Showing posts with label 360. Show all posts
Showing posts with label 360. Show all posts

Friday, February 23, 2007

Crackdown, tackdown, shackdown...

“OK, watch this.”

POW! With one swift kick the sedan goes sailing over the overpass railing, crashing down onto crowds and traffic below. The ensuing snarl of honking and screaming is explosively cleared up with a casual toss of a cleansing hand-grenade. Before the local future-cops – of whom I’m supposedly a hyperpowered colleague, the Thick Blue Line – can show up, I’m long gone, literally leaping tall buildings in a single bound courtesy of genetically enhanced mega-muscles. As I bound away, the innocent deaths I’d caused take their toll in an infinitesimal decrease in my superpower levels. That’s instant karma in the cosmos of Crackdown: mass murder nets a little weak-kneed moment.

Normally, the scot-free nature of game justice doesn’t bug me – even when games “punish” players for poor moral choices, that punishment is just as artificial as everything else – but Crackdown’s amorality gives me a twinge. Because once the considerable fun of jumping your futuristic supercop around town, causing mayhem and playing Lui Passaglia with minivans settles down and you get to the actual game part of the game… there’s nothing there. No narrative whatsoever. Your job is to eliminate the Futuropolis gang problem by going to gang hideouts and killing everybody there. Go-kill. Repeat. That’s it.

In a way, this is classic gaming, a throwback to the old days of the arcade when dudes with feathered hair and nylon ski vests yanked the stick and slapped the buttons to earn the honor of putting ASS or DIK or FUK up on the high-score list. Did Defender need a plot where the pilot of the ship got romantically involved with one of his rescued humans, or had nightmares over all the humans he failed to catch and watched plummet to the pixilated mountains, every helpless victim transmogrified into a bloodthirsty space mutant? When did we start demanding more from our videogames than INSERT COIN and an extra man at 100,000 points?

A long time ago, when videogames evolved from hand-eye reflex testers into alternate worlds. In Crackdown’s case, the bar was set by those other go-anywhere, drive-anything games of urban mayhem, the Grand Theft Auto series. Just as loaded with over-the-top violence, the GTA games not only offered more variety, but used the setup and payoff of every mission as opportunities to develop characters, storylines and motivations. More importantly, every corner of GTA, from the dialogue to the set-dressing, was loaded with wit and humor. Not always the deepest wit, but always consciousness. Crackdown has no dialogue other than the brutal yawping of thugs and the disembodied voice of your orders-giver, develops no characters beyond their assassination dossiers… and offers no path but to kill dudes, and no reason to kill them beyond authority’s say-so.

It’s not only that Crackdown “doesn’t offer enough to do,” as the few reviewers who’ve bucked the OMG AWEXXSOME!!!! critical consensus complain. It’s that the expectation of a narrative is so strong that one gets projected upon the game whether its there or not – and given what there is to work with, the projected storyline is fucking brutal. It’s the story of a nameless, mutated (and still mutating) superclone dispensing summary mass executions at the command of an all-powerful technocracy determined to secure its power over regional ethnic paramilitaries by labeling them “gangs” and thus acting under a veneer of law and order. It’s a bloody love letter to the worst kind of reactionary, racist, police-state authoritarianism.

Did I say “racist”? That’s the rancid pickle on this ugly shitburger of a game. When the GTA games deployed what could be considered racial stereotypes – Italian mobsters, etc. – there was the dignity of characterization, the defense of satire, or at very least the excuse of being funny. In Crackdown, the “gangs” – whose turfs, which comprise the entirety of Futuropolis, seem stable, clean and safe until you show up with guns blazing – are faceless race-cartoons: greasy, lascivious Latinos; devious, fanatical Orientals; brutal, fascist Slavs. Because their stereotypical ethnic traits are all we know of them beyond what we’re told by the Voice of Authority, those traits are taken by our motivation-hungry narrative as reasons why they deserve to die – at one point, for example, the gruff voice in your ear presents the sound of salsa music as evidence of a crime den.

It sucks that Crackdown is so witless, so devoid of redeeming content that it becomes morally disturbing to play it past a certain point, because it is mechanically fucking awesome – the high-jumping and car-chucking, and even the thug-shooting, are perfectly executed, and feel great in the hands. But without any kind of narrative, without any moral consciousness or even any gameplay beyond go-kill extermination missions, the artless, joyless Crackdown is simply that thing which anti-game crusaders want the world to fear: a murder simulator.

Monday, February 05, 2007

Snore Trek: Lame-assy

You know what really stinks about Star Trek: Legacy? This is the pretty Xbox version, the one with all five series-starring captains voice-acting including -- thank God -- Kate Mulgrew. She’s just so great, with that really, really old “put me to sleep” cat inflection: “Ensign Kim … Harry, have a seat -- Neelix tells me your emotions haven’t been conforming to regulations lately.” Anyway, what stinks about Legacy is it’s not quite fun enough. So not exactly all that different from modern TV Trek, now in its, what, 438th year? But you know. Fundamentally flawed. This makes me very sad as a nerd. Plot-wise, it’s the newest Trek we get till the rumoured animated series (set 150 years apocalyptic after Nemesis) plops.

Anyhoo, the point of Bethesda’s generation-hopping, hi-res play-thru of the history of the Federation’s self-made woes is to be the captain on deck. But sadly, never to see the captain on deck. In this sense, the graphically strong answer to, “I wonder if V’ger and the Borg are related?” is largely a radio play … with special effects. But, ironically, it lacks a human touch. Honestly, I would have taken stills from the TV shows and shut up about it. A face does so much, especially Bill Shatner’s in his heyday.

Instead, in special features, with no caution of spoilers, imbedded are the crappy, panned-over drawings of the back story surrounding a long-living Vulcan scientist, including the tale’s denouement. So it’s quite easy to accidentally watch the entire narrative, right up to Jean-Luc Picard dusting himself off and summing up the moral about the needs of the many. Yet. Again.

Well, who cares about all that collectible card game trivia shit, right? You just want a wicked fight! Then too bad for you the spaceship dynamics are such a wet bagpipe. Even the Klingon scout ships careen painfully slow on full impulse -- and I know, “you can’t turn in warp,” I hear Geordi LaForge telling his imaginary Holodeck love doll. But a limitless game can’t even match the physical dynamics of one of the greatest battles of all time. If you remember the classic head-on of Kirk vs. Khan, these Xbox babies move with that weight -- but those ships were damaged from the get-go. Still, even that Enterprise could drop straight down. Nothing like that here. In terms of space-battle simulation, it’s a huge crime. In the later TV space battles like the Borg’s massacre at Wolf 359, properly working destroyers are skidding all over the place, firing blindly as the collective hacks them to slivers. I would seriously like to play that game. Quick and dirty, especially against friends. Something with the physics and ping-pong pace of Sega Genesis’ Star Control (see BACKBEEP below).

There’s more. Beyond moving your admittedly beautiful space turtle around its celestial pond, you’re required in the missions to fleet-command four ships at a time. Which is, frankly, hell in later levels. Is it fun to micromanage a ship’s repairs system by system in the middle of screaming space ambush, babysitting three other dumb-ass AI ships who don’t fight back? Well … take every time you press A as shorthand for Kirk riding Scotty’s fat ass, maybe – but even a game starring James Doohan in the Jeffries tube would, rest his soul, suck shit.

To bitch even more, the cosmos are not 360 degrees. Remember the turtle pool? Your little NCC-1701 or spicy Bird of Prey can only poke its nose to the, er, top of space, but no loop-de-loops over your enemy to launch photon torpedoes into his “dirty.” Did the crew of the USS Yamaguchi die for this?

Casting aside the laborious missions, the one-on-one is enjoyable with lots of practise. Though vs. the computer you can’t hand-pick its ship, with a buddy online it’s possible to recreate any battle you like, with the mandatory molasses drive and fire-only-when-locked weapons systems. Unfortunately, Bethesda didn’t have the decency to program a split-screen two-player combat mode for the living room. This is the final straw, a self-destructive snub at the nipple-raising wave of party gaming going on. But even a bridge-screen view would have gone parsecs. And: sighing.

Honestly, I’ve had more fun sitting around at lunch break trying to throw a bolt into a bucket first from a distance, but it’s better than sex with someone you dislike. If the ships could motor or even hit another object in space (they auto-veer), I’d rise up and testify to the power of a good tractor beam. But in too many ways, this game just adds to the legacy of laziness itself. An adequate, fly-by one-on-one with some nerd-candy voices and pointlessly stunning graphics does not the most engaging game make. Score? Half impulse at best.

BACKBEEP: STAR CONTROL II – SEGA GENESIS (1992)
Now this, cadets, is what I’m fucking talking about: Dozens of races with their own theme music and fascinating weapons, including the mermaid power of the Syreen to seduce your crew into space and the “LAUNCH FIGHTERS” attacks of the mighty Ur-Quan! Speed, gravity and witty weaponry like the VUX version of gooey Oobleck made this 2-D descendent of Asteroids resonate to this day - though we did cheat and steroid the game up by blasting the theme music to Wrath of Khan and Sneakers. KHAAAAAAAAAAAAAN!