Showing posts with label Half Life (series). Show all posts
Showing posts with label Half Life (series). Show all posts

Thursday, July 14, 2011

PC: Personal Conquest

Finally, a game like Crysis is actually available to me.

As some of you may know, I recently purchased a computer that is capable of playing games. This might not mean anything to the rest of you but, for me, it is a significant hurdle that I have finally overcome after years of being behind and years of being unable to experience what is a significant part of the medium I love.

Every time I buy a new console or handheld, it is always after it has become well established in the marketplace, and certainly after it has acquired a strong library of games. This means that, aside from being behind everyone else, I have a list of titles that are waiting to be played, and that I have a silly sense of excitement in anticipation of what those titles might offer. I say silly because, as someone well invested in the medium of videogames and who knows what a platform brings to the table, the games awaiting me aren’t exactly new and, in a lot of cases, I know precisely what they have to offer. But even so I can’t help but be eager to explore them, perhaps in some vain attempt to find something new in my gaming life, or perhaps just because it’s finally an area of my hobby that was previously unavailable to me. Whatever it is, it’s a strange little situation that I go through with every platform that I buy (see: my PS3 and Wii purchases for examples), and one that I absolutely enjoy with more enthusiasm than I perhaps should.

But why get into PC gaming now when, arguably, its facing its demise? Why acquire the funds necessary to buy a decent gaming rig -- with room for improvement -- and enable games like Crysis and The Witcher to finally become relevant to me when, for example, the industry’s attention is on consoles, and platforms like Facebook and the iPad are becoming seriously strong slices of the videogame pie? Why now? Well, because I love the medium and want access to all that it has to offer, for the selfish reason of me not wanting to miss any title that may pique my interest. And because, as suggested above, it’s an area of games that I’ve been unable to experience for so long -- for financial reasons, because it appeared too complex to bother with, etc. -- that to play PC games is to conquer a burden that has troubled me for too long. It’s also because there are some games, such as the Half Life series, that are considered to be some of the best games ever made and, consequently, they are titles that I believed to be blights on my gaming record.

The acquisition of my PC enables me to do things that I couldn’t previously, and allows me to finally experience games that I was unable to in the past. This is exciting for what should be obvious reasons, but it’s important, to me at least, to have this ability because it means that I can now understand an area of my passion -- of videogames -- that I could only observe from the sidelines before. I have already started playing Portal 2, I’ve already fallen for the allure of things like Steam sales and Indie games (*cough Minecraft *cough), and I’ve also, finally, begun playing the Half Life series after years of wanting to. I’d say that’s a good start for a platform new to me; here’s hoping the future continues to be as enjoyable as the present currently is.

Monday, February 21, 2011

The New Tomb Raider

Recently I made the comment on Twitter that “the best posts are the unexpected ones”. When I made the remark, I was thinking about this post, not because I was doing it but because I wasn’t expecting to be writing about the new Tomb Raider*. You might remember that a while ago I expressed a desire to respond to the various articles and posts that resonated with me. This didn’t eventuate -- in some respects it did if you include my responses to the R18+ debacle -- and instead I went on to write about other things. Well with this post I’m rectifying that and I begin with a response to Game Informer’s recent reveal of the new Tomb Raider as part of their cover story for their January issue.

Tomb Raider is intended to be a reboot: of the multi-media franchise we’re already familiar with; of the approach to the game as well as how it is played and designed; and of Lara Croft herself. It’s this latter decision that will receive the most attention, Lara’s sex appeal a product (literally and figuratively) of prominence in the past and the first thing associated with her and the Tomb Raider franchise. Her new look in this new game, combined with the new motivations that define it, will be the subject of much scrutiny as more is revealed in the coming months but for me, more interesting will be her new characteristics.

Girl’s Got Character

Lara is young, potentially naïve, and eager to get out from underneath her parents’ shadow. Fresh out of university she’s ready to prove herself in the world and embarks on a voyage to a remote island in the search for lost relics. As per every story that is set up like this, tragedy ensues and Lara, along with her fellow archeologists, find themselves stranded. What follows makes up the game but, more importantly, the events and mishaps along the way -- plus how Lara deals with them -- will define the new title, the experience it provides and our perception of Lara as a whole. She has the potential opportunity to go from industry icon and sex symbol to a person we care about, a person who is real, and a person who is our friend. Much like Elena Fisher or Chloe Frazer from the Uncharted series or Alyx Vance from Half Life, Lara could become someone we love rather than enjoy, only this time in playable form which could directly affect the impact of each moment and outcome. That’s not to say Lara wasn’t an endearing character in the past, just that her status in the industry transcended any attachment individual players felt or had for her. Survival appears to be a key focus of this new title and as such, Lara’s mortality will be more obvious than other games. Mis-time a jump or don’t react quickly enough to falling debris -- even by only milliseconds -- and Lara could die or be extremely injured, changing the dynamics and pace of the events that unfold. What this will mean in conjunction with the well established gaming convention -- reloading after death and resuming your progress -- remains to be seen. Obviously, it can’t be like Heavy Rain where death is -- or can be -- final, as Lara is the primary character and without her, Tomb Raider wouldn’t be Tomb Raider, but even so I hope the emphasis on survival equates to a realistic and meaningful impact on the experience purely because if it does, it’ll be much easier to resonate with Lara’s plight and indeed, her story. Time will tell.

A New Adventure Awaits

More interesting, for me, is how the new game will actually play. The Tomb Raider name brings with it certain expectations such as acrobatic maneuvers and exploring deep labyrinths in the hunt for treasure. Naughty Dog’s Uncharted series -- partially inspired by miss Croft’s adventures -- has gone on to lofty heights, raising the bar while Tomb Raider struggled with tradition and a lack of direction. According to Game Informer’s cover story, the new Tomb Raider is going down a different path with its gameplay, adding some of the set-pieces that made Uncharted so popular, as well as emulating -- perhaps ironically given Uncharted’s repurposing of mechanics and style from Tomb Raider -- the variety in play styles (platforming, combat, etc.) and carefully considered pacing. Interactions with NPCs seem to be more important, actions seem to be defined by circumstances and overall everything appears to be intended to improve what a game featuring Lara Croft can be like -- as opposed to one which uses her name to make a quick buck. Basically, it seems like developer Crystal Dynamics cares this time around, which should bode well for the moments in game where we are trying to flee a pursuer or we are timing our button presses under pressure (think Uncharted 2’s train climbing opening sequence), making the overall adventure exactly that, an adventure, and not just a tour to locations that, while visually spectacular, are anything but.

All in all the Game Informer preview got me excited for a Tomb Raider game -- a series I’ve only ever had a passing interest in previously -- and intrigued as to how Crystal’s new approach to everything, from Lara herself to the adventures she lives through, will redefine our expectations of what it means to play a Tomb Raider game. Will it match or outclass Nathan Drake’s escapades? Probably not, but then, Lara always was quite the individual.

*As for why it took so long to actually get this posted, the word “Notch” should give you all the clues you need.