternal Just how mad are you?Darkness: besides his health meter (indicated by a human heart on the menu screen), Dan also has a sanity meter (indicated by a brain and spinal cord). You can increase it by solving puzzles or stabilise it by staying in the light, but its natural state, so to speak, is a steady downward curve. Should it ever deplete completely, Dan will collapse on the floor in a gibbering mess for a few seconds, before getting back up with a hit to his health. The problem is that if this happens when an enemy is nearby, he might as well be blowing a foghorn.

To make matters worse, since Dan can’t fight, his only recourse when faced with a hostile is to cower in a dark corner until it lumbers away. Except that, with his condition, you’d better hope that it happens quickly. This makes for some particularly tense moments, and a crucial issue in the game is balancing the amount of ambient light: enough to keep Dan decently lucid, but not enough to make him a sitting duck. This is compounded with the fact that both of his Feeble lightlight sources are limited. Where Phil had his trusty, inexhaustible glowstick, Dan has an oil lantern–and available oil refills are scant at best–and some tinderboxes, which he can use to light candles or torches. The other commodity in short supply are laudanum vials, which are used to recover health. Another clue, if you needed any, that you need to avoid damage as much as possible.

SilhouetteEnemies…oh god. The most common type–and, unfortunately for me, the one I find scariest–is the Grunt. Affectionately dubbed ‘Mr.Face’ by the fanbase. This should clue you in as to the most distinctive part of its anatomy. And I’ll leave it at that. If you want a clearer image (think very carefully before deciding), look here. I just don’t want this thing staring back at me every time I look at this review. *shudders* Although your mileage may vary: some people find the Brute, which shows up in later levels, scarier. It’s certainly more deadly, as it will usually down Dan in one hit, whereas he can weather Wet footstepsa couple of Grunt slashes. The third enemy goes by the uncouth moniker of ‘Kaernk’ and…it’s invisible. To some, that’s even more terrifying than visible monstrosities. Fortunately, it’s the rarest enemy of the three. Unfortunately, the sequences involving it are pretty harrowing. There’s one other hostile out for Dan’s blood, but I’ll leave you to experience that one for yourself.

There are three endings to the game, and while one of them is indisputably bad, it’s a toss-up as to which of the other two is the best. Up to you to make up your mind, but there’s certainly food for thought involved. The other positive aspects are the graphics and the music, composed by Mikko Tarmia, who already worked on Penumbra. Where Safe for nowthe former game had that gritty, semi-industrial feel to it, Amnesia is unabashedly baroque, with wooden furniture, thick red curtains and carpets, and old stones dimly lit by flickering candlelight. An old castle is a perfect setting for horror, and Amnesia  is more pleasing to the eye than its predecessor. Especially the Back Hall…at first. The Back Hall also features my favourite piece from the game’s soundtrack, a surprisingly calm, solemn and soothing track, which contributes to giving the place a temporary aura of safety. The rest of the soundtrack is none too shabby either, successfully upholding a creepy, gloomy atmosphere, with some disturbing sound effects interspersed with the music.

Several months after the release of the game, an expansion titled Justine saw the light of day. While it’s also set in the XIXth century, it bears no relation to Daniel’s story (or a very tenuous one), and features a different protagonist–amnesia being the only common characteristic–and a very different perspective on things. The goal She's got a plan for youthis time is to find a way through a series of psychological ‘tests’, set up by Justine, a French noblewoman, who is a sadistic sociopath (it’s no wonder she’s named after a book by Sade). You find yourself in her Cabinet of Perturbation, and she guides you through a series of phonograph recordings she has left behind. It’s a shorter experience than Amnesia, but no less intense. There’s still no combat and only three enemies, but they all used to be Justine’s suitors…before she decided to experiment on them: Aloïs, the tennis player, Basile, the carpenter, and Malo, the violinist. Each represents a different kind of ‘love’ and exhibits the corresponding personality: Aloïs is needy and devoted, Basile is rough and abusive, and Malo is passionate and…well, insane. And if I were in their shoes, I’d swear bloody revenge on Justine as well.

No guardian angelJustine is also made significantly dicier by the inability to save. Your character dies, you start over from the beginning. And considering that there is an excruciatingly difficult chase sequence towards the end, the likelihood of having to start over is a very real one. So if you become frustrated after being repeatedly mauled, like I did, you may consider installing a mod which implements saving, fittingly titled “Softcore Justine”. This problem aside, I did enjoy this storyline for its difference in tone. It even has a chilling twist ending. Special commendation goes to the profoundly unsettling messages on the wall of the mazelike Crypt corridors (“death shall move across the floor”Writing on the wall gave me a hearty wave of goosebumps) and to the adrenaline-charged music which plays when a Suitor gives chase. Still gives me a jolt when I hear it.

Into the darknessAll in all, Amnesia is a heck of an experience. There is room for improvement, such as randomising enemy encounters, which are currently scripted and therefore lose some impact after the first playthrough, but don’t let that deter you. It would just be the cherry on top of a deliciously terrifying cake. If I had to recommend one horror game above all others, this would be it. But I decline all responsibility for any involuntary yelps, screams, nightmares or sudden trips to a different room which may ensue.