Well. Here’s an interesting situation.
Some weeks back my
brother picked up an old copy of Splinter
Cell: Blacklist, presumably so he and our buddy could stumble through its
co-op between beatdowns in PlayStation
All-Stars or Smash Bros. Brawl. It’s hard to say how far they’ve gotten in
their little campaign, but what I’ve seen thus far has been something like
watching two penguins on banana peels try to save America from terrorists --
hilariously inept to the point of becoming boringly commonplace at times, but a
spectacle all the same. I wouldn’t say
I’d try the co-op for myself, but I’m glad those two had their fun with it.
It should go without
saying, but my jam would be the single-player aspect. And indeed, I was simultaneously interested
in and worried by the prospect of trying Blacklist
solo. Its E3 showings turned me off
for all the obvious reasons, but for the sake of trying to get out of my
comfort zone and giving something with the Tom Clancy brand the benefit of the
doubt, I decided it would be stupid of me to give it the cold shoulder just
because it didn’t have the requisite full use of the color spectrum. So I gave it a try.
And as I was playing
it, a question suddenly popped into my head: who is this game for?
I know that sounds like
a silly question for dummy-heads, but hear me out on this. For me, it feels like there’s a disconnection
between what the game should be and what the game is -- a canyon between
expectations and reality, created by the sum of its parts for the sake of a
product that probably isn’t as
airtight as I would have hoped. Simply
put, it’s a game that confuses me. And
for once, I’m having a hard time trying to proceed with it -- or even figure
out what to do with it. But I’ll get to that.
Let’s start with a bit
of context. You play as series mainstay
(even if he’s got a new voice) Sam Fisher, one of the world’s greatest
spies/operatives/stealth whatchamajiggers who just happens to be hanging around
with his pal on a base in Guam when, suddenly, terrorists! Sam makes it out
okay, but his pal gets hurt -- and worse yet, the “Engineers” declare that
unless every U.S. soldier pulls out of every country, this new terrorist cell
is going to launch an attack every seven days. So now it’s up to Sam and his team -- the
newly-formed “Fourth Echelon”, cruising around in their tricked out plane-base
-- to sort this mess out however they can.
Because, presumably, this time it’s personal.
It’s probably worth
noting that I’m not exactly an expert when it comes to the Splinter Cell canon. I mean,
I’ve got a GameCube installment in Chaos
Theory, but I didn’t even touch the single-player; I just played the co-op
with my bro, and even then not very far because UbiSoft games used HUGE amounts
of much-needed space on the memory cards.
Same deal for Conviction -- I
didn’t even touch that, and watched as my bro and buddy stumbled their way
through levels. (Another unfinished
endeavor, of course.) What I know from
the overarching story is that Sam is a grizzled stealthy guy, he’s got an
aptly-named redheaded lady friend who goes by “Grim” -- and isn’t that just a
dark omen for what’s to come -- and he roughs up the bad guys from the shadows.
Blacklist doesn’t seem too interested in inviting new players into
the fold. To be fair, it’s probably
because there’s not too much I’m missing, but I still feel like I’m missing a lot here.
I know about the Echelons or whatever, however vaguely, but in the very
first mission Sam’s team has to go after a character that was apparently a
major enemy in an earlier game -- someone who kidnapped/faked the death of
Sam’s daughter -- and it takes almost the entirety of a cutscene for the token
young-ish guy Charlie to ask “who is this guy?”
And the others answer almost offhandedly before they go back to their
business. One can’t help but wonder why
they even let the kid sit at the adults’ table.
And on that note, I’m
not wholly convinced that these are people I’m going to want to follow over the
course of however many hours the game lasts.
Apparently the team consists of a core four members -- Sam, Grim, black
guy Briggs, and tech guy Charlie (who I’m pretty sure is only there to try and
fail to inject some levity and “coolness” into the team using moves straight
out of Poochie the Dog’s playbook). It’s
early in the game, I know, but there’s a problem: even if there is some depth
to these people, I’m worried by the fact that I have no desire to learn about the depth to these
people.
Surprisingly, once you
complete the prologue mission the game takes you to the gang’s plane-base
(stealing Agents of S.H.I.E.L.D.s’ thunder
by a full month) where you’re free to roam around, talk to your crew, and make
upgrades to your super-spy and your
ship. It’s a layout that feels very familiar
for some reason -- though I
can’t imagine why -- but I appreciate its presence. It means that there’s more than just
wall-to-wall action…except even if you have the option to talk to your team, I
have my doubts anything will come from it.
Maybe I just need to play more levels before things open up, but right
now these people don’t seem like much more than quest vendors, or voices
that’ll chatter in your ear when you’re on a mission. Save for obnoxious tech guy, the adults seem
to have the same basic personality with slight variations -- grave, determined,
and experienced soldier who’ll engage in a little quipping every now and
then. I could be wrong (and I hope I
am), but it’s not looking great. Not
when they’re going up against some tough competition.
So. How about that gameplay?
You would think that
after my “fun” with The Last of Us
and my distaste for what
I call “predator games”, Blacklist would
be an immediate turn-off for me…and you’d be right. Blacklist
has to work much harder than it should to impress me, because its gameplay
and my sensibilities might as well have the Gulf of Mexico between them. Is it an automatic deal-breaker? Well, no.
Neither was The Last of Us. But stealth games aren’t created equal, and
while I have issues with The Misdventures
of Joel Grumpybuns, right now I’m (slightly) willing to retroactively give
that game more respect, even if it crapped itself by adding in a
fully-functional flamethrower.
On its standard difficulty -- the truest
measure of a game’s difficulty, without having to add in apologist “hard modes”
-- Blacklist doesn’t feel like the
rigorous, tension-filled mission it should be.
I’m not going to play the “ludonarrative dissonance” card, but I think
there’s something wrong with a game when its dominant strategy is to lure
enemies to a doorway, mash Square to knock them out, and then toss their
unconscious bodies down a flight of stairs.
It’s too easy, and there’s an unintentional level of silliness when
you’re more concerned with seeing if you can throw their bodies out closed
windows than you are with extracting a hostage.
(For the record, you can throw
people out windows, but it might take you a few tries to do so.)
Since I’m still at the
game’s outset, it’s hard to say for sure how desperately a player will need
more tools and equipment -- but as it stands, I get the feeling that it’s more
than possible to complete the game without them. I actually like that Sam can only take a few
gunshots before dying, but that’s negated by the fact that he’s got regenerating
health, you can escape from bad situations fairly easily, and you shouldn’t
even have to worry about getting spotted if you’re playing the game right
(which even a stealth-lummox like me can do with some consistency in Blacklist).
Shadows and cover are
more important tools than anything else, but you can shift the odds in your
favor just by using gas grenades, night vision, and noisemaker gadgets that can
lure enemies closer for a quick death-snuggle.
I’m not exactly feeling the need to evolve -- i.e. I’ve never said to
myself “Man, I sure wish I had a bigger and better bomb on-hand!” It’s possible that there could be more
shooting bits in the game later demanding a more offensive build, but wouldn’t
that be breaking the game’s concept wide open?
Beyond that, why would I need to make a loadout with a heavier gun when
I can just grab a rifle from an enemy I’ve downed the proper way?
I suspect that the
upgrade system in this game is there for the player’s pleasure rather than
necessity. It’s not about gathering up
and equipping the tools you need to survive, or even to create your own agent;
it’s about strapping on as many toys and costume bits you can so you can rock
each level and troll enemies to death. I’m
confident in my tool set in stage one of the game, and even if I end up almost
getting detected by the baddies it’s never reached a point where I’ve blamed my
loadout; I’ve blamed myself for being a clumsy putz. The answer to the problems in Blacklist shouldn’t be “buy better
gear”; it should be “hone your skills”.
Shouldn’t it?
And that just opens up
a whole new set of questions. Example:
why does it feel like it’s better to have an enemy detect you than it does to
completely evade them? There have been
times when a baddie caught sight of me just as I ducked into cover, so he came
to investigate and I made him eat my fist for trying to be a good soldier; if I
hadn’t gotten spotted, however
briefly, I would have had to put myself at even greater risk to dodge him or
take him out, so basically he did the work for me.
Beyond that, what is
the patrol route of some of these enemies, if not random? There’s a moment in the first level where you
have to ride a zipline from one rooftop to the next, and there’s a guard
standing around. The first time I
zipped, I tackled the guy and knocked him out.
When I died and had to zip again, the guy just bumbled around in a
nonsensical pattern, and every other time I tried to tackle him he just spotted
me and demanded a quick punch-up to resolve the situation.
Beyond that, why do I get the feeling that you
can only be detected if enemies are placed exactly where they need to be by the
devs to spot your movements? Far be it
from me to wax nostalgic about The Last
of Us, but if enemies are going to have the clairvoyance needed to be
exactly where I want to go and be dumb enough to randomly stumble upon me, then
I need some kind of sonar-beard to prevent things from going bad. Or if not bad, then at least slightly
awry. Or completely bad, in the case of
my bro’s co-op misadventures (where he’d occasionally make the same
complaints).
Beyond that, why do I have an instant-kill ability?
I’ve heard that the
“Execution” mechanic was in Conviction as
well -- or one of those Splinter Cell games
-- but I can’t even come close to approving of it. The way it works is that you can hit R2 to
mark a target; if you’ve got the energy stocked in your meter, you can hit
Triangle to instantly kill them -- i.e. multiple targets, if you’ve got the
meter -- if you’re in a certain field of range.
My question here is, why? Okay, sure, you can’t miss with an Execution,
and I guess it’s got its uses if you want to clear out an area’s last two or
three guys, but why would the game take the guesswork -- or the work, period --
out of the gameplay?
Pardon my naiveté, but
isn’t the entire point of a stealth game to try and solve the puzzle of how to
get past guys much tougher and deadlier than you? Setting aside the fact that you’re given an
I-Win Button (one that you’re supposed to use sparingly vis a vis the meter and
strategic purposes, but you’re not going to use it UNLESS you’re ready to shout
I WIN), why do I need that when I have a gun and the capacity to do headshots
on my own? Why do I need to bother when
even a non-lethal, close-range takedown leaves enemies removed from the fight,
and unlike, say, Metal Gear Solid,
can’t wake up unless another enemy revives them? What is the point, if not to make the player
feel like Coolly McCoolperson when the game kills enemies for them?
Right now, the gameplay
is on some very shaky ground. But even
then, there could be a saving grace.
Maybe not with the characters (or maybe with them somewhere down the
line), but with all the other unique parts. Maybe some aspect of the story. Maybe the worlds themselves. Maybe the enemies, and their plight -- their
understandable reason for lashing out against America and the world at large.
Maybe that’s all in
there. Maybe what I want is nestled
away. But right now, Blacklist is making me think of Call of Duty for all the wrong
reasons. Assuming that there’s a good
reason to think of Call of Duty, but
if we get bogged down by semantics, we’re going to be here for a month.
I’m no expert on the
works on the late Tom Clancy -- I’ve read a couple of his shorter, if
co-written books, and I think I might have one of his titles somewhere -- but I would have guessed
that seeing his name attached to a product would suggest at least a bit higher
quality. Even if he wasn’t attached to Blacklist in any way besides names and
basic concepts, I went in expecting a more nuanced approach to terrorism,
politics, global relations, and more -- not just the guns-blazing, “shoot the
brown people” bonanzas of the common modern military shooter. This was a chance to provide concepts, and
insights, and layers of complexity, even if they had to be lessened a bit for
the gaming audience at large.
So of course, the first level in the game is all about shooting brown
people.
As part of the
extraction mission, Sam heads to India to find some bad guy I guess the player
is supposed to know by now. In the
midst, we get glimpses of the “Indian militia” as mentioned by Grim over comms;
since you’re disguised as a mere tourist at the time, you walk right past as
there’s some commotion between them and some civilians. And about fifteen minutes later, you’re
strangling, punching, and shooting more brown people, a few of which get killed
in your Execution tutorial.
So wait, is the militia
supposed to be the bad guys? What were
they doing there in the first place besides livening up their “introductory
scene”? What’s their stake in the
matter? Were those guys I killed members
of the militia? What about the guys I
killed on the way to the captive? Why is
it okay to kill these guys? Come to
think of it, what am I even doing here in India? I know that the three members of the team
talked about it before the mission started, but the way they talked it felt
more like I was eavesdropping than getting the context I needed. So am I creating a potential international
incident? Am I off the grid? Are The Engineers off the grid? Who am I?
Now, let’s be real
here. Is it fair to judge a story based
on its opening hour or so? No, of course
not. I imagine that before all’s said
and done, I’ll get a good picture of what’s going on, and have all my questions
and doubts taken care of. That said,
what’s been presented to me so far feels cold and alien to me -- a
hyper-condensed, hyper-simplified version of real-world events, organizations,
issues, and controversies. I’d like to
assume that it’s because I have the political sense of the average woodchuck,
but my instincts are telling me that what I’m lacking won’t appear anytime
soon. If at all.
I sure hope I’m wrong
on that one. Because when I look at Blacklist, I can’t help but think of
“missed opportunities.”
Once you set down in
India, you get to walk around for a bit as Sam in civilian clothes, and try
your hardest not to look suspicious. No
guns, no triclops-goggles, nothing -- just you and a backpack trotting through
the streets. It’s a way to set up the
setting, however incompletely; there are some intricate buildings, aesthetics,
and overall visuals (setting aside the usual Unreal Engine palette), but you’re
not really being given the freedom to explore or interact with the world. It’s just a guided tour in the worst possible
way. It’s a shame, because I wouldn’t
mind a bit of freedom to see the sights -- to see the world I’m trying to save
from the bad guys. But I can’t do that,
because that wasn’t the devs’ intention.
I was under the
impression that games were supposed to be about an interaction between the
player and the mechanics therein -- the myriad systems coming together to make
a statement, with particulars like setting, characters, and more supporting the
vision. The proof of a concept. But time and time again I’ve been shown that
too many companies these days aren’t willing to create that interaction. Blacklist
is just one more addition to that list; it feels like they wanted to make a world worth exploring,
but as it stands it’s just a fairly pretty set of puzzle rooms -- and the only
puzzle is “Find a way to kill these guys.”
You don’t know how many times I looked through the level and wished for
something more than just cheap self-satisfaction as I fling a downed enemy off
a roof.
So I have to go back to
the question I asked at the start. It’s
obvious that this isn’t a game made for me; it never was, and it never will
be. But if it’s not for me, then who is
it for?
It can’t be for fans of
Tom Clancy or political intrigue, because right now it looks like this conflict
has been pared down to a game of Cops and Robbers. So is it for fans of stealth games? And if so, then is there enough here in Blacklist to justify buying and playing
a game where you’ve always got assassination insurance?
Is it for fans of
action games -- and if that’s the case, then is there enough spectacle and
bombast to keep their attention? (I’ve
heard that this game has more of that somewhere, but right now I’m dreading
that rather than looking forward to seeing more.) Is it for fans of the franchise, because they
enjoy seeing Sam go at it across the globe and taking down enemies who aren’t
even close to posing a challenge for him?
Is it for people who just want to play hero in an age that defined and
redefined terrorism?
Actually, you could ask
the same about modern military shooters -- a lot of shooters, really -- in
general. The player-game interaction
from one title to the next is depressingly similar, but I’m having a hard time
seeing the appeal. It’s true that
MovieBob once argued that the charm of Call
of Duty and its compatriots was paring down modern conflicts to simple
revenge fantasies (and worse yet, turning conflicts into World War II with more
technology and rock concerts), but is that enough of a reason to do it with
everything?
Are devs making these
games because they know (or think) they’ll sell, or because they know that it’s
what the people want? Why DO the people
want this? Is it just because they get
to go bang-bang online? Or have
political conflicts informed them so much that they want to engage in an
oversimplified version of it all, and resolve situations from the safety of
chairs and couches? If that’s the case
-- if Blacklist really does have an
audience like that -- then doesn’t that paint a pretty bleak picture of our
society?
This rabbit hole’s
getting deep. Time to bury it with some
internet memes.
Despite all of my talk,
I have a confession to make: I’m not quite
ready to give up Blacklist just
yet. Granted I haven’t played it in the
time between my first session with it and this post -- and keep in mind that
this post comes from a file roughly a month old -- but I think I’ve cooled off
enough to go back and give it another go…even though I quit somewhere in the
later third of the first mission, but whatever.
Forgive and forget.
I want to believe that
there’s some real juice to this game.
Some insight to be had. Something
to help me realize that I can overcome my biases and accept things that might
seem alien to me. I want to try and find
the good in this game, so I can hold up examples from it. I’m not ready to “turn my brain off” to enjoy
it, but if I have to engage with it on its terms, then so be it. Let the records show that I’m the Eternal
Optimist.
The question here is
how far I should go. Should I do it like
The Last of Us, and try to force my
way through? Or should I cut it off
whenever I feel like I’ve gotten as much as I can out of it? Basically, it’s going to be the difference
between a Let’s Discuss post and a Let’s “Discuss” post. Both of them have the potential to go awry,
but one of them can go a lot lower than the other. As you know.
So what do you
think? Should I soldier on, or go
AWOL? And what do you think about what
I’ve gabbed on about here? If you’ve got
something to say, you know what to do.
Go play The Wonderful 101. Yes, I quite enjoy it. And I’d very much like to celebrate its
existence for a while longer.
YEAAAAAAAAAAAAAAAAAAAAAAAAAAAH!
Heh, your first few sentences pretty much proved my point. XD Half-Blood Prince wasn't the greatest book ever, but it did have as much teen romance bullshit as the movie did. Sure, some really important plot stuff happened, but you have to sit through the hormones and love-decahedron BS to get there. -_-
ReplyDelete(Well, at least Neville kicked ass in the end, even if it took multiple books to make him more than a wimpier
It always amazes me how you and your brother stand each other, given how your approaches on video games and movies can clash so epically. Well, you might not disagree on everything, but its kinda funny he shows you this stuff and goes either "Hey, you'll like it!" or "I know you'll hate it and I want to laugh as you suffer!" Ah... family.
ReplyDeleteAnywho.
Though my skills are nothing to be proud of, I always preferred reasonably challenging games over power fantasies. The furthest I take it is playing a god and killing off my Sims in cruel and unusual ways whenever I get bored. Minus that occasional escapade, I expect to get my ass kicked daily. Given what you described here, I'd probably fall asleep. Then I'd dream I'm replaying MGS2.
Considering how the era of terrorism is a cannibalistic cycle of time-wasting, needless violence, bullying mentalities, and paranoia, I have no idea when our shooter craze will end. Developers aren't even trying to impose challenges; they obsess with the Middle East and other regions where it's "acceptable" for white 'Mericans ("Fuck yeah!") to beat the crap out of any "brown" person that stands in their way. This genre frustrated if not disturbed me from day one, and I'm thankful I have not played these games. (Mass Effect - if you really want to nitpick - is the only exception. And Shadow the Hedgehog. But they had aliens.)
What you should do? Eh...
If it's THAT easy and the content is relatively inoffensive in the sense that the plot's not driving you up the wall like The Last of Us did, then finish what you started. If not, drop it. Think about your levels of frustration and (possible) rage. If you sense that your blood pressure will skyrocket, this game is not worth stressing too much on. There are bigger fish in the sea. Pace yourself.
I like Attack On Titan very much. I buy some Attack On Titan toys and Attack On Titan costumes .
ReplyDelete"It always amazes me how you and your brother stand each other, given how your approaches on video games and movies can clash so epically."
ReplyDeleteWe have an unspoken agreement to be diametrically opposed on most subjects. But that's pretty much to be expected; we usually end up playing the rival characters in fighting games. I pick Ryu, he picks Ken; I pick Ky, he picks Sol; I pick Ragna, he picks Jinl I pick Paul, he picks Law. The list goes on. To say nothing of the fact that our play styles are completely different; it's my pragmatic defense against his relentless offense more often than not. Dragon versus tiger.
Actually, on that note, I've been thinking about power fantasies in video games a lot recently. There's a pretty strong argument to be made that fighting games are ALSO power fantasies (playing as T. Hawk is the closest I'll ever get to having muscles that could stop tank rounds), but I'd like to think that the key difference is that the emphasis is on the FANTASY instead of the POWER. There's no real-world context or drive behind a match in Street Fighter; one look at any given screenshot should tell you that. But with games like Blacklist and the CoDs, they're willingly venturing into some dangerous territory. Paring everything down to the same level as the average paintball game doesn't do anyone any favors.
I don't know. Maybe it's just a side effect of games getting more "realistic". How do you express the virtual nature of a game when devs have been pining for "photorealism" for years, if only because that's what everyone THINKS is the summit of a game's potential? So on that note, they're limiting themselves -- and those limits are begging for failure from the get-go. To paraphrase Spoony, there are just some intangibles that get in the way -- things that tickle your brain, and signal that something isn't right.
Or maybe I'm just trying to link all my biases into one super-theory of hatred. Who knows?
Aaaaaaaaaaaaaaanyway...yeah, I think I'm going to shelve Blacklist indefinitely. I STILL need to finish Ni no Kuni, and I've only just started getting into it in earnest. I don't want to get into another game until I make some major headway into that.
That said, there IS one other game that I could talk about. But I'll get to that. Eventually.