Thursday, March 29, 2012

Jak and Daxter HD Collection review



When one recounts their favorite PS2 exclusive games and franchises, Jak and Daxter nearly always makes the list. It is safe to assume that most, if not all, PS2 owners were at least aware of the franchise. Naughty Dog, after their success with the Crash Bandicoot franchise, once again, established a platforming/adventure franchise, destined to cement itself in the nostalgia zeitgeist. Existing along the Sly, Ratchet, and Clank, Jak and Daxter cemented themselves as sixth generation mascots of Sony. While the majority of critics, as well as myself, always found the Ratchet and Clank franchise to be superior, Jak and Daxter are undoubtedly classics of their genre and are certainly worthy of an HD makeover. Thankfully this is done with the care and attention that the trilogy deserves, bringing the games to a new generation of young gamers and preserving them for years to come.

Firstly, lets discuss the technical aspects of this remastering. There are a scant few technical hiccups to recount. During my playthrough, two times near the end of Jak 2, there were instances were a character model’s face went completely black (insert tasteless minstrel show joke here). Upon repeated playthroughs this did not occur again. Likely, the glitch was brought on by extended play. Other than that, each game runs perfectly, maintaining a permanent 60 frames per second, combined with crystal clear 720P. This allows the player to appreciate the rich, organic nature of these games even more than before. There still exists some environmental “pop up,” standard by last gen engines. There was little that Mass Media could do to remedy this. Luckily it’s not prevalent to the point where it ruins the experience.


Overall, the game is a technically solid HD remake, but how do the games themeslves hold up, after all these years? Like all games, certain aspects will stand the test of time, while others do not.  Every game on the collection ages, at the very least, adequately, some more gracefully than others.


Jak and Daxter: the precursor legacy, as a PS2 launch title, perfectly demonstrated the leap in standards from one generation to the next, especially for the platforming genre. It actually beat Mario sunshine to the punch in this regard, and, in this reviewer’s humble opinion, did a much better job demonstrating what a sixth gen platformer could deliver. Its streamlined level design and lack of visible load times are still impressive today. Naughty Dog took full advantage of their new graphical tools, and added numerous subtle organic elements, in order to make the environments “breathe.” Even playing the non HD version of the game, while looking somewhat primitive, it never feels sterile or empty. Thanks to the glossy HD makeover, one could almost fool someone into thinking they are playing an early current generation game. The game is filled with platforming puzzles and challenges, most of which are still fun today. The only prevalent gameplay issue is that the camera is not flexible in the upward and downward directions. This leads to a lot of unnecessary, cheap deaths, especially near the end of the game, as you can’t see what is below you. Other than that, it’s a thoroughly enjoyable experience.


Jak 2 is often considered to be the best of the franchise. While I don’t necessarily agree, I do deeply respect the game, as it is one of the boldest stylistic changes that any such franchise has undergone. Jak 2 takes the cartooney, lovable world of the previous game, and morphs it into a dark, dystopian, future, rife with corruption and turmoil. Despite all this, it is still easy to believe Jak 2’s canon is compatible with the previous game, as it is thoroughly explained throughout the game. The character of Jak is finally given a voice, some genuine character motivations, and development. The story is much more pervasive in this entry and it throws out enough plot twists to keep it interesting. Of course, stylistic and storytelling changes are not the only fresh aspects of Jak 2. The gameplay also takes a whole new angle. It keeps the controls virtually the same, while introducing firearms into the mix, as well as a rampaging “dark Jak” mode. Instead of being divided into worlds, the game mostly takes place in the enormous, dystopian “Haven City,” with numerous areas divided off from it. The city is bustling, night and day, with the movement of civilians and crimson guard patrols. The player can hijack civilian vehicles at will, and set off full scale alerts if they directly antagonize law enforcement officials. In this way, it is similar to Grand Theft Auto, but this is where any direct congruencies end. Metro gamecentral went so far as dismissing the entire game as a GTA rip-off. To call that an unfair criticism is an understatement, as the game shares virtually zero similarities to GTA in art style, gameplay mechanics, story, gunplay, level design, or tone. That isn’t to say that Jak 2 is without flaws. Like in the previous game, the camera is restricted from looking up and down, something that still baffles me to this day. There is no way to strafe, inexorably making the gunplay inferior to the Ratchet and Clank games. Also, the game has too much of a reliance on “time limit” missions. The game is crushingly difficult at times and not always in the most legitimate, fair ways. The distance between checkpoints borderlines on sadism, an issue that is thankfully remedied in the next game. Overall, Jak 2 is a flawed gem. It is a game whose ambition is offset by a few flaws. These balance out putting it on an equal or slightly greater footing than the first game.


Jak 2 was Naughty Dog’s most ambitious endeavor yet, but it left space to improve. That is where Jak 3 comes in. Ironing out Jak 2’s flaws, Jak 3 is what I consider to be the best of the franchise. It makes improvements in virtually every single way. The number of guns in the game is tripled, and there is an addition of “light Jak” powers. In addition to the updated arsenal, the game also offers much more in depth weapon upgrading, allowing the players to do side missions in order to bolster their stats. The scope of the world is vastly expanded, offering a vast desert to explore, a desert city, along with the now war-torn Haven City. The issue of checkpoints is remedied and there are notably fewer frustrating challenges, though the difficulty of the series is still intact. Jak 3 is a prime example of taking a formula and making it bigger and better. It still lacks the mechanic of strafing and, once again, vertical camera movement, but it is a lot easier to overlook in this case. Of all the games in the series, this one ages the most gracefully and is still what I consider to be the best entry.
The Jak and Daxter collection is certainly among the better HD remakes on the market. It is obviously a “must own” for any fan of the franchise as it updates and polishes the games to a satisfactory degree. It also stands to reason that if someone is curious about the franchise, this is the version they should purchase, as opposed to the original versions. At 30+ hours between the 3 games, this collection is definitely one of the best packages available on the PS3 so far this year. It isn’t quite in the same ballpark as the God of War, Team Ico, or Sly Cooper collections, but it is in the same league.
9/10

Sunday, March 25, 2012

Journey review


 


Thatgamecompany has made quite a reputation for themselves over the past few years. Their “download only” PSN titles Flow and Flower have taken the gaming world by storm and have garnered much praise from both gamers and critics alike. Journey, their most recent endeavor, is undoubtedly their greatest work yet, and one of the most poignant experiences you will find this generation.

Journey has a simple premise. The player takes control of a cloaked wanderer, venturing towards a mountain in the distance, which conveniently allows them to regain their bearings when exploring the vast, post-apocalyptic expanse. The player wanders through sand dunes, tunnels, and snow passes, littered with the ornate structures of a civilization long extinct.  The architecture that remains intact is reminiscent of Middle Eastern, Indian, and oriental cultures, with enough of its own fingerprint to make it feel authentically “other worldly.”

The game will astound you with its flowing atmosphere and environments that, while being practically bereft of life, produce a truly organic presence. The works of Thatgamecompany evoke an unmistakable charm and grace, standing as art pieces before video games, in a traditional sense. Journey’s devotion to this formula is clear, but it does seem to fall into slightly more traditional gaming genres. This gives it a greater accessibility than the previous games, and, in many ways, allows it to take the immersion and presentation beyond the level that an experimental puzzle game can deliver.

          
 
The gameplay is simple. Like most “third person” adventure games, one analog stick is used to move while the other controls the camera. The “X” button allows the player to take flight, and the “O” button gives off a resonating chirp, which is the wanderer’s sole tool for interacting with the environment and other players. These two buttons are all one needs to traverse the vast landscapes of this world and solve its charming puzzles.
 
Most of the puzzles revolve around finding ways to charge one’s flight ability, with hopes of reaching daunting locations. As the player progresses through the game, they will be able to increase the length of the ribbon that trails behind them. This ribbon/scarf, serves the purpose of a “power gauge,” as there is HUD on the screen. When white, shining runes fill the scarf, they can be consumed for the purpose of flying. It is charged by touching other loose ribbons or creatures, which are commonly found throughout the trek. By finding and unlocking such creatures, the player can use them to reach higher and further locations.

There are few hazards, as there is no way to die in the game. However, there are enemies near the end of the game that must be avoided, or else they will inflict massive damage to the player’s scarf. This damage is permanent, so it actually adds far more suspense and tension than just getting sent back to a checkpoint.
           
Journey features the most unique and fresh multiplayer integration I have seen since Demon’s Souls. Throughout the quest, one will occasionally bump into other players, which creates a brilliant contrast with the accustomed desolation. All players are anonymous, the only defining feature being the symbol they are granted at the beginning of the game. The only form of communication between players is the reverberating chirp, which also functions to charge one another’s scarves. The online integration is seamless. Players stumble across each other in a very natural and believable manner. Players can choose to help each other out or go their own separate ways. The co-op aspect adds spice to the game and makes every playthrough different. Its simplicity, anonymity, and ambiguous nature makes it one of the most magical and intimate multiplayer experiences in recent memory.


Journey is a game that capitalizes on minimalism in terms of gameplay and story. However, this is also intertwined with its grandiose artistic vision. Combined, these two elements create an evocative, epic, engrossing experience that is not only easy to pick up and play, but also seamless, well-paced, and straight to the point. Not since Fumito Ueda’s masterpiece Shadow of the Colossus have I seen a game accomplish this feat so brilliantly. Complimented by the utterly stunning musical score, Journey is a euphoric, emotional powerhouse. It will surely be remembered for years to come, like SOTC, as a testament to why video games are an art form, a single word refutation of any point to the contrary.

Journey is currently a paragon in “download only” titles. Downloadable titles usually strive hard just to meet a level of content and quality matching their watered down price range and format, which is why some of the most successful games have been simple and “old school.” Successful PSN titles include sidescrollers like Limbo, 4 player “arcade beat em up” games like Scott pilgrim Vs the World, scrolling shooters like Pixeljunk, or simple multiplayer FPS games like Gotham City Imposters. It takes an enormous amount of ambition and vision for a “download only” developer to tackle a project like Journey. It is a game that, if longer, could easily be released in retail stores, to the same level of acclaim.

Some might criticize its length, being only 2-3 hours, depending on the level exploration. However, it seems perfectly appropriate given the price ($15). Other downloadable games like Infamous: Festival of Blood or Alan Wake’s American Nightmare do, indeed, offer more lengthy campaigns, but it’s safe to say that Journey has a clear advantage of “quality over quantity.” Many segments in the game could have easily been extended, through the common tactics of repeating level design. Each environment in Journey is short and sweet, never running their course and becoming stale. So, as an experience, it flows perfectly. Its length will surely be made up for by multiple playthroughs, as there are many secrets to uncover and new experiences to be had with fellow wanderers.

It is interesting that a few sites such as Edge magazine have harshly criticized this game for its supposed lack of content, and yet glowingly praised Halo ODST, a game notable for its 3-4 hour campaign and $60 price tag upon release. Perhaps they would have enjoyed Journey more if it entailed running around and shooting aliens, rather than, as the reviewer put it, “boring” things like atmosphere and nuanced gameplay.

Given the sheer sophistication, polish, scope, and emotional resonance that this game provides, while working under serious limitations, it seems unthinkable to give it anything other than a 10/10. It is as close to perfect as a downloadable game can get. It is easily the best “download only” game on PSN or any other console, for that matter. It is also one of the best games to be released so far this year. At only 15$, any gamer who neglects to pick it up is doing themselves a great disservice.


10/10

generic welcome

Welcome to my first blog ever. The theme, if you haven't figured it out, is gaming news, commentary on gaming news, retrospectives, gaming predictions, and critique of video games. 

Despite what some may think, I do look at games from a reasonably fair perspective. I have my own views and the choice of topics will reflect them, but I will try to be as objective as possible, weary of contradictions and double standards.

expect frequent updates. I like to share my thoughts.