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Thursday, May 24, 2018

An Intriguing, But Flawed, Future

As a society, we're constantly turning to technology to relieve our burdens, and we become increasingly dependent on it. With the creation of self-driving cars and robots to attend to our needs, we have to wonder how these advancements will shape our society going forward – for better and worse. Detroit: Become Human explores this interesting question, presenting a world where androids seem more like human than machine, but they're prisoners to our demands. The premise is engrossing, and the variety of choices is fascinating. They're both compact and far-reaching; it could be how you develop a relationship, or which questions you ask, but what you decide always an impact and it is often unpredictable. The result is an experience you can't look away from and leaves you thinking. Sometimes this narrow focus is also its downfall, as you begin to spot inconsistencies or unexplained information.

Detroit shows humanity at its worst – how we're prone to greed, violence, and hate. Quantic Dream paints a horrifying look at the future, showing humans using and abusing machines at every turn. You experience this firsthand as you take control of three different android protagonists, all with different things at stake and relationships to consider. Kara must protect a child named Alice from her abusive father, deciding how far she'll go to give her a better life. Connor must hunt his own kind – androids with errors making them display emotion – seeing firsthand the treatment that sparks these feelings. The weakest of the three arcs is Markus', the leader of an android uprising. A look at Markus' previous life as the caretaker of an elderly man is well done, but when he takes on his leadership role, it falls flat with predictable speeches and black-and-white decisions.

The writing is at its best in the little moments that develop relationships. Connor works with Hank, a police detective who hates androids, and their interactions are fun to watch. Connor's objective to complete missions at all costs annoys Hank to no end, and Hank often busts his chops, trying to get Connor to see beyond the mission. In addition, watching an android like Kara having to decide what example she sets for Alice works well. Do you teach her about this harsh world where you sometimes have to do bad things to survive, or do you always do the right thing, even if it puts you in a dire situation? How you develop your relationships plays into what happens in the overall narrative, opening different paths and scenes based on your decisions, whether they're hostile or warm.  Even small things like picking up a single, innocuous-looking item, such as a gun or photo, will open up unforeseen dialogue in future chapters.

Watching these bonds form is the highlight of the game, but the overall narrative has issues impossible to ignore. Its self-stated parallels to history, such as slavery and civil war, are too heavy-handed, making it come across as disingenuous. Quantic Dream beats you over the head with these comparisons instead of allowing you to make connections for yourself – whether through direct dialogue or in the world around you. I felt uncomfortable with how much it draws comparisons to the Civil Rights Movement; this fictional battle obviously doesn't have the same stakes as the real-life oppression it mirrors, and the way it is used as a crutch further cheapens the struggle. One character even has a speech stating he has a dream to be equal, straight from Martin Luther King's famous declaration. The world is strong enough on its own, and doesn't need to rely on these ham-handed connections. The core message does a good job displaying how humans often fear change and the unknown, as our violent (and sometimes catastrophic) history shows. In many ways, it's on you to change humanity's trajectory, making choices that support how androids should be treated and if we should see them as new intelligent life or simply machines to help us get by.

The extremism also extends to the supporting characters, making them feel cliché, with plenty of over-the-top situations and one-note agendas. Much of the cast seems to always have the worst intentions, including Alice's abusive and drug-addicted father, and another character who treat robots as his toys to experiment on. Detroit tackles complex themes and doesn't shy away from violence. Scenes of abuse and brutal circumstances are omnipresent, and they made me uncomfortable – as they should. The scenes make sense in the context of the story, but they feel exploitive due to the over-the-top antics. These stories can certainly be told in video games, but the frequency they're used here is high, especially in Connor and Kara's arcs, which can go to dark places.

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When I played Detroit, I was captivated by it. But my disappointment grew as I hit some plot twists and realized how poorly certain information is explained – like how Markus has the power to convert machines and give them free will. You find plot holes regardless of the path you take, but especially in Kara's arc.  I had to suspend my disbelief to enjoy Detroit for what it is – similar to previous Quantic Dream titles like Heavy Rain and Indigo Prophecy. Some important details can be uncovered by making different decisions, but hiding basic plot information behind dialogue choices players may never see is frustrating. I felt strung along by some mysteries, only to see them amount to little in the end. Additional playthroughs provided some of the answers I wanted, but the reveals aren't satisfying enough for how important these threads appear to be.

Even so, replaying the game and certain scenes gave me an appreciation for how far-reaching and different a playthrough can be. After you complete a segment, you are shown a grid of each variation, with the paths not taken left as blank boxes. Some chapters are more linear than others, and some choices only offer minor variations but still put you in the same place. The branching paths really shine in the latter parts of the game. Choice-driven games typically struggle with giving players enough satisfying variations, but Detroit acknowledges what you've done, like how you've built your relationships, and the split-second decisions you've made, like taking a risk during a chase scene.

This is a great achievement by Quantic Dream. To write a scene so many different ways and still have it work is not an easy feat, and the scope of choices and consequences in this narrative is one of its biggest strengths. It's unlike anything I've played in that regard, and it makes me excited to see what Quantic Dream can do in the future and if other developers will follow. That being said, Detroit wants you to own your decisions, and sometimes that means grave consequences. The story ends in many ways, some more satisfying than others, but it is about learning the repercussions of what you did in this intense situation and accepting it. My only big knock on the choice front is that your interactions have few shades of gray; it really boils down to whether you want to be peaceful or fight fire with fire, and whether you want to treat androids like people or machines. The plot presents complex dilemmas, but usually only gives you these simple options to deal with them; I was left wishing for more nuanced ways to handle many situations.

The variance in choice is downright impressive, but the overall gameplay could use more variety. Detroit relies on quick-time events for every occasion, and sometimes this feels redundant. I can only experience so many fights, investigations, and chase scenes before they all start to bleed together. In addition, the touchpad and motion controls are unintuitive, and I hated each time they appeared, because I knew it could mean failing a sequence and having to deal with consequences for something that didn't feel like my fault. Quantic Dream explores a new element unseen in their previous choice-based games, where you can use Markus's special power to calculate movement ahead of time, seeing what success or failure would look like. I like this idea, as it lets the player determine the route and not have to face a fail condition based on arbitrary decisions like which way to jump.

Detroit made me think about topics I've avoided about humanity and our future, and that's a good thing. These are hard issues to explore, and I'm glad Quantic Dream took on the challenge knowing it could result in failure. Detroit both succeeds and stumbles in that area. Its biggest assets are the relationship building and expansive branching paths. I keep coming back to explore its variations. Not only are they fascinating, but I cared about where I left these characters. The overall message about technology and our future lingers long after the credits roll, making me wonder how I'll handle my relationship with technology as it takes us to new places.  

Wednesday, May 23, 2018

Gently Modifying A Masterpiece

Seven years later, the influence of From Software’s Dark Souls on the games industry is impossible to ignore. A challenging atmospheric experience through classic fantasy tropes with a grim tint, Dark Souls spurred an entire genre of souls-like titles, and provided a haven for those who love exploration, larger-than-life boss battles, and a world drenched with mystery. Dark Souls Remastered is the way to play the game today if you’re on console, though PC players may have experienced many of the same improvements via Durante’s famous DSFix mod.

The most important part of the remaster is the upgrade to 60 fps. Even areas that were notorious for slow chugging like Blighttown run smooth the whole way through (although the zone is still an abomination of toxic poison, ogres, and rickety ladders). Everything looks crisp and clean, and you won’t slow down at an inopportune moment when you’re jamming your zweihander into a disgusting monstrosity’s flesh. For those that experienced the original title on console, these changes alone make the remaster worth the price of admission.

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In addition, Dark Souls Remastered brings other aspects of the game up to speed with its modern counterparts like Dark Souls III. You can remap your buttons for a control scheme that suits your playstyle, use multiple items at the same time instead of having to laboriously consume each little bundle of souls, and change your covenants at bonfires. Even playing with your friends is easier than ever thanks to the implementation of a password system. These minor changes are nice additions, and don’t fundamentally alter anything from the core title.


For those new to the series, you can expect a captivating crawl through a mesmerizing dark world, full of unforgiving encounters, majestic foes, spectacular loot, and beautiful environments. The amazing moments that define the series like triumphing over the legendary Ornstein and Smough battle or wandering your way into Ash Lake for the first time are as epic as ever. The degree of openness in Dark Souls can lead you venturing into dangerous areas early on, so don’t get dismayed if you suddenly find yourself up against something impossible – instead, perhaps look for another route. The interconnected, shortcut-laden world that wraps around the Firelink Shrine is something wonderful, once you have your bearings. The lauded DLC for Dark Souls, Artorias of the Abyss, is included in the remaster and features some of the best characters and battles in the entire franchise.

All improvements aside, Dark Souls does feel its age in the face of From Software’s recent contributions to the genre. The drop off in quality in the second half of the game, bosses like Bed of Chaos and incomprehensible zones like Lost Izalith remain curious blemishes on an otherwise incredible experience.

This review pertains to the PS4 version of Dark Souls Remastered. The game is also available on Xbox One and PC and is coming to Nintendo Switch.

Monday, May 14, 2018

The Future Is Being Vaporized By A Laser

Don't believe the visions of a dystopian future – 2150 is going to be a blast. I can't tell you the state of the human race or even if we're still on this Earth, but if the sport in Laser League is around, the bread and circuses will be rich. You may be vaporized by a sweeping laser field or shoved into one by an opponent, but with quick thinking, twitch skills, and strategy, living in a state of constant near-death is more than just feeling alive, it's exhilarating.

Laser League is a sport in the future where two teams of up to four players win by surviving multiple rounds in an arena of deadly lasers. These lasers emit from moving, rotating nodes that activate according to whichever team touches them first. Touch a laser field of the other team and you die. Thus, the playing field is like a bullet-hell shooter with discernible patterns and often little room for error. Running around activating and reactivating nodes (new ones drop and old ones switch off) or reviving teammates is fun as the balance of power often switches from team to team within a round. But avoiding lasers is just the beginning of Laser League's addictive gameplay.

Automatically dropped power-ups change the simple premise by switching all your lasers over to your opponent, speeding up the nodes, stunning the other players, etc. Power-ups and the everchanging landscape give you more to react to, but don't make the game more complex, per se. The game layers on clear strategic avenues not cumbersome, superfluous baggage, allowing players to always remain nimble in mind and movement.

Above and beyond this premise, Laser League works because it's well balanced. The six player classes have their own abilities (with a cooldown). Strong ones, like the lethal dash attack or invincibility, might be better suited to a particular map, but I've won matches with different permutations of classes, boards, and power-ups. An ability like steal, which changes all the active lasers to your team's color, can be a gamechanger, but not all power-ups turn the tide or should be played as soon as they appear. Even when you're down, you're never really out. You can rely on your stick skills to maneuver your way to safety, or activate new nodes to put your opponent on the defensive.

This balance makes the multiplayer less intimidating while still retaining its competitive spirit. The game has a single-player experience which lets you mix-and-match up to eight local players, but it's a training ground not a campaign by any stretch of the imagination. Here A.I. bots can be used if you don't have enough real bodies, and the A.I. is competent, going about its job utilizing whatever class you've set up for it and reviving fallen players. Overall in both modes, If there's a shallow point of the game, it's that while the class abilities cater to different play styles, the classes don't have deep progression, limiting players' rewards to cosmetic customization options.

I was occasionally killed by a laser I swear I wasn't touching, but for the most part the gameplay delivers with necessary precision. Movement is tight and responsive, allowing you to stop and turn fluidly on a dime when you a laser threatens to shave off your face. I also had lag-free sessions with players way over in Europe. This helps the aforementioned balance, because while the dash attacks of the Blade and Smash classes are powerful, if those classes don't line up their attacks precisely or you dodge out of the way, they'll end up eating empty air or unintentionally vaporizing themselves into a laser like you planned it all along.

This sold gameplay is augmented by necessarily spartan visual and sound design that is as helpful as it is stylish. Even when you're running around in a panic, you can detect thin lines at the base of nodes that indicate which direction lasers will emit from when the node is activated. A sound cue and controller rumble tells you when your class ability is charged up so you don't have to keep looking at your icon to see if the bar is full. An announcer and text on the arena wall informs you which power-up has just dropped. These small things convey very important information without being distractions.

While the game comes with 16 varied maps in four venues, its multiplayer structure doesn't give players enough options now at launch. The game offers no lobbies or playlists where you can play a particular map or sequence of maps. Instead, it's rotated by the developer. Similarly, you can't tweak parameters such as the frequency at which power-ups appear or even how many points are in a round or how many rounds comprise a match. There is no persistence to your team, not even a team leaderboard. The lack of options doesn't make the game less fun, but having more choice would prevent you from having to play the same map twice in a row, for instance.

As I played Laser League people walked by my desk, saw the vibrant colors and figures scurrying around, and told me that they had no idea what was going on. Play the game for just five minutes, however, and its addictive frenzy will become readily apparent. The future is dangerous, chaotic, and unpredictable, but it's full of exciting possibilities.

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