Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts

Tuesday, 24 April 2012

The joys of Timesplitters Future Perfect


For those of you who don't know, Timesplitters was a video game first started in 2000 with a cult hit PS2 simply called 'Timesplitters' and went on to spawn two sequels for the three major consoles of the time. The final game, 'Timesplitters Future Perfect' was released in 2005 and whilst it lacked a certain rough-hewn charm of the games before it (mostly thanks to EA's tight control) it is a supremely joyous experience.

And thanks to a good friend of mine (who's amazingly insightful blog can be found here) I have now got my Gamecube up and running!

Just to give you a flavour of what is so great about this quirky first-person shooter, here are some of my favourite elements:

  • Flare guns
  • Duel-wielding flare guns
  • Monkeys
  • Zombies
  • Zombie monkeys
  • The underground world of professional cat racing
  • Brick fights
  • A very silly, childish and British sense of humour
  • Harry Tipper
  • A surprisingly flexible mapmaker
  • A development team made up of past Rare employees who worked on Goldeneye
  • Gingerbread men
If you get the chance to play this game, do so! It was released for the PS2, Gamecube and original Xbox, and copies will also work on Wiis and some older PS3 models. As one friend put it to me, after killing a ninja monkey with a flamethrower: They just don't make games like this anymore!

Wednesday, 28 December 2011

The problem with Skyrim

The Elder Scrolls V Skyrim is potentially the worst game ever. (Please note the use of the word 'potentially')

Skyrim is a massive game. A real achievement in the world of interactive art. I often stop mid-game to just try and take in how amazing it is, and that is exactly the problem: It's too much. When there are enemies to slay, plots to solve and a whole wealth of experiences to be had, it can be really hard to get on with them when you're being distracted by other great stuff that ISN'T game play!

Take the butterflies for example.

It doesn't matter if I'm sneaking up on giants, running from the flames of a dragon or even just trying to get home: I go from Skull-Biter the Barbarian to Giddy McSkipperty the second a butterfly flutters by. In real life, I might take notice of a butterfly when I see one or even take a closer look if it lands, but I hope to high heavens that in a life or death situation I wouldn't take up lepidopterology mid-escape.

It's these breaks in character that unravel the whole role-playing facade. I am, sadly, not an all-powerful warrior hell-bent on saving the world. I do not know the angst of watching monsters tear apart my family, and rightly I shouldn't want to know, but I do want to pretend that's the case and get a cathartic release from braining a troll whilst shouting "I WILL NEVER FORGET!" The problem is though that my core interest, the slightly worrying need to zealously bury hatchets in skulls, does not have a window in it's philosophy for reacting to a scared rabbit diving into a waterfall: which did happen to my avatar.

I'm pretty sure the real life reaction is to yelp, laugh and 'aww' in quick succession. (Sadly I'd probably make it my internet status of the day too). However Skull-Biter would probably shrug off the foolishness of lesser beings, or conversely have a flashback to his dead child diving off a cliff to escape the monsters that now haunt his nightmares: neither of which I could role-play him doing because I was too busy walking round the house giggling.

There are so many things that can distract you; domestic-level interaction, the need for money, physical obstacles between you and what you want, the conflict between desire and obligation and etc. It's nigh-on impossible to maintain a simple character's drive because the world they live in is that much more complicated.

"I just wanted to open a bakery in a quiet provincial town, and provide for my children, but needs-must"
- Spider


Determinism is pretty much part-and-parcel of gaming, in that you are presented an experience to enjoy. The more choice you give the player though, the harder it is to structure their experiences: something important when trying to emulate a persona. Sometimes these experiences tick the right boxes with incredibly satisfaction, but other times this elaborate pseudo-reality of a high fantasy world is just that little too close to the bewildering truth of reality that your own high fantasy gets confused.

Not to make a direct comparison between two very different games, but Crash Bandicoot never had to deal with this shit. He smashed crates and ran down the road to victory. Sadly he won't see the light of day for months now because Skull-Biter is too busy juggling guilt, revenge and vegetarianism, and that's not easy to do with just an axe.