Showing posts with label The Elder Scrolls IV: Oblivion. Show all posts
Showing posts with label The Elder Scrolls IV: Oblivion. Show all posts

Tuesday, September 20, 2011

Red Dead Ruminations: Life In The West

Red Dead Redemption is a fantastic game. It was last year when it was first released, it continues to be now and, in a decade or so when people look back at important videogames (again, since we all love doing it so much), Red Dead Redemption will stand out as a significant and crucial release. The reasons for this are many and have been detailed plenty of times elsewhere, particularly last year when it was the focus of everyone’s conversation, but it is still worth pointing out anyway because games like this don’t come along very often, and deserve all the attention that they can get. That is why, over a year since it released, I’m still going ahead with my own series of posts about the game -- simply put, it inspires a lot of thoughts and discussion, and I’m certainly not excluded from that fact.

So, what do I think about the game? Well, as I’ve said twice now, it was my introduction to the Western genre, so it was especially interesting playing the game with that in mind, discovering and learning about the core qualities of that particular genre. Perhaps even more fascinating, however, was how I came to realise that Red Dead Redemption is an even better take on the old Wild West because it doesn’t specifically focus on the genre’s tropes or quirks, and instead treats them as mere details in a much larger, broader experience. Beyond that, my fascination with game spaces saw another intriguing game to consider, given how incredible RDR’s environment is -- both in scope, and in detail. Of course, being a Rockstar game the atmosphere and sense of place in Red Dead Redemption isn’t surprising, but it’s still very interesting to think about because, I feel, the game stepped it up another level again -- even over Grand Theft Auto IV, in some respects. Finally, I was interested in the game because it seemed like Rockstar were intending to continue their more mature approach to their storytelling, first seen in Liberty City and GTA IV. While some characters are questionable, for the most part it really came across as if Rockstar were trying to pioneer, yet again, with Red Dead’s narrative, and the end result of that is remarkable, depending on the context. I will address the game’s characters, general plot and my connections to both in future posts but, for now, let’s talk about my introduction to the genre, and the game’s interesting use of its environment.

Why hello, Mr. Marston

Entering into a game (or any entertainment product, really) that adheres to a specific experience with no idea of what to expect is, somewhat, surreal. Red Dead Redemption’s general adoption of Rockstar’s open world template, however, ensured that there were enough features in the game that were familiar to me whilst I learned about all of the elements that were foreign: I knew about their emphasis on atmosphere and a sense of place in an expansive environment; I knew how the game ‘felt’ due to its similarities to Grand Theft Auto; and I was also quite familiar with the game’s structure of cut-scenes, objectives, and then rewards. This allowed my attention to be firmly focused on everything that was new (to me), meaning that I was able to get engrossed a lot quicker than I initially expected to. What I wasn’t expecting, however, was how the Western status of the game took a back seat to the rest of the experience -- it is a videogame based in a Western setting, not necessarily a Western itself.

This was surprising to me because, before release, I was totally expecting the videogame version of a Western. That was how (I thought) the game was advertised throughout its hype campaign and the various previews and interviews, and that was what I wanted because, as I keep on repeating, I was new to the genre and wanted to use the game to see whether I liked it or not. And it did answer that question, too -- I did get to see what a Western entailed, and I did get to understand what my own personal stance on such a specific experience would ultimately be, but I acquired that insight indirectly as I engaged the whole adventure and not just certain aspects of it. On the surface, the tropes and incidental details that you’d expect from a Western -- duels, train robberies, cowboys saying “giddy-up”, etc. -- are present and accounted for but these traditional elements of the genre simply aren’t thrown in your face in Red Dead Redemption. Instead, they exist in the background: just like sheriffs and ranches do, like cacti and wolves, and, indeed, like the desolate landscape itself. They aren’t included in the game to ensure its authenticity to the genre or to inform its players that, yes, Red Dead Redemption is a Western; they’re merely details in a world full of them, and they give this world weight through their beautiful, delicate, coherency. Recognising that fact -- that RDR is a game with a Western setting, rather than one that is a Western -- took some time and didn’t occur until well after I had finished the game. But once I did acknowledge this subtle distinction, I realised that it enriches the experience in the same way that the little things do for other titles.

Attention to detail is one of Red Dead Redemption’s most significant qualities, but I think it would be fair to say that most people wouldn’t think about what it does or doesn’t do with the genre as one of the areas in which the game carefully creates its overall experience. I would argue, however, that this is why the game is so remarkable to begin with: it took a genre from another medium, adopted the essence of it for a new one, and masterfully turned it into something that wasn’t just unique, it was only possible as a videogame.


On The Lone Prairie

Not too long ago I wrote a post expressing my disdain with the notion that, eventually, Liberty City from Grand Theft Auto IV would be forgotten in favour of more impressive environments, perhaps even from another GTA. As technology and graphical fidelity continue to progress -- among other things -- I can see a future in which Liberty City is no longer considered a technical achievement or a sense of wonder, indirectly allowing for it to become a memory much in the same way that, say, the entirety of San Andreas has -- a particularly fond memory, undoubtedly, but a memory nonetheless.

Well, unsurprisingly, I feel the same way about Red Dead Redemption’s magnificent depiction of the Wild West. Like Liberty City, I believe that the game’s environment is one of the best examples we have yet of a world that feels like it truly exists; only this time the game’s particular setting ensures that we’re revisiting a bygone era, rather than a modern metropolis. The sense of place, life and, of course, atmosphere in Red Dead Redemption is unparalleled, and somewhat conveniently exists as the demonstration of what the opposite of Liberty City could and should be. Instead of the urban jungle we have an expansive piece of land which teams with wildlife, sporadic hints of civilization, and which features a surprising amount of variety. I will address that last one in a future post but the point is that there is simply nothing like Red Dead Redemption’s landscape, and the fact that it is so incredibly detailed and full of unexpected surprises is not only a testament to Rockstar’s prowess with creating these virtual worlds in which we get to inhabit, but to their ability to showcase some of this generation’s most significant technical achievements, too. Few other developers can pull off such a large environment that is full with things to see and do, and fewer still can also provide a place in which key, personal moments can occur for each and every player.


But it’s not about how impressive or special it can be; rather, it’s about how in the not too distant future I get the impression that, yet again, Red Dead Redemption’s landscape is going to be forgotten in favour of something else that is bigger, better, and certainly more beautiful. Right now that sounds absurd but we’re talking about a videogame, too -- the medium progresses at an insane rate and, as we’ve seen time and time again, it only takes a couple of years before a game is completely outclassed by something newer. Just look at the differences between The Elder Scrolls IV: Oblivion and The Elder Scrolls V: Skyrim for an example of what I am talking about: both games are amazing at the time of their release, but the inevitable iteration and technical advancements of the medium ensure that, eventually, they’re seen as less impressive and even, at times, ugly. As we reach and surpass the uncanny valley and photo-realism that problem becomes less significant but, right now, it’s still an issue and because of this I fear that, like Liberty City, Red Dead’s world will become nothing more than a memory for the majority of people because there simply won’t be any reason to visit it anymore. There will be better and, while I can’t wait to see what that might actually be myself, I also dread it because I personally believe that these environments that we already have now -- today, in the current generation -- should be cherished and even celebrated -- if not for their impressive coherency, than certainly because of all the resources, hard work and effort that went into making them.

Ultimately this disdain I feel for the (potential) future of these game spaces is a personal thing that I have developed alongside my passion for virtual spaces as a whole, and while important it doesn’t necessarily reflect how I feel about the future. I’m eagerly awaiting what might appear on the horizon, and already have some idea of what that future entails with games like BioShock Infinite taking us to places that, once again, we cannot go in reality. The future is very bright when it comes to virtual worlds, but I’m not going to jump up and celebrate their arrival if, as a consequence, what we already have now is left behind and forgotten. That’s not the kind of approach I want to take with a medium I hold so dear, and that’s why I’m a little more reluctant to proceed than the majority of gamers out there.
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That’s some of my initial observations about Red Dead Redemption. A review, if you will, of some of the things that stood out to me upon the game’s completion. Naturally, being a Rockstar game means there is plenty more to talk about, and what I’ve covered above is only scratching the surface. In my next post I will discuss the opening moments of the game, and how they effectively set up the overall experience whether we realise it or not -- where better to start covering such a large game than the beginning?

Thursday, February 12, 2009

Through The Tubes

The good side of downloadable content...

In the recent months downloadable content has become a much more popular thing for developers to use to extend the life of their games. In the first couple of years of this generation the balance of content was nice with some games receiving new content and others not, with developers instead choosing to focus on their next game. In recent months however, downloadable content has become more prolific across most games and as a result I am starting to feel a bit exhausted from it all.

Some of that exhaustion comes from the fact that the games receiving the content are the very same games I felt pressured to play, leading me to feel continually overwhelmed with it all and desiring a much slower pace with which to play everything. The rest of it comes from the fact that, well, the content is coming rather soon after the games' releases and despite loving the games, I would like the chance to play something else as well.

This means that I have mixed thoughts about downloadable content now and I am a little worried with where the concept will head in the future. I have always appreciated the idea of having incentive to return to games thanks to new content and I still do, but I feel that if more and more content gets released to keep players playing, the more it will inspire developers to take advantage of the idea. There have already been examples of developers adding quick and easy content to games to make a few extra dollars, with Oblivion's infamous horse armor coming to mind as well as unlocking content in a game like Need for Speed: Carbon - content that can be unlocked in the game if a player actually played it in the first place. Hearing about this stuff annoys me but it goes even further than that. Now I am one of the first to admit that I am an Achievement (and now Trophy) whore, with my reason for chasing them being the fact that I am a completionist. Already there are examples out there of developers adding Achievements/Trophies to their downloadable content to try and gain a few more sales. While I like the idea of having new in-game accomplishments to go after, the more it happens the more I can see developers putting together a lazy list of things to achieve or obtain with easy scores just so the people out there who like increasing their Gamerscores can get a few extra points. It's a win-win situation for both the people who enjoy boosting their scores and the developers who make money out of the idea. Even I am guilty of it, playing games like Dash of Destruction (although granted it was free) from the Xbox Live Arcade to quickly increase my score despite claiming to obtain Achievements because of my desire to complete everything. Basically, my fear is that if downloadable content continues to become more popular then we will see consumers be taken advantage of.

... and the bad.

It also excites me, bringing the other side of my mixed thoughts to mind and indeed this blog post. As I mentioned above, I appreciate the idea of having new incentives to return to an old game and play it some more. Games like Burnout Paradise and Grand Theft Auto IV -- both with upcoming content -- are providing decent reasons to play these games again and I look forward to racing around Big Surf Island and getting a new, biker's perspective on Liberty City. I also look forward to playing Operation Anchorage in Fallout 3, having new Time Trial events in Mirror's Edge and visiting Knothole Island in Fable II. No doubt when I finally get around to playing a game like the new Prince of Persia, I will also be interested in playing its upcoming DLC once I am finished with the main game.

This is all well and good, but we are also lucky so far that the content -- both released or upcoming -- has remained decent enough to justify a purchase. How long will the consistent quality (that is of course, subjective) of downloadable content last? More importantly, is the concept something that can evolve and really do some interesting things for the medium as a whole? Can episodic content change and evolve because regular downloadable content might? It's an interesting subject to ponder and good or bad, I look forward to seeing where we go next.

Thursday, July 10, 2008

A Tour Of The Isles

A week or so ago I had the pleasure of returning to The Elder Scrolls IV: Oblivion as I finally was able to gain access to the expansion for the game, Shivering Isles.

I absolutely loved my time with Oblivion although the game's main story, constant loading screens and a few other niggles here and there didn't sit well with me meaning that I didn't enjoy all of my time in Cyrodiil. This in turn meant that I had mixed reactions upon returning to the game. On the one hand, I was looking forward to returning because it was new content to experience, it was a return to a rather beautiful game and it meant I got to hear the game's soundtrack again as well. On the other hand though, the aforementioned niggles, especially the constant load times meant that I was hesitant as I put the disc back in ready to venture into the Shivering Isles for a new adventure.

Thankfully for me, my qualms with the game were forgotten about pretty much instantly after loading the game. I was in Anvil and had just woken up from a sleep. Venturing outside, I notice that it was raining and as I love rain in games it was a nice surprise. I walked around Anvil for a while getting used to the controls and just admiring the rain before realising that I had to go near Bruma to access Shivering Isles. So I fast-traveled to Bruma only to be disappointed to see that the rain had stopped. That was soon forgotten as I left Bruma though, as there was an absolutely gorgeous sunrise happening over the water. After admiring the beauty of it all, I swam out to the small island that holds the gate to the Isles and ventured in.

What came next was my entire Saturday night disappearing as I became immersed in the Isles and the various stories within. I won't go into too much detail, but needless to say I was very impressed with the content found within and the Isles as a location as well. Whether it was taking down the Gatekeeper (a big arse troll that guarded the gates to either Dementia or Mania), becoming the Duke of Dementia or pushing an NPC off a really high staircase because he asked me to kill him (but have it seem like a suicide or accident) a couple hours before; I just really enjoyed playing the story and quests that Shivering Isles had to offer. While there was a lot of exploring of dungeons and caves still, I thought for the most part that the quests found within were quite different to what I was used to doing in Cyrodiil and as a result, it was a nice breath of fresh air and a relaxed joy to be a part of.

I also liked the art direction that the Isles had, from the purple sky lit up with stars to the way the trees looked. Seems like trivial things to care about really, but when combined it just added to the experience.

I ended up finishing the main quest line for Shivering Isles on the Saturday night/morning, as well as quite a few side quests here and there. I got my final Achievements that I needed from the game and ultimately had a wonderful time. I actually wish it wasn't over because now I don't really have much reason to play Oblivion anymore or more importantly, return to the Isles. There will always be quests that I could do in the game but now that the major storylines and quests are done, I don't have much motivation to return which is a shame. As a completionist, knowing that there's still a lot of quests to do is rather annoying but as it is such a big game with so many things to do, I don't think Oblivion will ever be a game that will be finished 100% unless of course I wanted to spend another 70 hours in the game...

All in all though, a fantastic return to a game that I quite enjoyed and one of my first experiences of an expansion of a game. Most expansions to games generally happen on PC games only and as I don't play PC games due to not having a computer decent enough for it, I haven't really experienced expansions before. I don't count maps added to Halo or whatever as expansions, even though they technically are. Anyway, Shivering Isles comes well recommended from me, as does Oblivion if you are yet to experience it.

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On a related note, I recently stumbled across this blog which offers a different take on the Oblivion experience. Instead of playing the game as the intended hero, the author has decided to play Oblivion with an experience of living like an NPC (non-playable character) and it's an interesting and different take. Give it a read.