Due to the fact that I’ve been out socialising with hot
chicks, drinking enough Jim Beam to scare away Billie Joe Armstrong and
generally having a debauched, hedonistic time recently, I’ve become a little
bit more of a casual gamer. Not in the COD and FIFA way, fuck no, I haven’t
been drinking THAT much! I did, however, manage to play a couple of demos
recently: Torchlight II and Resident Evil 6. I’m approaching these games from 2
vastly different perspectives. One is a sequel to a series I’ve loved since I
was 9 and the other is a recommendation from a friend that I had very little
prior knowledge of. One is an action horror game, a genre I’m incredibly
familiar with, and the other is a point and click RPG, a genre I’ve never
touched because, well, read the first sentence. And most importantly, one is
very good and the other is, well…
Let’s start on a positive note then, Torchlight II! My only
real knowledge of this title is from reading arguments on the Internet over
whether it’s better than Diablo III so I was a little hesitant to play a game
with a fanbase consisting almost exclusively of what seemed to be immature
wankers but if I was going to give either of them a chance it was going to be
the one that wasn’t made by Blizzard. I tend to start most games with some
prior knowledge of the series or the developer so it was nice to go in with a
completely clean slate for once and give the demo a chance to shine on its own
merits and it performs its job admirably, installing quickly and, despite the
obligatory intro cinematic announcing some kind of threat to humanity you’ll
need to stamp out eventually, dumping you right into the action almost
immediately.
The best thing I can say about this game is that it has a level
of self-awareness rarely seen in videogames, in that it knows exactly where its
strengths, and the strengths of the genre, lie and plays to them almost religiously,
these being combat and exploration. The combat is extremely simple, you click
on a thing you want to die and it does. At first it seemed overly simplistic
but it’s really no less complex than any game that uses auto-aim or lock-on
features. Admittedly things can get a bit clusterfucky at times but that’s just
an occupational hazard of real-time RPG combat. Much of the game’s strategy
seems to come from your use of equipment and items, as most of the fights
seemed to descend into tanking damage and hammering the right mouse button
until the bad men stopped touching me but then again, I did play on Normal difficulty
so maybe I’ll need to put a bit more thought into my playing style should I
purchase the full game and play it on a more manly setting. One feature that I
really like is that you get to choose a pet at the start of the game, as I tend
to like having some friendly AI around in RPGs until they open their fucking
mouths so having a partner that’s both useful and quiet is a total godsend.
Your pet also represents a wonderful example of “dynamic difficulty” in that
you can choose how useful they are; you can make them aggressive if you fancy
breezing through a certain section and passive and lovely if you’ve got
something to prove.
I've never liked point-and-click games because traditionally
they’re incredibly slow and clunky but once again Torchlight seems to tackle my
preconceptions almost exactly by making movement fast and fluid; I’ve heard
this game described as a “dungeon crawler” and while there certainly are
dungeons I was zipping around them all so fast it felt like I was wearing a
fucking jetpack! The decision to shun both linearity and any focus on story was
indeed an inspired one; many games of this nature are so worried you’re going
to miss out on their epic, emotional and almost universally stolen from Tolkien
stories that they might as well mark your mission objectives with great neon
signs shaped like testicles while simultaneously tempting you with a vast open world
that you’ll never get to explore. Torchlight knows that its story is most
likely going to be God awful and that we’d all rather be pissing about in a
game like this and damn well leaves us to it, giving us only a small
insignificant mark on the map to guide your way. It’s like it’s saying, “Yes,
you could collect 5 vials of badger
sperm from Cockend Forest for Drongo the Elder but that group of mangled orcs
over there are giving some pretty damn dirty looks!” Trust me, the fact that I,
a normally story driven “gamer,” enjoyed a section in which I spent half an
hour on completely the wrong side of the map bashing armoured wolves in the
face with what looked like a cross between a staff and a shotgun is a big shiny
point in Torchlight’s favour.
There are a couple of other minor things I liked about this
game. The interface, for one. I’ve always been put off playing World of
Warcraft by the fact that the HUD looks like a tax return with sick on it so I
appreciate a game that can keep things accessible and intuitive, and a system
that a complete novice of the genre can figure out in 5 minutes with minimal
tuition is definitely doing something right. I also love the fact that I have
the option to play single player; it’s nice that a game doesn’t look down on me
for wanting to go at my own pace and having a mortal fear of friendship and
contact with strangers, for once. Torchlight also hits that rare sweet spot
where it works both as a casual and hardcore game; I can imagine both getting
in a quest or 2 while waiting for the housemates to shower and spending 8 hours
perpetually grinding in search of that sonorous God voice telling me I’m now “more
skilled” than I was before, and I can’t say that of too many games.
In conclusion, Torchlight II’s demo is a fine example of how
to do a demo right: A good chunk of gameplay demonstrating mechanics and style
in a positive light. I imagine I’ll be purchasing it as soon as my pathetically
low bank balance improves.
…
*sigh*
I've not been looking forward to this. I’ve had
something of a love/hate relationship with the Resident Evil series over the
past few years. RE4 was an incredible game in every way, bringing innovation
and a wealth of new ideas to a series that desperately needed them and yet its
success has been something of a double-edged sword. Capcom didn’t seem to
realise that the main reason people liked that game is not because it had more
focus on action and violence in particular but because it had new ideas, and
instead took away the message that people wanted the series to become generic
and samey and, well, like RE5, a vapid game which shoehorned in every generic
trope of AAA gaming that was mildly fun at the time but currently has all the
lasting appeal of Carly Rae Jepsen. Well, Capcom have taken that message to its
absolute extreme in Resident Evil 6.
The game itself is split into 3 campaigns. Let’s get any
positive thoughts out of the way first: I kinda liked Leon’s section. The
atmosphere is reminiscent of RE2 and Nemesis but with a slightly more modern
vibe. The return of zombies is particularly welcome; their behaviour is similar
to that of the Ganados: more functional than Romero-zombies but without the
ability to use heavy firepower, which is pretty much the perfect compromise.
Combat is standard over the shoulder fare but the newly introduced ability to
use melee attacks without stunning enemies first is extremely welcome. People
might say that it’s too actiony, mostly because of the abundance of admittedly
fucking cool wrestling moves mixed in, but to me the decision between going all
guns blazing to stay safe or get up close and throw some fists to save ammo
takes me right back to situations in the Spencer Mansion where I had to choose
between using precious handgun clips to fend off the hordes or becoming a knife
wielding Jill Sandwich. The ability to map all of your health items to a single
button is also a great addition. See, I have no problem with innovation if it
benefits the gameplay. Making things more convenient is fine if it fits in well;
the idea that horror gaming HAS to have poor controls is outdated and
ridiculous. I mean, if you can’t be scary without sabotaging your own game then
you’re probably not a great game designer. Older survival horror titles had
poor controls not to purposefully prohibit the player but because that’s
literally all the developers could manage. If anything as sophisticated as
modern over the shoulder 3rd person shooting was viable in 1996 then
“tank controls” would still evoke the image of a giant phallic gearstick and nothing
else.
That’s not to say I don’t have problems with it. Mandatory
combat is hardly fitting of the Resident Evil series, even 5 gave you the
option to run away most of the time. The quicktime event in which you fumble
for keys is just lame; QTEs were fun in the last 2 games because you were
fighting huge monsters or engaged in close-quarters knife battles, not doing
menial tasks like we’re Ethan fucking Mars. Also, whoever thought it was a good
idea to make it so that zombies only pop up after you’ve walked past them
deserves to spend an eternity in Hell. But really, these are all just niggling
little complaints and I did ultimately enjoy this section and would be happy to
play through a whole game of this. So far, so good!
These next sections may be a little shorter, as the 3 modes
share a lot of mechanical features. Next we get to play as Jake, a new
character who is apparently Wesker’s son, a fact I guessed from his immeasurable
levels of both palpable evil and raging camp. I’m glad he’s involved in this
one though; I’ve always wanted to play as a version of Wesker that looks more
like an emaciated Wentworth Miller. He’s accompanied by Sherry Birkin and I’m
extremely glad that they’ve allowed me to retain some of my memories of old
school RE by keeping her as an innocent little girl instead of gluing bowling
balls to her chest and cranking up the jiggle physics. Not a lot to say here, the most effective
description I can give of this section is that it really really reminded me of
the blisteringly average Operation Raccoon City. I did worry when I played that
game that the next ‘proper’ installment might go in that direction and as I
fired a variety of heavy weaponry at armed human enemies from the cover of
chest high walls I realised that my pessimism had been confirmed, as usual. It’s
functional but extremely bland. If that’s your thing then knock yourself out!
Soon enough though, Operation Raccoon City starts to look like a wonderful distant memory. As glorious patriotic trumpets wail and Chris
Redfield tries his absolute hardest to pull a heartfelt, inspirational speech
out of his finely toned ass, we’re treated to absolutely the most generic,
plain, COD and Gears of War wannabe garbage I’ve ever had to misfortune to
play. This is the absolute nadir of modern gaming; if this doesn’t bring about
another Great Video Game Crash then nothing will. I’m sorry this isn’t very
funny or interesting but I really can’t express enough hatred for this section.
The other sections and ORC and RE5 had at least some semblance of similarity to
earlier games, or at least a sense that the improvements were a natural progression
for the series. This just feels like a bare faced rip off of vastly superior
titles in the hopes of attracting similar sales. Say what you like about Call
of Duty and Gears of War but people like them and buy each instalment religiously
because, at some point in time, they did something original and fresh that made
people take notice and built upon it, something that Resident Evil managed at
one point.
I mean, how many average gamers could name another 90’s
survival horror game besides Resident Evil or Silent Hill? No-one, because all
of the games that copied them were forgotten for simply that reason, they were
copies. It’s almost as if Capcom has lost faith in itself, saying that real
horror wouldn't be popular while Slender is a massive Internet phenomenon because yay
for logic, but after 2 creative renaissances in RE1 and RE4, giving up on innovation
and following the herd is fucking pitiful. Sorry to get all “inspirational
Facebook quotes” on you but the innovators are remembered, those who just copy
what’s popular at the time without adding anything new and daring are
forgotten, and rightfully so. I’ve heard a lot of people say “Don’t be
resistant to change, man!” when defending this section but I’m genuinely not; I’m
personally fine with change that benefits the product. I loved RE4’s innovation
because it was just that, innovation! Chris’s section adds literally nothing to
anything except my growing desire to self-harm and drink myself to death.
People are praising the fact that the game has “something for everyone” but I’m
sure most people would prefer to see a game do one thing well than to see it
half-arse everything, I can play Gears of War for great cover based shooting
and don’t need every other game to have a slightly worse version of it, as
well. If every game does everything then what’s the point of a videogame
industry? Why not just lump Capcom, Konami, EA, Ubisoft and Activision into one
big company, have them make “Videogame: The Videogame” once a year and get it
over with?
Of course there’s always the argument that it’s just a demo
and I should still give the full game a chance. No, just no. Literally the only
point of a demo is that it’s supposed to give a good overview of the game and
ultimately to convince you to make a purchase; the first half of this article
should be proof enough that an IP that’s completely brand new to me can
convince me to give up cold hard hooker money on the strength of its demo alone,
so if a new entry in a series I’ve loved since childhood was any good then it’d
simply be a formality before I threw my money at Capcom’s big stupid evil face.
When your game is even failing to overcome the usually toxic power of pure nostalgia
then it’s probably just not very good.
I almost certainly won’t be purchasing this at launch but I
kind of want to play Leon’s segment so maybe I’ll wait until it’s like a tenner
pre-owned in CEX or a close friend has killed himself half way through one of
Chris’s speeches and acquire it then, especially as each segment is apparently
almost as long as RE5 was. Other than that I won’t be holding my breath.