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I'll have to go with Wang -- No, wait...
Are these new games being way too pampered by reviews? Or just straight-on bribed or something? I played the demo and it didn't seem in no way innovating (or even an old thing done well) at all. Just a generic and jaded FPS.
- The people you kill seem, well, computer models. And just the fact that they're that and just that -- people you kill -- is itself problematic. Little unrealistic zombie gollum puppets. All the same voice, all the same behaviour, all the same jumpy unrealistic little monsters. So each encounter doesn't feel like an encounter, and the moments become repetitive, meaningless and boring (when the experience of shooting someone in the head is numb, then... specially when you're being shot at, then buddy...). Feels like all the same fodder for killing, like any other bad FPS game, the boring stuff between here and the next part, to prevent you from getting to the end already. Doesn't feel like each moment was specially designed -- like each encounter it's, well like I said, an individual encounter at all. They're just thrown there to vaguely feel there's meat.
- yeah, the water is nice. But still, it's just eye-candy and scenario which will probably be played with in tiny ways, mostly for action moments (electrocution etc). The bit where the part of the plane falls on the glass corridor was a nice moment, if only for the "hard/slow to walk through" effect. But still nothing new. Just slightly more visually realistic (and I could be there all day and that f#@*&%g thing wouldn't fill up).
- The plasminids (probably wrote that wrong) were nice, probably they're better more ahead and used in more imaginative and fun ways... but still (from what I saw), just the same old thing with a hand animation on the corner of the screen instead of the weapon, no? Doesn't even give out that old-tv-show feeling of thrusting your arm foward (just a tiny Darth Sidious hand movement that could as well have been a gun in any other FPS).
- The "little creepy girls & childhood things on creepy context so they'll be creepy kids things" motif is just silly already (and old -- "sooo beginnings of 00's!"). Seriously, what the f#$% is up with that? I thought this thing died with those bad movies years ago. The baby stroller moment was just plain ridiculous and goofy (and another thing, besides the reasons I thought it was ridiculous: what in the hell did I even knew about that world? Why did I think it was possible for an alien vampire gorilla-octopus have jumped out from that stroller, or that in fact a gun could be there and that the lady probably wasn't a safe-haven? Why no context and set-up for me to know what world was this even in, so the underworld would be more of a contrast -- instead of just "crazy zombie lady treats gun like a baby in the most contextless and blank daft thing ever"? I could go on about this scene as a micro-showcase for everything wrong in the presentation and just plain silliness of the game (or just the demo), but I guess it'd be too much of a rant).
- So far, the way the "above/beyond morals" mentions was played was just tired in a way every game seems to wank about (the idea itself feels tired enough for me, in a teenager's ubermensch dreaming etc -- makes me feel like my character in the game is a character in a Garth Ennis comic book going on about others being wankers. And I hate Ennis and those characters). Oh, and I'm sure in the complete game you'll be put in "serious and complex situations of (a/i)morality" (and, of course, around the little girls. If there's ever been a culture that cries out for being a serious thing that knows about violent-dark-creepy-disturbing-taboo-serious things in a serious way -- but comes off as pedo-icky -- it's geek culture, no?).
- The beginning is just so... "ok, plane fell; nope can't go there, can't go underwater, can't check if people are still alive, because we can't, can't, can't. Oh, a tower, who'd have imagined, what a coincidence. Ok, just one way, up the stairs -- sure, I'll go down. Sure I'll get in that thing--oh ok now you do it all for me". It's too much "ok, you've played this before, go on", instead of re-imagining a new set-up, a new pull, placing you on that situation and making a proper presentation (I heart you HL2). I don't even mean properly innovative or anything, just for the sake of context, story, placement, interface etc. It felt all too much like a jaded bad generic FPS (a ring of fire with a little passage and a scripted little background explosion? wtf...)
- The radio guy. Urgh, Christ! Between him, the awkward "exposition-lite" slide show, the jaded cut-to-the-chase-ism and the buttons presentation, I felt like a mime with tourette syndrome tried to use my hair as a dental floss as a form of foreplay.
It reminds me of Gears of War. Yeah, nice. Pretty also. Nice rare action moments. But you know... really?
People are either losing their imaginations in creating these games or I'm just out of imagination to proper relate to them. The last cool 'holy $%&@!' moment in VG for me was the police state and the desperate chase in the beginning of Half Life 2 -- and some of the puzzles and action scenes -- (nothing innovative really, just an old thing done really well).
After 'Assassins Creed' (and maybe Portal; and a big maybe for Splinter "Bourne 24" Cell), I'll probably end up selling my 360 and maybe go for a Wii (ah!) or even maybe a PS3 -- that LittleBigPlanet calls for me like a waste-of-lots-of-money-Siren. |
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