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As gamers, playing games is our second-most favorite hobby. Our most favorite is, of course, complaining about games. But here are five much bitched-about things that we might as well retire from the complaint list, because as you'll see, they're not getting fixed. Ever. #5.
Movie Tie-In Games
Hey, guys, Jim Cameron showed up at E3! And to announce a game, no less! It's the tie-in for his upcoming film Avatar, and he says they're sparing no expense to make sure the game is every bit the revolutionary experience the film will be! Holy shit, finally we've got a top-notch film maker to show gaming how it's fucking done. Oh, hey, they've released screen shots!
Huh. That... sure is an armored space marine. Shooting a machine gun. Alongside a mech. You know what? Fuck this. We've been burned too many times. It's our fault for getting all worked up when the trailer for that Terminator: Salvation game hit, thinking it looked like a cooler Gears of War. Then we find out the finished game is so short that it's over in less time than it takes to watch the last two movies, yet still costs the full $60.
They've Been Trying Since... The first movie-licensed game was pooped onto shelves almost exactly 27 years ago, when Raiders of the Lost Ark for the Atari 2600 emerged in May of 1982. And man, did it ever set the tone. It had no connection to the film other than that the main character seemed to have some hat-shaped pixels on his head. Raiders was almost impossible to beat thanks to a series of utterly illogical and random puzzles. And if you did beat it, the game seemed to get confused, displaying a victory screen that showed Indy standing on a scissor lift under a levitating ark.
Steven Spielberg was so impressed he actually got the same designer working on the infamous ET game later that year. And when we say "infamous" we mean "the game that almost single-handedly killed the game industry." Why we're losing hope: As bad as you think these games are, trust us, they're worse. Here's Metacritic's list of all XBox 360 games, listed from best to worst-reviewed. In the top 100 games, you find exactly one movie or TV licensed game: Chronicles of Riddick: Assault on Dark Athena. And it's all the way down at #90.
Now scroll to the veeeery bottom of the list, to the tormented seventh circle of video game Hell. In the bottom 100 shittiest games, you find 16 movie or TV licenses.
So the situation ain't getting any better. And that's insane, because they've seen that a good game can not only make money, but can in fact make more freaking money than the movie. The same year the shitty Indiana Jones game came out, they made an arcade game tie-in for the movie Tron. It out-grossed the film, and it did it one freaking quarter at a time. The N64 game version of Goldeneye sold 8 million copies. That's around $300 million in revenue, triple what the film grossed in the US.
Yet... Will Never Get Fixed Because... Look at the exceptions for a moment. Goldeneye was one of the best games ever made. The first Godfather game was excellent, and there are rumors that the upcoming Ghostbusters game isn't terrible. So what do all of those games have in common? Easy: They weren't released alongside the movie.
Goldeneye came out about two years after the film. The others came decades later. Unlike the shit games, these weren't released as tie-in merchandise meant to ride the coattails the film. These games were made knowing they would have to stand on their own. Why not make every game with that mindset? Why put a multi-million dollar game in the same category as this:
That's what happened with the ET game, they only gave the development team six weeks to make it, because in their eyes it was just an interactive ad for the movie. An understandable mistake in 1982. But 27 years later? It's almost like studios and film makers both have a dismissive, almost spiteful attitude toward games. Even today, when revenues of that industry rival their own. It's almost like they've got a high school "jocks vs nerds" mindset. Why? Well, we think we have a theory...
#4.
Blowing Shit Up
On the same stage where James Cameron unveiled Avatar, Microsoft unveiled actual gameplay of Modern Warfare 2. The one level they chose to show off takes place on a military air base, full of grounded fighter jets that explode beautifully every time they're hit with a stray round.
Why did they pick that one level? Why did the guys showing off Splinter Cell: Conviction promise "fully destructible" buildings? Because blowing shit up is cool. Simple fact. World War 2 veterans will tell you that there is nothing more ball-quakingly exciting than dropping bombs onto an enemy factory and watching the entire thing erupt in a cloud of smoke, rubble and dismembered Nazis. This is like 90% of why we still have wars. Gamers, too, love blowing things up, as everyone who has spent half an afternoon parking 30 cop cars next to each other in GTA IV, before taking careful aim with a rocket launcher, will attest to.
But no matter how many megatons of explosives you detonate, the glass windows on the surrounding buildings remain curiously, and irritatingly, intact.
"Fully destructible?" Bullshit. We've been promised that before. They've Been Trying Since... Gun Fight, in 1975. You controlled a Stetsoned cowboy and took potshots at a similarly stereotypical cowboy on the other side of the screen. It had these little cacti in the middle of the screen which your bullets could merrily dismember.
Why We're Losing Hope: You ever watch an action-packed trailer for a movie, then buy a ticket only to find out that the only action in the movie was the two minutes you saw in the trailer? (see: Jarhead) Well game makers have started doing that with destructible environments. Games like Black and Killzone 2 gave us jaw-dropping trailers that made it look like you could fuck shit up with every squeeze of the trigger...
And then you buy the game and realize that it rations out specific points you're allowed to destroy, while the amount of damage you do to other scenery is about what a small child could do with a rubber mallet. They know we want it--that's why they make sure we see it in the preview materials (as Microsoft did up there). But a game that builds destructibility into every surface has joined world peace on the list of mankind's noble yet unattainable dreams.
Will never get fixed because... When we were 10 and dreamed about how badass the future generations of consoles would be, we all kind of assumed that some day they'd reach a point where the hardware was so mind-bogglingly powerful it could handle anything. A racing game where you can drive across the USA, a shooter where all of the bodies of your enemies stay behind and you can pile them 500-high, buildings where every single brick can be individually separated from its brothers. It doesn't work that way. As the hardware gets more powerful they always think of other things they'd rather do with it. And of course we're not really asking them to program any possible piece of scenery to destruct, but all of it, at the same time. Because that's what we're going to do; forget about the fucking zombies and just destroy the entire goddamned town with grenades.
Hardware will always be a limitation; even when games are running off a sentient cloud network that can render Jurassic Park-quality graphics in a microsecond, they'll still only give us enough destructibility to make the trailer look awesome. #3.
Cut Scenes
Pac-Man just had to eat those dots, and that was that. No explanation. If you needed to fill in a backstory, you could use your imagination. We personally liked to think that Pac-Man was a sentient, partially-eaten lemon meringue pie. The four ghosts were the four elemental spirits of Air, Earth, Fire and Water. The white dots were obviously globs of semen.
Back in those days, games were content to just be games, not a storytelling medium. But no longer. Today pretty much every game feels the need to make you stop playing every few minutes so you can watch the characters give you stilted plot exposition.
We don't have anything against storytelling, mind you. But there are two big problems with cut scenes: there are too many of them and the quality tends to fall somewhere between Sci-Fi original movies and elementary school plays. They've been trying since... 1987's Maniac Mansion was the first game to actually stop gameplay to advance the plot with a "cut scene"--a term that was coined by that game's developers. That was actually a Lucasfilm game, so we blame George Lucas for every terrible cut scene we've ever watched since.
Why We're Losing Hope: We're looking at you Konami, and your Metal Gear Solids. The series was already something of a joke when it came to cut scenes--the second installment featured one weighing in at around half an hour. So what did Konami decide to do with Metal Gear Solid 4? Make us sit through nine and a half hours of cut scenes.
Will Never Get Fixed Because... The thing is, games like Bioshock and most Valve titles have shown you can do scripted scenes without stopping the game and yanking control away from the player. So why in the hell are they taking this wonderful new art form (video games) and trying to evolve it into an art form we already had (movies)? Why do game makers want to be film makers?
Oh, right. Fine, so that explains the quantity of cutscenes. But what about the quality? Well, they either can't or won't spend money on actors. Grand Theft Auto IV had decent cut scenes, but that game cost $100 million motherfucking dollars to make. And even then, their voice talent complained to anyone who would listen that they were basically paid fast food wages. The game made around half a billion dollars in revenue, and not a penny of residuals went to the voice actors. And keep in mind, GTA IV had probably more voice work than any game in history. Games will forever be choosing between bargain basement talent, or stars giving begrudging, drunken performances. Or you can get Billy Dee Williams in Command and Conquer 3, which falls somewhere in the sweet spot of that Venn diagram.
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If Video Games Were Realistic
theawesome1337 is right. Red Faction was a great game for PS2. You could even create your own tunnels in a wall with gernades and rocket launchers just to make an escape route or place to hide. Probally 99% of everything was about to be destroyed and I loved the s**t out of it. if I had it now I would probally be mindlessly blowing s**t into hades instead of reading this article(no offense, seriously) because it was that great.
Sadly, all of this is true...although I have never really played any shovelware, and hopefully never will.
@rrpostal
Exactly! And it's like, why bother with my ps3 when I can stop at the 360?
Interactive "cut scenes" as shown in Resident Evil 5 should be a platform for all games. Everything else in this article, I had to agree with, (IE.. movies turned into games are usually pretty bad and never given a first glance, let alone a second glance.)
btw, Atari 2600 and equivalent consoles of that time was worse then playing Tic Tac Toe. At least with TTT, we didn't have to deal with the synthesized background music. Suck it Blue!!!!
Sure SpOOk3dd, if things are good, why make them better? I loved my Atari 2600, why bother with the Xbox360? If it's fun, why make it quality AND fun?
why do you guys even care about the story and everything being destructible all this other poop, if it is fun to just kill stuff and and if you can play with other people its a good game, like left 4 dead, and halo 3!!!
Have you played the new Red Faction? EVERYTHING blows up and EVERYTHING is destructible :). Also Pac-man does have a cut-scene where the ghosts were chasing pacman and then pacman chases the ghosts. As for what the gayinator says, I agree. People are definately working on the A.I's capabilities. Games like star wars the republic commandos and guildwars have perfect A.I. As for games like crysis, I feel the creators bit off more than they can chew. The A.I. does duck or morve around for a second, then stops which is true to your statement. But everything else about the game makes you understand why the AI is dumb. How can you create a computer to fight you when you have something like invisibility. The A.I obviously knows where you are it just can't fight you until something happens.
Methinks the author of this article expects too much. in the case of number 4 and (in some cases) 2, people are working on it, some of them trying genuinely hard. I have to agree in the cases of 5 and 1, you'd think some people would learn.
However, the biggest thing I have a problem with (and yes, I'm a MGS fan) would be 3. just because you don't like coherent storytelling in your videogame, some of us genuinely enjoy it. MGS, for example, delivers a wonderful storyline, better than just about any movie, and on the line of a good book. Call me elitist, but I'm seriously beginning to think that the "trend" in humanity to enjoy exclusively intellectually devoid things (sometimes, it's good. All the time? It's a problem.) lends merit to the thought that perhaps humans need to be wiped completely (smart ones included) off the Earth so perhaps something universally better could evolve in our place.
Psssh. Whoever wrote this article obviously doesn't play the same games as me. Hasn't he ever heard about Battlefield: Bad Company? Dude, in there, the combat's practically BUILT around destruction! Man, it annoys me when people don't take the time to look at important things right in front of their faces.
wait... what about Red Faction 1, and RF: Guerrilla?
in 1 you can blow everything up, and RFG you can blow any building into rubble...
hell, you can do it with a hammer... i just tore down a housing community using a SUV and a hammer
I personally think that yeah, IA horribly sucks so much, like our old bots in cs_assault who would jump and flail on the roof entrance or even fall and die.
But...that Paladin black woman from Fallout 3...At least in my experience I loved her so much. Gave her some ammo and stuff and commanded her some tactics, she flanked beautifully, didn't mindlessly run towards enemies and even threw grenades accurately. After killing stuff with her I wouldn't have been amazed if she built a bulletproof shelter out of corpses and one of her shoes.
To be fair not all of those movie games are horrendous. I bought a Shrek 2 and Shrek the 3rd games. They were released alongside the movie and they were decent. I think the trouble is that they not only do they figure that they're just nothing more than tie-ins with the movie: that's all they are. Those two games were tie-ins but they do give them a fair amount of time. What they did was get the games off the ground the same time they got the movies off the ground. That's what makes those games better than others.
honestly i must say as a gamer whos been gaming since the first system and will continue till armageddon and beyond that the more s**t we let them slide with the more they want stand up people fight back if you think a games s**t return it dont go to those stores and re sell it to them a returned game means you must let them know why your returning it tell the truth im sorry but the s**t sandwich i bought here yesterday wasnt as yummy as the s**t sandwich ill be buying next week.
oh and i like shooting zombies they scream and it fun
mercinaries was the only game where you could blow everything up.
Can I get an AMEN?! I've been so endlessly annoyed by all of this type of crap that I felt my blood pressure rise just from reading this article. It's too damn bad that the video game industry treats us like bitches when we love gaming SO much! I am reminded of the time that I lost 6 hours of gameplay when glitchy-assed Soul Reaver froze because of a graphics malfunction when the camera had trouble following me up a spiral staircase. (No I hadn't saved, I was enjoying the freedom of zero-load-time gaming...) Well, when bucks are the bottom line, craftsmanship goes right out the window, but it's the search for perfection that keeps me coming back for more. Maybe someday they'll give a sh*t. *pedals home to Mommy, crying*
Ms. Pac Man had cutscenes and that was a great game. Kept you wanting to do better so you could see more of the story. I was always trying to imagine what kind of acts her and Pac Man might finally perform if I got far enough in the game... Who knows? The ghosts might even get freaky after enough levels.
"But a game that builds destructibility into every surface has joined world peace on the list of mankind's noble yet unattainable dreams. "
X-Com surely came close, though. Pretty much everything was destructible.
Jagged Alliance 2 also features a lot of destruction.
I'd say the new Red Faction: Guerilla has come pretty damn close to thay goal of total destructability. I have yet to find a man-made structure that does not eventually crumble.
Mr. Wong, the whole point of the MGS series was so that it was like a movie. That's exactly what Kojima was going for. MGS was the first game to really do that. Games like FF7 and MGS proved that video games could be a brand new medium for storytelling. Anyone who was really interested in the story, like myself, didn't mind the cutscenes. And if you hate them so much JUST f*****g SKIP THEM. I could understand complaining if you couldn't skip them, but you can. So quit whining. Much of the cutscenes in MGS4 were interactive. Like, you took control of the Mark II and ran around picking up stuff and finding secrets.
Why do you hate good writing and storytelling so much? Everything that MGS has been praised for, you hate! The depth of characters, the good interactive cutscenes, stellar voice acting, and a movie-like scenario. The game makes you care about the characters and WANT to see the cutscenes. You WANT to see what's happening, no matter how long it is. I was so entranced by all of the spoilers and s**t that I didn't notice how long they were. I didn't care. It wasn't like they were boring or anything. If you knew anything about the storyline, then you'd be shitting bricks the whole way through.
Though, I'm a little confused as to how they're going to make more MGS games. I mean, MGS4 wrapped up all of the loose ends. What more can be done? I'm really curious to see what Kojima does.
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The problem with "blowing s**t up" is the whole "Uncanny Valley" thing. I can't explain it in detail without turning it into an essay but it's like expecting everything you see to be realistic such as as blowing up a door to advance to another room but it tells you that you need a key. In that case, why not just unscrew the hinges? Etc, etc.
That's the number 1 reason why "realistic" games will never exist.