Friday, February 10, 2012

Non-Linear Path: Sequelitis

I know that was going to talk about bad games from hell, but I decided to do something different, while still talking about Call of Juarez: The Cartel and Saw II: Flesh and Blood. I'm sure that I'm going to be stirring up a hornet's nest with this topic figuring that some of the games I'm going to mention are getting good reviews, and honestly, I don't know why. For simplicity, let's start with the worst offender.

Call of Juarez was never an overwhelmingly popular game like Halo, but it was well received, spawning a sequel that explored the past of Reverend Ray. The theme of the Wild West was surprisingly unexplored for the first person genre, with a few exceptions which I may touch upon in a later article. Ray was well written character, one who was an outlaw set on a path to redemption through faith in God, to eventually being drawn back into killing for justice. I love that clip. While all of the characters are criminals you couldn't help but like them, even a little bit.

Then, The Cartel came, and ruined all of our fun. For starters, they ditched the western theme, and made a modern times shooter. You played as one of three cops, all of them not only dirty, but without any redeeming qualities. They also made it co-op first, single player second. This is an issue when you consider this: games created for single player primarily generally suffer from lackluster campaigns once multiplayer is added. Take a look Bioshock 2, a game that made multiplayer-centric, and changed the feeling of the game series by taking away all that was intriguing from the first game making the sequel nothing but a standard shooter, complete with boss battles.

The Cartel had a separate issue. We'll call it the "Dark as Cow's Guts" issue. The subtitles for the game suggest that it was written to be a Western, but was changed to keep up with other shooters, i.e. Call of Duty. This cost The Cartel more than just the series identity, it cost it the series' fan base. People saw just another modern shooter, and, let's face it, a terrible one at that. The rush showed everywhere from writing to AI to graphics. I really wish I had a picture of the rock that only had three textured sides to it. The game was loaded with glitches, as well.

Another issue I've seen is games that are attempts to improve on the last by trying something new. This isn't a bad thing, normally, but in one case, it killed the series. Yes, I'm talking about Saw II: Flesh and Blood. Zombie Studios attempted to fix the laggy combat controls by making combat a minigame. The issue with this is that the minigame's controls were unresponsive as well, namely due to a separate issue involved in programming. Needless to say, the fix didn't work, and served to draw the player away from the game.

There were also several issues with planning, including a puzzle that was supposed to have its solution located in a different room, but it wasn't. Again, the game was rushed to meet a deadline, namely to hit around the same time as the last movie. While that doesn't help matters, sometimes, it just isn't an excuse. They could've actually examined the combat system from the first game, and fixed it while keeping a combat system. This would've been easier than programming a completely different segment all together.

Despite these games, I have one that disappoints more than either of them. Save the flames for when I'm done, because I'm giving this game credit for improving its combat. Unfortunately, the rest of it isn't that good.

The Darkness II does a few things very wrong in comparison to the first game. I had a difficult time pinning down what exactly rubbed me the wrong way the most. Was it the fact that the free roaming and side missions were taken out of the game? They weren't that important to the first game in the first place, but you were rewarded by collectables and funny phone calls. Not to mention that you felt both like a mafia hitman and a good guy, instead of just being a killer.

Was it the controls that moved slowly when you tried to aim quickly? Sure it hurts the game, but does it hurt it enough to make it worth selling back less than a week later? How about the short single player campaign (I beat it in five hours), meant to make room for the multiplayer, which is only a hair more enjoyable than the actual game? Or the enemies with cheap tactics blinding you, stealing your weapons, and then moving just as you hit the trigger?

It hit me in the last hour of the game what left that bad taste in my mouth. It wasn't just all of the above, it was the story. The first game set itself away from the comic by making a more down to earth story, without supernatural enemies. You were the monster, but you had a heart. You were what people were afraid of, but there was a reason. You wanted them to fear you, especially after what the bad guys did. By the end, you're in control of the mob, and no one knows how other than you killed your uncle.

Somehow, though, your powers are no longer a secret. The mob knows you have them, and even comments about them. To make matters worse, a cult with your powers is trying to kill you. You have to rebuild your powers from scratch, no less, meaning you're vastly weaker than your enemies. This is an absolute contrast to the purpose of the Darkness. You're overwhelmed until the last hour of the game, changing what the meaning was.

The Darkness was about power corrupting and how to overcome it. Jackie was able to overcome the corruption and control it, while still being powerful. Yes, he had the Angelus trying to kill him, but she suffered much of the same issues. Jackie had to use his abilities to keep from being overthrown, and defend himself. Very few people lived if he was attacked, and even fewer if his friends were. But, most of all, he kept his technique secret.

All of a sudden, in the game, you're weaker than your enemies, and the world know about the Darkness. What's more is that more people than you have it, which doesn't make sense. Even in the first game, they mention only one person can have the Darkness at one time. Why does this cult have the powers, if I'm the host? I understand the need for balance, but the lack of it makes the game nearly unapproachable, even to watch it, if you know the source or played the first game.

This is a big issue with sequels. Often times, no one is aware of what the story is supposed to lead up to, its themes, or even its characters. Even good sequels have this issue. Silent Hill is a good example. After the development went from Japan to America, the psychological themes were less focused on than the combat. This could be a cultural change, as well as a change between an individual's vision of the series. It doesn't mean one is better or worse than the other, normally. This changes when the game is based on something that is established, it may be a different story.

That's all the time I have right now. Stay tuned for next time when I talk about Guilty Pleasures in gaming.

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