Saturday, February 4, 2012

Non-Linear Path: Good Games Gone Bad

I've attempted to write humorously about bad games, even its difficult. Allow me to talk seriously here in the edition of a new series of articles. Granted, these won't just be about bad games, but, this one will be. And they're not just any bad games, either, but games that either had a clever premise, or games that could have been good, only to fall flat. We're not talking about games like Painkiller Overdose, which are terrible, but sequels. These have to be the first in their series, even if they may be complete ripoffs of other games.

We'll start off there, as a matter of fact, with Mindware's Dreamkiller. Many of you have guessed that it'll be the special finale to the Brain Junkfood Painkiller Blow-Out. Many of you may have guessed that it's a rip-off of Painkiller. Same mechanics, same weapons (designed differently), even some of the same monsters. But it isn't that that makes it a bad game. No, Dreamkiller is a mess to begin with due to bad writing, bad level design, and, well, an overwhelming lackluster presentation. Instead of embracing the theme of being in dreams, they designed levels that loosely fit a phobia, designed a few enemies, and tossed them into the game. You'll fight the same spiders in the arachnophobe's dream as in the dream of the guy afraid of work. Yes, you fight guys in suits with robot arms, but they are in smaller numbers than the spiders.

At the same time, there are hints that Mindware can come up with clever ideas. In the mental asylum, you start the level on Scrabble pieces, then travel through the halls, with eyes hidden in the walls that seem to follow you. Children are drawn hugging dogs, threatening to stab them, or being eaten by anthropomorphic cats. It's creepy, even if it is bright and hygienic looking. In fact, that adds to the creepiness, as you'd expect it to look like every other horror game, being grimy and bloody. Then, it's ruined by your character's "witty" remarks. After fighting several hundred monsters, you should all ready know something is wrong. You shouldn't have just figured it out. The argument can be made that she didn't need any taunts, but the developers were going for a Serious Sam style game, and they did have taunts.

The case can be made that the unoriginality of Dreamkiller, literally stealing Painkiller's core, leads to its downfall. It had an original idea of the subconscious. Certain enemies can only be killed by taking yourself deeper into the dreamer's dream. If you stay in the deep subconscious too long, you'll get hurt. This is made into a broken mechanic when entire battles require you to stay in the subconscious for an extended period of time, often killing you in the process. This renders the big difference of the game nothing more than a deterrent from playing the game.

Then we come to Konami's newest published game, NeverDead. Where do I start with this? The stand-out mechanic is that you can't die, but you can be dismembered. You can do this to yourself to solve puzzles. Most of the time, though, you'll be knocked down, rolling as a head, to find your body, then your limbs, hopefully in time to save your AI partner who is able to die. The clunky controls don't aid you, nor does the fact that your head can be eaten, ending the game. The premise was interesting to say the most, and different to say the least. There was potential in the idea. So, what happened?

The developers seem (I may be wrong) to have had too many ideas at once. Your character gets hit by trains, digested in a boss, and tumbled around, among other things, all of which dismember you. They took advantage of the concept, but took it too far, especially by making your character too fragile. This handicaps your movement, often times, making you too slow to get back to your body before your partner dies. You can regenerate over time, but you can only regenerate on part at a time. You can also find vials that allow you to regenerate completely, but in the midst of fighting, your head may get eaten in the process.

Imagine playing this game without the immortality aspect. You wouldn't be able to beat it, at least not for a long time. Chances are, after the tenth time of having your head knocked off after just regenerating, you won't care enough about it to stay in the game. This is only made even worse by the bad writing. The characters are unlikable, and try too hard to be funny. Like finding out that souls taste like chicken, you'll hear Bryce complaining about rolling ruining his hair no more than every ten seconds.

Taste is subjective of course. Someone may like NeverDead and Dreamkiller. Just because a game is bad, doesn't mean that there aren't good ideas, or that the developers didn't have their intentions well placed. That's our subject for next time when we talk about Bad Games From Hell. Believe me, The Cartel, and Saw II Flesh and Blood are on that. See you next time!

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