return of the immersive sim, 2007-2008
system shock 2 is one of those seminal games, a cornerstone for future games, something to emulate. quite a few games -- mostly sci-horror -- have drawn from it; aliens vs predator 2, doom 3, and later alien: isolation all take cues from it, which makes its relative obscurity all the sadder. a big part of that, however, is due to the fact that for many years the system shock license -- and indeed the separate licenses for both games -- has been a gigantic fucking mess.
irrational games, the developer of system shock 2 under the auspices of looking glass studios, wanted to do a sequel; however, electronic arts nixed the idea, and irrational, after deciding not to rehash the cyberpunk theme again anyway, decided to make a spiritual sequel instead.
the first couple of drafts were particularly strange -- with themes of cult deprogramming and abandoned nazi bunkers. the main thing left behind from the nazi bunker idea was the concept of genetic manipulation.
the end result, of course, was quite different from the early drafts. an art deco orgy of tremendous opulence, the game attempted to meaningfully tackle concepts like laissez-faire capitalism and objectivism, using a plot centered around genetic manipulation to drive conflict. a pretty ambitious idea, all told, though ken levine is nothing if not ham-fisted, and the game presented a disconnect between what the story seemed to advocate and what the game expected you to do.
there were other problems with the game. first, the game had been marketed to two separate groups in two separate ways. to old-school PC gamers who remembered 1999′s system shock 2, it’d been touted as a spiritual successor. to everyone else, it’d been marketed as a story about hubris and objectivism with an art deco, 1950s-style setting. it succeeded in the latter -- but the former proved unsatisfactory to the majority of PC gamers -- a wretched, entitled lot if there ever was one.
oh, the flaws were endless! gone was the inventory management (thank fuck.) gone was having to pay money to use the resurrection chambers (which resulted in a ludicrous argument where someone posited that because theoretically you could just charge a big daddy with a wrench and die over and over with no resource loss the game had no challenge. i shit you not, someone actually said that.) gone was the RPG-style character development where you had to put points towards one skill or other with limited points to use (which i honestly thought was kind of silly anyway.) gone was the luck-based hacking, replaced by a pipe dream knockoff -- which could be pretty annoying, but system shock 2′s hacking is utter garbage.
there were other changes but those were the ones that drew the most ire. i won’t lie -- i spent a few years being angry at bioshock for not being system shock 2. then i realized wait no that’s fucking stupid and learned to enjoy bioshock as its own game, and though it’s a little dated now it certainly maintains its own value as a game.
(note: this was written before the remastered version came out, which i have not yet had a chance to play.)
to hear old-school fallout fans tell it, nobody's been more hard done by than them. depending on how puritanical they are, some even consider fallout 2 a slap in the face of the franchise, with its over-reliance on humor and pop culture references. then interplay did its best to drive the franchise into the ground; fallout tactics was an okay squad tactics game in the vein of jagged alliance, but the console-only fallout: brotherhood of steel was like if gauntlet was dropped on its head as a baby and exposed to too much nu-metal, and a planned official third main game, known to fandom by its development name, "van buren" was never finished when interplay shut down 2003 after having attempted to stave off bankruptcy for years. due to years of poor management and struggling to compete, the company had been hemorrhaging money and talent since the 90s -- fargo himself bailed in 2001 to form inXile, leaving caen in charge. under caen, several studios had been closed and projects canceled, and he tried to leverage the company's most popular titles to bring more money in. it failed.
interplay was effectively dead, and so was fallout. the legal proceedings that followed would take years. in an effort to pay off creditors, interplay licensed the fallout IP to bethesda for three games, then sold it entirely a few years later. there's actually a somewhat complex -- and nasty -- legal case surrounding this; the fallout wiki breaks it down rather well.
the fallout fandom immediately lost its shit.
see, bethesda were a bad company. they made bad games. morrowind was kinda okay, but oblivion was consolitis-infected casual shit for babies and not a TRUE RPG because reasons. bethesda would ruin fallout! OBLIVION WITH GUNS!
bethesda ignored the hysteria and had been working on a new fallout game since originally licensing the IP in 2004, released the game in late summer 2008. the first numbered fallout game in 10 years, it was a drastic change in gameplay. where fallout 1 and 2 had been more comparable to the middle ultima games -- isometric RPGs with a point and click interface -- fallout 3 was, essentially, well, oblivion with guns.
there's more to it than that, obviously, but that's about the gist of it: it was a first person (or third person at the touch of a button) action RPG in an open-world sandbox that had far more granularity to it than even fallout 2's sprawling mess of locations.
it had some flaws. for one, the shooting never really felt completely right; a lack of iron-sights was part of it, but there was no sense of "oomph" to it. this is mitigated in part by VATS; in an attempt to recreate the turn-based combat of fallout classic, pressing the appropriate key or button (default V on keyboard) would pause the game and zoom in on an enemy, allowing the player the chance to pick their shots, with a percent chance to miss. for the RPG player this was a somewhat satisfactory confession; the action gamer might find it stifling to be forced to use it to get around the clunky combat.
the engine, of course, was borrowed from oblivion; by this point it was starting to look a little dated. some people complained about the green tint over everything -- an odd artistic choice to be sure, especially when the “real is brown” trend was in full backlash at the time, but in hindsight, it gives a bit of visual character to the game that has persisted. the famous “fellout” mod lays bare the real problem with the game -- a very muted palette in all its texture choices.
probably the chief complaint, common with bethesda games, is the writing; depending on the quest, it was quite spotty at times, and the main quest especially was underwhelming. part of the problem was everything centered around the player, which is a typical problem for bethesda. worse is the player dialogue had an air of stiffness to it -- it didn't seem natural. (though of course there's a difference between speaking naturally and saying "tag-teamed by giant fuckbots.") there's plenty of other criticisms, but this isn't the space for that.
what fallout 3 did have was a game that had far more to explore than its predecessors, or indeed oblivion; an oppressive atmosphere (one that not even a mod to remove the green tint could erase!) and a few genuinely good quests. it also had some decent DLC; point lookout in particular was a moody, atmospheric piece that drew players away from the wasteland surrounding washington DC into the the swamps to the south, and the culmination of the main quest in the pitt gave an early hint at the kind of dillemmas one might expect from new vegas.
while those of certain temperament would deny it, the influence of deus ex on fallout 3 is blatantly obvious -- and lead designer emil pagliarulo has gone on record saying as such. and it's easy to see where deus ex fits in; depending on how you've built your character, you have multiple methods for dealing with a given situation. skill development is important, and most skills are useful in some fashion. this multifaceted approach is classic deus ex -- hell, it's classic immersive sim, period.
fallout 3 didn’t get everything right, nor did it get everything wrong. but what it did do was introduce fallout to the world; fallout 1 and 2 had been consigned to the mists of 90s PC gaming, clunky by modern standards on top of being difficult to obtain legally (at least until they were released on gog.com -- and then removed due to legal issues, and then put up for sale again... hopefully for good this time!) fallout: brotherhood of steel wound up in landfills where it belongs. fallout 3 was a blockbuster, a multiplatform hit from a company that had scored big on bringing the elder scrolls to console with morrowind. fallout might’ve been doomed to obscurity if not for bethesda’s rescue of the franchise. and whatever your feelings might be on fallout 3, without fallout 3 there never would have been a new vegas.
then again, some people might have preferred that...
metal gear solid 4: guns of the patriots
for pretty much most of the last 30 years, every time hideo kojima released a new metal gear game he would declare it to be the last one. as we all know, that didn't work out. metal gear solid 4 marks no less than the 5th time kojima would go back on his word to revisit the franchise -- and there's been a couple more since! (then again, with his exit from konami, he might have to keep his word this time if only by default!)
in a lot of ways, however, MGS4 feels like a conclusive end to the story that started way back in '87; it's a farewell letter to fans, allowing them to look back on the franchise up to this point and see the long, winding trail that solid snake has travelled, while also exploring new forms of gameplay as well as a further exploration of the links between player, console, and game -- in this case, the console being the playstation 4, the series' first 7th-generation release. in a sense, all this reflects in snake himself, who is rapidly aging, and he's tired, and is keeping on through sheer force of will and new technology to help him.
unlike previous games, the game is divided into several parts; while MGS2 had two separate sections, the first one was far shorter than the latter and served as a prologue more than anything else. MGS4 goes whole hog and just splits the game up into multiple missions, 5 in all, each with their own conceit. on top of this, a few fundamental changes to controls had been made; the legacy of resident evil 4 can be seen when holding down the aim button, as the camera shifts behind snake's shoulder. the camo system that first appeared in MGS3 was expanded upon; snake's sneaking suit now acts like a chameleon, changing its appearance to hide snake provided he stays still. aided by a small helper robot, reminiscent of the tiny metal gear that helped gillian seed in the sega CD adventure classic snatcher, snake hunts for clues to track down revolver ocelot, who has now completely been subsumed by the liquid snake personality, and is at war with the mysterious patriots, who have engineered a global economy based on warfare.
while the first two parts of the game seem to be reminiscent of previous games (and perhaps a bit of call of duty 4, as well), it's the third section where the gameplay really seems to shine. set in a gloomy european city reminiscent of prague at night, it's no less than thief 2's famous "trace the courier" mission writ large. the fourth section sees snake returning to shadow moses island, the setting of metal gear solid 1; it's fallen into disuse and is empty and abandoned, but returning to the place brings back a lot of memories for snake and the player. you're even given a pixellated MGS1 snake mask!
perhaps the single greatest complaint about the game is the heavy use of cutscenes; where MGS3 had toned down extensive cutscene use following criticisms about the end of MGS2, MGS4 returned to it in full force with roughly 8 hours of cutscene time -- the final cutscene alone holding the guinness world record at a whopping 71 minutes. of course, proportionally it's on par with MGS2, with about 12 hours of gameplay, while MGS2 tends to average out at 8 hours gameplay and 6 hours of cutscenes. (and who says games are getting shorter?) it's also important to remember that the game was intended to be a conclusion to a story that was 6 entries long at the time (7 if you include portable ops) so some lengthy wrap-up is to be expected, especially in a franchise as story-heavy as this one.
i'll never actually understand the cutscene complaint. the series has always been experimental, and by MGS1 had become something of an auteur work, weaving multiple disparate thematic elements together to analyze and critique everything from nuclear proliferation to the way gamers idolize and outright fetishize iconic characters. the long cutscenes are part of that, and by this point anyone getting into the franchise knows, or ought to know, what they're signing up for. kojima himself always wanted to make movies anyway; when the playstation 1 gave him the technology to do the next best thing, he took the opportunity and the rest is history.
as a game it's superb, cutscenes and all. as a work of artistic expression it's an incredibly emotional farewell (until peace walker, anyway) for one of the most popular and yet divisive series of all time, and serves as a highwater mark for the playstation 3's library.