Chris Glein Game Design and Life

Assassin's Creed

Played on Xbox360

There was a fair share of controversy around Assassin’s Creed when it was released last Fall. There seemed to be a split between people who thought it was flawless and others who got caught up on something and ended up bashing it. And now that I’ve played the game I totally understand why it played out that way. Assassin’s Creed is a game that is so close to greatness that it’s few flaws stick out in sharp contrast. Whether you love it or are disappointed by it depends on whether those flaws are enough to pull you out of the experience. I personally was able to largely ignore the blemishes and really enjoy myself, but I was left with a feeling that this game could have been so much more.

Let’s get one thing out of the way first - Assassin’s Creed looks great. The presentation of games these days is often judged on sheer graphic photorealism. And Creed has that, but what it really excels at is motion. Altair runs, stalks, climbs, and fights in a completely fluid manner. You leap across rooftops, drop down into the streets, and disappear amongst the bustling merchants… and it all looks totally natural and effortless. The way that Altair climbs walls, shuffling around and reaching for handholds, is truly impressive.

The cities in the game are amazingly lifelike. There’s detail everywhere, and when you climb up to a vantage point to get a full panorama it all looks extraordinary. At the street level there are people everywhere going through their daily tasks, looking quite natural. But it’s here that the façade first started to crack for me. I hadn’t even finished my first assassination before I’d heard many of the voice clips repeat two or three times. It’s hard to feel that it’s a living city with realistically behaving citizens when they all say the exact same thing. This is standard fare in video games, of course. But Assassin’s Creed hides its videogame-ness so well in so many other places that little things like this stand out.

For a game about assassination it’s really critical for the world to behave believably. The game really succeeds when you’re stalking your target waiting for the right moment, or frantically trying to elude the guards after you’ve raised the alarm. But it falls apart when you realize that the guards chase just as doggedly when you accidentally bump into one of them as after you’ve murdered their king. Or when you sometimes can take down a guard in plain sight and no one seems to care. Or when you decimate an entire section of guards because they always let you fight them one at a time. All of these things work to change the atmosphere from being a sandbox game to becoming an arcade game.

You follow an interesting structure leading up to each assassination. You scout out the area from the rooftops, perform some investigations so you know when to strike, and then you get approval from the local assassin’s bureau to go after your mark. The problem is that there doesn’t seem to be much point to carefully planning out your attack. The investigations you do simply unlock the final assassination - they don’t actually have any specific bearing on how it carries out. It would be great if additional planning gave you the locations of the guards, or arranged a distraction that provided a better opening. But instead you simple waltz up to the target, see a cut scene, and do the deed. There are some satisfying assassinations, but in general there’s a ton of untapped potential here.

One of the things that really bothered me was the inconsistency in Altair’s moral code. He’s supposed to be an honorable assassin, who claims poison is a cowards tool and refuses to slay the innocent. But somehow the town guards are not considered amongst the innocent. Never mind that these guards are just working people with families at home. Altair always sides with the accused in disputes with the guards, assuming them all to be corrupt. I know it’s a lot to ask from a video game, but I feel that the game’s story and characters would hold more weight if you actually had to do out your job in the least disruptive way. When I first played the game I naturally tried to bypass guards and perform the sneakiest assassinations possible (this coming from a guy who hates stealth games). But over time I realized it was far easier to just murder every single guard who got in my way. Subltety be damned.

All of these things I complain about are what prevents Assassin’s Creed from being a true masterpiece. But I wouldn’t even be talking about them if it weren’t so close. When it works, it works really well. The premise behind the entire story is really clever. It provides an excellent framework and leads really well to more games in the same franchise. Which I hope to see. The developer has really taken some of the ideas from their work on Prince of Persia to the next level, and with some focus they could have something truly amazing on their hands. As is Assassin’s Creed is still a must play, just forgive me for wanting it to be more than it is.

We Own The Night

From the previews I thought that We Own The Night was going to be the story of two brothers who end up as enemies in the war on drugs. But that’s not really what it is. It’s more the story of two divided brothers reluctantly coming together in the face of tragedy; basically a tale of the bond of family winning over everything else. And watching the preview again now I probably should have picked up on that, but it’s hard to process all that information in a short time period.

It’s a good thing, because the plot is far more interesting this way. Joaquin Phoenix and Mark Wahlberg play brothers who are headed in opposite directions. Wahlberg’s character is following the footsteps of their father (played by Robert Duvall) as a police officer, while Phoenix’s character is partying hard as a club manager and is slowly getting involved in the drug culture. In a lesser movie, Phoenix’s character would be on path to become some villain who slowly loses his humanity and the ability to understand the harm he’s causing. But this ain’t that movie. Instead he goes through the painful process of abandoning the life he had built for himself when he sees harm come to his brother and father.

It’s all about family and duty. The two brothers don’t get along at all. But even if in adult life you don’t connect with your sibling that doesn’t mean you can undo the childhood you shared. That bond, even if unintended or undesired, is strong. Phoenix’s character throws away everything to protect his family, but he doesn’t do it through some noble sense of martyrdom. He doesn’t go through some heartfelt transformation and emerge sunshine and rainbows. He’s conflicted the whole time. He loses the life he wanted, and he’s pretty miserable afterwards.

It’s complicated. I came in expecting something less subtle than what I got, so I was pleasantly surprised.

More Tabula Rasa

You can currently get Tabula Rasa dirt cheap on Amazon. If you were on the fence but didn’t want to plop down the money for the initial purchase it should be a no brainer now.

I’m definitely still enjoying it. I’m currently at level 35, which means I’ve made my final class selection (Grenadier) and have had a few levels to play around with it. I don’t have a flamethrower, but I do have a cryogenic disperser (or as I call it, “The Popsicle Maker”), which is equally awesome. That combined with rockets, chainguns, and some area of effect based Logos abilities makes me obscenely good at taking down large squads of enemies. I’m currently working on tracking down the Logos to unlock my class’ signature Concussion Wave ability.

The development team is doing a great job of regularly making improvements to the game. The latest update made holding a crazy combo even more compelling and added some great rewards for attacking/defending control points. I hope they’re able to keep up this agile development pace, because they have some really cool ideas in the pipeline. Tabula Rasa has a lot to teach the MMO genre at large, so I thought I’d compile a list of its strengths and weaknesses.

Things Tabula Rasa could teach other MMOs:

  • Quick Travel: Less time wasted due to instant and free travel between waypoints. Better connectivity due to multiple waypoints per zone
  • Play-Style Flexibility: Less rigid about grouping because instances scale to squad size
  • Feels Heroic: Multiple enemies instead of single targets that take a long time to kill. You are stronger than most individual targets, so you feel like a bad ass.
  • Risk: Incentive to play aggressively due to combo XP modifiers
  • Dynamic Environments: Control points provide a constantly moving PVE target. A mix of allied and enemy NPCs dropping in randomly creates a real warzone feeling.
  • Achievements: Per zone rewards for various accomplishments (Targets of Opportunity). Logos provide exploration oriented goals.
  • Informed Decisions: The most important decision for your character (class) is made after you’ve already had time to play and figure out what you like and don’t.
  • Don’t Make Me Start Over: Cloning lets you branch your character to try something different without having to start over from scratch
  • Levels Are Less Important: Less rigidness in the level strata means you can take on enemies well above your level. There’s still a point beyond which you’re screwed, but it’s not as tight of a level band as WoW or LotRO.
  • Informal Cooperation: Kill credit is shared even if you’re not in a squad, provoking more impromptu grouping
  • Share: Built-in support for sharing resources between your characters
  • Unlockables: The hybrid races are only available after completing quests, making them somewhat of a prestige item.
  • Community: Regular and frank Feedback Fridays let you know what the development team is up to
  • Development: Small updates with a short development cycle

Things Tabula Rasa could learn from other MMOs:

  • Casual Play: Rest XP bonus rewards you for having self control
  • Items Have Value: Interesting rewards for running instances (especially since instances are available for all play styles now). The lack of soulbound items in Tabula Rasa makes getting gear a little too easy (and thus less rewarding)
  • Epic Boss Battles: Interesting scripted encounters that make you poo your pants
  • Customization: Any shortcomings in WoW’s user interface can be overcome with UI mods. Empowering the community to do work for you is a good thing.
  • More Locales: There are currently two planets in Tabula Rasa, with each planet having multiple zones. Unfortunately this only really amounts to two different palettes. It’s sad when a game with interstellar possibilities has less variety than Middle Earth.

Carnivàle

I recently finished the second season of Carnivàle, which since the show didn’t get renewed means I’ve watched the entirety of the series. Really puts a damper on that planned six season story arc. The show took an aggravatingly snail-like pace to unravel the primary storyline, to the point where I just stopped caring. There’s a personified agent of evil, his counter agent of good, and lots of tension… but they don’t end up in the same place until the very end of that second season. There are shows out there that string mystery along successfully, but this isn’t one of them.

I didn’t stick with watching the show for two seasons because of the story; I did it for the setting. Carnivàle follows a traveling circus in the depression era dustbowl, and completely nails that dirty, desolate, freaky atmosphere. It’s got one of the best title sequences ever. The costume design is also especially noteworthy; it takes talent to make me lust after a haggard three-piece suit that’s been worn every day and drug all over middle America. Everything fits together to create a unique atmosphere that lets you completely forget the meandering plot.

The primary protagonist, Ben Hawkins, isn’t really likeable. But he’s not explicitly unlikable either… he’s just kinda… there. He squints, he whines, but mainly he just putts about while having a hard time understanding the world he’s caught up in. His antagonist, Brother Justin the preacher, is clearly the stronger character, but your feelings about him get all confused in trying to figure out where his sister fits in. Is she the root of his evil or is she a victim? From episode to episode her tact varies wildly. The writers set up Ben and Justin on a Good vs. Evil storyline but then muddle the characters in an effort to make them feel more complicated. The end result is that you just don’t care what happens to them.

To be fair, it’s only the main plotline that’s unsatisfying. The stories of the secondary characters are far more interesting. It helps that their arcs are introduced and resolved in a timely fashion. They also get less wrapped up in the series’ uneven mysticism. I’m all for the supernatural, but I was never really able to figure out how this world worked. There’s obviously some stuff afoot, but too many ideas are introduced and not enough are explored.

Carnivàle is a good series to sit back and watch if you don’t want to think too hard. Unforgettable scenery, great costumes, interesting characters, unsatisfying plot. I wouldn’t recommend the whole pie but it is worth tasting a slice.

Jet Li's Fearless

When it comes to martial arts, Jet Li’s Fearless delivers, but everything else is just blah, blah, blah. I realize that these movies aren’t really about the plot… but is it that hard to make it engaging? Fearless is the story of a prodigy’s reckless youth, the (self-inflicted) tragedy that causes him to go into exile and think hard about his life, and then his return with transcending maturity and eventual martyrdom. In no way does the younger character feel connected to the older one. It might be me applying Western expectations to an Eastern story, but I like to see a character grow instead of be replaced. We’re an individualist culture, and like to see the soul of a character persist through a transformation. Jet Li’s character’s change isn’t properly explained. It’s like you take trauma followed by a breath of fresh air and out pops perfection. Formula for success. Maybe I just demand a few more flaws from my hero characters.

Anyway, Jet Li kicks butt ‘n stuff, and it’s all very pretty. No nearly as pretty as Hero or Crouching Tiger, but still pretty. The film was marketed as being Jet Li’s last epic martial arts film, which made me very confused when I recently saw ads on a bus for The Forbidden Kingdom with Jet Li and Jackie Chan. Not that I’m complaining: that sounds like a great idea. It could be spectacularly awful (the fate of the world rests on the shoulders of a teenage boy… again?), but the match-up will no doubt be incredible.

Anyway, you won’t be wasting your time with Fearless; it’s entertaining. But it left me feeling a little empty.