So 2012 has been a bit of a ho-hum year in the gaming realm.
Somewhere in the deepest, darkest corners of my mind I’ve begun to possessedly
mould and carve my top 10 games list into the vile, insane creature it was born
to be, celebrating all the games that actually did something worthwhile this
year, but there’ll be a few key experiences missing from said list. Time to get
off my chest just which unfortunate beasts these are and why they failed to
tame thumbs.
Mass Effect 3 – Okay, in a nutshell I think Mass Effect 2 is
a clumsy shooter and an underwhelming RPG mashed into a ‘story’ that was
largely forgettable to make for an entirely overrated game (it was a fairly
large nut). If you were nice enough to return to this paragraph after scolding
me in the comments, you’ll be surprised to hear that I don’t think the same of
Mass Effect 3.
BioWare’s third effort is a much-improved shooter with punchy
weapons and nimbler enemies. It’s also a better RPG, with larger skill trees,
even if that’s by an inch and not a mile. Sure, that whole ending mess left a
bit of a dent in things (and the team’s decision to cave to fan pressure was an
even bigger mess), but I really enjoyed the 30 hours leading up to that final
five minutes.
So why the omission? Because for all its improvements over 2,
ME3 is still a shallow imitation of the RPG glory that was the original game.
Sure, Mass Effect 1 is like a robin reliant when stacked up to its Bugatti
brothers on a technical front, but it boasts the RPG chops to send those more
accessible games back to the drawing board. Mass Effect 1 was unmistakeably an RPG
first and a shooter second, and the series' journey further into Gears of War
territory has been, for me, one of the sadder stories of the generation.
Dishonoured
– There’s a u in that spelling, simple as.
Anyways, Dishonoured was my big hope for the Christmas season – a fresh IP boasting the atmosphere to take on BioShock and the
gameplay freedom to sit next to Deus Ex. I loved its setting and British aesthetic
and I loved its focus on stealth gameplay, but of the experience as a whole I
can only say it was one I liked.
This is a game that absolutely had the potential to test my
patience and ‘skills’ (I don’t like using that word when talking about games).
I’m a bit of a masochist – if there’s a Very Hard mode, I have to do it. Even
then I spent a good minutes deciding between Dishonoured’s two highest
difficulty levels, fearing that Very Hard may be so tough that I’d ruin my
first playthrough. Still, I chose the impossible and… ended up having no
trouble whatsoever. Arcane’s creation may buck many trends in the current AAA
gaming scene but it sure as hell doesn’t when it comes to difficulty.
Dishonoured hands it’s most useful power at the start of the
game - Blink. From there on in, sneaking becomes laughably easy, allowing you
to teleport straight past enemies. With no real limit to the amount you can use
such a power, there’s really very little to fear from the guards (that feature worse dialogue than Oblivion) for the entirety
of the game.
Add to that the surprising brevity of every mission in the
game (even the final task took me no longer than half an hour), and you’ve got
a game with serious promise but an even more serious lack of challenge. Maybe
the sequel can provide such a fix.
Journey – Okay, the alarm bells are ringing now, I can tell.
That’s completely fair – Journey is a beautiful, unique and stunning videogame
that, with a little bit of digging, can offer a much more memorable experience
than most of the titles committed to discs and labelled £40 this year. And I do
love it; I think it’s a hugely emotional piece of work that should be
celebrated and remembered for years to come.
Problem? The game that came before it – Flower.
While Journey is a resounding success to most, for me it
largely hit all the same notes as the breath-taking middle chapter of
thatgamecompany’s PSN trilogy. Both start with these eye-watering, peaceful worlds
that successfully hide the deeper messages behind the gameplay while showing
you the basics. But at around the hour mark, both start to touch upon their relevant
evils. Flower’s brilliant grassy planes are invaded by industrialisation while Journey’s
soothing tranquility comes under attack from a race of horrid flying… things.
Both game’s threats continue to become more prominent in the
following hour, leading into a penultimate act that sets a bleak outlook for
the ending, only for everything to conclude in a burst of colour and joy. I
remember the feeling I had inside during Flower’s incredible closing moments as
you purged the environment of rusty waste, but when it came to Journey those
closing moments sadly hinged upon a lingering sense of repetition. As such,
Journey loses some of the punch that I have no doubt many of you experienced
when playing.
There’s no debating that Journey is an amazing game, I just
sadly played Flower first.
Assassin’s Creed III – Okay, time to stop pulling the
punches and eloquently reasoning. I was still nice to the last three games, but
Assassin’s Creed III is crap. Its controls suck, its fighting is still
terrible, and for some reason it thinks it’s a good idea to spend the first
four hours of the game not being the character it’s advertised for the last six
months. I hate it. It’s as boring and redundant as all the other Assassin’s
games, only the disappointment is even more crushing when taking the potential
of the new setting into account.
Why is there a button to just hold down to run? It makes
free-running clumsy and lazy. Why do enemies just line up for you to counter
them and kill them? Why, when putting so much effort into setting, presentation
and story, do Ubisoft continuously forget that there’s a game to be played
here.
Assassin’s Creed III is the enemy of fun.
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