February 27, 2016

Firewatch - Do you wanna know why we keep starting fires?


More like "hiking simulator", amirite?


For all of its troublesome origins, the term "walking simulator" remains a very useful shorthand for a genre that has become very popular in recent years: exploration games that are based more on narrative and immersion than on any standard gameplay mechanic such as combat, stealth or puzzle-solving. It's a great idea on paper, and it sounds easy - until you remember how hard it is to get anyone immersed in a world with which the only modes of interaction are looking around and reading conveniently-placed notes. Questioning established gaming tropes without coming up with any of their own answers, most games in the genre have felt anywhere from uninspired to downright lazy, with at least a dozen Gone Homes to every Stanley Parable.

It is with no hyperbole, then, that I say that Firewatch is by far the best walking simulator I've played to date. While far from perfect, it shows a rare understanding of how to build a setting and get players invested in a story, to the point where I already know that I will play through it again - something that I've never done with any other walking simulator.


Firewatch's replay value is due mostly to it being so enjoyable, but there are a few choices to be made which not only have certain (admittedly minor) effects on unfolding events, but also serve to draw you into the story. The game starts by telling you that you are Henry, a man in his 20s who is getting very drunk with friends - say no more! I immediately identify with this guy. But at some point, Henry notices a fetching lady and decides to hit on her. The lady turns out to be a professor, and Henry must have way more game than me, because while I never had much success hitting on my professors stumbling drunk, Henry and Julia end up getting together and eventually getting married. Their happiness is not long-lived, though, as you eventually discover that Julia is suffering from dementia.

The decisions you make during the aforementioned sequence, especially those that take place as Julia slips further and further into dementia, will tell you what sort of person your iteration of Henry is. This entire intro is composed of text intercut with scenes of Henry making his way to the forest where the bulk of the game takes place, and while this is in all likelihood a budget move, it is surprisingly effective and does a good job of separating the part of Henry's life taking place before the game and the part you will be most active in.

No option to make a Metal Gear Solid reference, then?

Sadly, this is where the problems start. As a game based mostly on immersion, Firewatch cannot afford to be as shallow as it is in the decisions it has you take. For example, after a particularly exhausting day of taking care of Julia - already very ill - Henry wants to steal away a few hours at a bar while Julia is asleep. That you will go out is a foregone conclusion - you can only decide whether or not you will block the bedroom door so that Julia can't get out. If you think your character wouldn't leave his mentally-ill wife alone at home, or if you think he could get just as some much relaxation from staying in with a bottle of Jack and playing some Rocket League, sorry - the game has already decided to disregard your opinion on the matter.

Firewatch is littered with such immersion-breaking moments, and they're not limited to the decisions you make alone. Most of the game has you walk around a reserve, taking care of fires and other disturbances. It's absolutely gorgeous, and walking around the forest, taking in the view, discovering animals and admiring the foliage - when it's not clearly just made of flat, pixelated textures - feels great. It's a world so easy to get lost in - that is, until you want to maybe get closer to where another character is supposed to be and hit an invisible wall, or when you talk to a couple of characters far away who are clearly just blacked-out stick figures, or when you look at a tree and notice one of the aforementioned flat leaves. And then immersion breaks, completely and irreversibly.

Seriously, these leaves.

Don't get me wrong - I'm not big on immersion in video games. It tends to encourage treating playing them as an escapist activity, and I find escapism troubling in any media. But in Firewatch, immersion is pretty much all you have - otherwise, your computer game story is just a cartoon with questionable production values. I realize that one can only spend so much money on a game's visuals, but it seems to me that making the world less pretty overall but more cohesive would have been a better use of resources.

And still, Firewatch draws you in. It is so beautiful, so well-written and well-paced, so charming, that all these issues are easy to swallow. For every bad texture or plot convenience you find, there's at least one moment where you adopt a turtle, find a raccoon, or listen to a really great exchange between Henry and Delilah, the other main character in the story, that just puts a big smile on your face. The running time isn't long, even with optional content factored in, but the wealth of dialogue options and secrets make Firewatch a deceptively deep experience.

Seriously, this turtle.

Most importantly, Firewatch shows how walking simulators should be done, sort of like how the original Batman showed how Batman movies should be done.

Let's hope the next one is a Batman Begins rather than a Batman Returns.

Finally, I just had to get in how hilarious it is that we needed a rope 
to climb down this barely two meter, easily scalable wall.

Score Calculation: Turtles have hexagons on their shells. Raccoons have two colors (black doesn't count, because it is the absence of a color). In my book, that's a

Final Score: 8

Verdict: Firewatch's significance far exceeds its score. In a genre plagued by pretentiousness and laziness, it is a genuine and successful effort at being artistic, emotional and entertaining. We fully expect it to become an inspiration to some truly great games in the future.

February 9, 2016

Pony Island - I love pony, pony don't lie, I love pony, almost much as Undertale


2016 is off to a good start


Pony Island almost seems like a game that didn't want to be discovered. It's called Pony Island; it has a yellow-pink-purple logo; its trailer begins with a pink pony running through a green field; everything about it reads like a guide on how to make mainstream audiences lose interest, like a game version of that Achewood strip where Ray decides to make it easier for people to rent gay porn videos by giving them boring false covers (we were still kinda renting videos back then). But through the combined strength of its own quality and the morbid fascinations of the fringes of the gaming community, Pony Island found its critical attention and approval, and we are all the better for it.


As the trailer is quick to clarify, this is not a game about ponies - well, maybe just a little. It's mostly a game about game design. Yes, it's another one of those meta indie games, but unlike most of its predecessors, Pony Island does not feel smarter or more special than its audience. It's frank about the frustrations of a developer without wallowing in self-pity, showing how the special dynamic between designer and developer can, despite its aggravations, lead to making better games, to the benefit of everyone involved.

Of course, how Pony Island does that is a secret that I prefer not to divulge. It's the kind of story where even knowing the genre and basic content matter is something of a spoiler, and Pony Island is a game that absolutely everyone should experience, though its deeper themes will appeal mostly to more veteran gamers. Suffice to say, the game is chock full of surprises, secrets and easter eggs that, almost a month after its release, still have fans looking everywhere for more things to discover.


On a gameplay level, Pony Island is divided into two parts: the first is a side-scrolling runner, and the second is a riddle game where you have to guide a key to a lock through various obstacles, a bit like a very basic version of The Incredible Machine. Both are functional, and at times, the riddles can be fun to figure out, but gameplay is generally Pony Island's weakest point. Unlike games such as Arkham City and Shovel Knight, where entire challenge modes could be made consisting solely of variations on bits of the main game, the non-narrative parts of Pony Island are very much a one-trick... well, you know.


It's the narrative where Pony Island truly shines, though, and a major part of that is the incredibly oppressive atmosphere the game creates. Though not an outright scary game, PI's minimalist design and its intentionally vague and unfriendly communication with the player give the experience a sense of alienation and paranoia on the level of early Silent Hill games and parts of the first Metal Gear Solid. It's incredibly creepy, and while it's certainly not a game you'd have a hard time playing in the dark, it does feel pleasantly uneasy all the way through.

While the basic gameplay never changes all that much, the scenarios surrounding it are constantly evolving, in what is clearly a commentary on the evolution of video games throughout the years. At first you go through levels one by one, but eventually, the game does open up and allow you to explore a world map to varying degrees of freedom. It's a nice touch, and it's also where many opportunities lie to engage in another important part of the game: collecting tickets.


There are 24 tickets in total, received for completing various side goals that the more diligent players will come across. Most just require going off the beaten path, but a few need a genuine flash of brilliance or just a lot of patience and meticulous exploration to be found.

That is where another major flaw with the game is revealed: Pony Island is very bad at check-pointing. This isn't a problem in the runner levels, where failure only means starting the stage from the beginning, but with the more exploration-oriented parts of the game, or rather, with players' ability to access these parts. Pony Island's plethora of secrets naturally encourages replaying different sections and trying different things. However, while the game does allow players to jump between acts from the main menu, getting to certain sections is incredibly trying of one's patience, and the game is all too eager to throw points of no return all over, forcing one to repeat various mundane tasks just to get to the fun parts again. And while the dialogue is brilliant the first time it is read, being forced to stare at the screen and tap a key as the same text messages appear very, very slowly, inevitably breeds contempt.


All that being said, the extent to which I've been dancing around talking about the game's actual plot should clue you in to how much I recommend experiencing it for yourself. For all its flaws, Pony Island certainly merits a playthrough, even if I highly doubt that I will ever go back to play it again after playing the whole way through twice and repeating certain sections to find secrets. At 5$, though, that's plenty - certainly more than I've gotten out of many 15-20$ indie games, nevermind 60$ AAA games.

Besides, look at how cute that listless little pony is.

Score Calculation: Pony Island is one-half pony and one-half secrets. However, there's simply not enough pony, so that the pony part is in reality only four-fifths of a half, giving us

Final Score: 9

Verdict: I would like a listless pony plushy please.

January 29, 2016

The Lemmy Kilmister Music Awards 2015 - The Best and Worst In Heavy Music

Remembering Lemmy Kilmister (1945-2015)



Unlike a lot of my favorite bands, I can't really put my finger on when I've heard about Motörhead for the firs time. Unlike most of my favorite bands - Pantera, Metallica, Guns N' Roses, Slayer, etc. - I found out about them long after me and my brothers would watch metal videos on MTV. As I was growing up and developing my own musical taste, Motörhead were one of those bands that I always heard of but never could seem to get my hands on any of their music. I remember reading one of my brother's issues of Guitar Magazine - the 1995 Heaviest Riffs of all Times Issue - and seeing Stay Clean on the list. Honestly, that whole list sorta mystifies me, and I could probably think up 50 heavier Motörhead riffs just off the top of my head, but it did solidify Motörhead in my head as one of those bands I just had to listen to.

My first success at that I must attribute to VH1's Friday Rock Show, hosted by Tommy Vance, who sadly died about a decade ago. The Israeli weekend is on Friday-Saturday, so not being the world's most popular young adolescent, I was free to watch as Tommy threw out some of the best music I've heard to this day. That was where I first heard Motörhead, though I'm not quite sure if the song I heard first was Ace of Spades or Eat the Rich. Either way, Ace of Spades stuck in my head, so I knew I had to go out and get that album.

And... it sucked. Save for the stellar title track, it is some of the weakest, most boring music I've ever heard. It's only lucky that I heard enough other Motörhead songs by then that the album didn't turn me off from the band, because I've loved literally every other Motörhead song I've ever listened to.

There's a lot to say about Lemmy. The way he inspired so many people, his humility, his lifestyle, his attitude to religion, his attitude to women (although staying true to the man's honesty, he could still be a pig sometimes), his sympathy with the Black struggle, to the point of supporting the 1992 L.A. Riots, a brave position voiced by few in heavy music, and many other fascinating things. Lemmy was a fascinating guy, and any interview or eulogy with him is filled with evidence to that effect. But I'll leave you to read about all of that on your own, because sadly, I never met the guy. Actually, I never even had the chance to catch Motörhead live. All I can say is that Lemmy, along with his bandmates, made some of my favorite music, music that still cheers me up and gets me banging my head to this day - quite literally, as you will soon see.

His name was Lemmy, and he played rock n' roll.

The Worst Heavy Music of 2015


Slayer - Repentless



Slayer is one of those bands that doesn't need to reinvent itself on every album to be good. Reign In Blood isn't all that different from South of Heaven, which in turn, isn't all that different from Seasons In the Abyss. So what? More of the same isn't a bad thing when the thing you do is so damn good. But then Slayer went and experimented on some albums, and that was fine - none of them was as great as the old ones, but they were all at the very least decent. Repentless feels like a misguided attempt to return to the band's roots, and it plays out the way it sounds - a tired, uninspired effort by a good band that really doesn't have its heart into it. 

What's saddest about the whole thing is how Repentless is clearly a song about how decayed and empty metal has become in recent years. Then the chorus sounds like Every Metal Song Chorus Ever, and you're wondering if the band is being cynical or is just making a very long-winded point. Either way, it doesn't make for good music.

Iron Maiden - The Book of Souls



We've all been there: you tell someone that you listen to metal, and without them having ever listened to a single metal song, they will ask: "what, like Iron Maiden?" It doesn't always bode well for a band to have become representative of a genre for people who are completely ignorant about it, but Maiden have certainly earned their status as metal's foremost representatives. Dickinson-era Iron Maiden has produced some of the finest metal albums to date, with masterpieces such as Somewhere In Time and Seventh Son of a Seventh Son belonging in every metal lover's library. 

Sadly, since 2000's excellent Brave New World, Maiden have not been delivering. Subsequent albums felt phoned in, not terrible but not interesting in any way. At the very least, they still had one of the most gifted vocalists in music history. Even when the songs themselves were lackluster, Bruce Dickinson never failed to deliver. 

Until now.

It's one thing to be bored by an album made by one of your favorite albums. But when I first heard the Speed of Light's chorus, something inside me died. I mean, come on, Ozzy did better vocals on fucking Ultimate Sin! And what's worse is knowing that there's no way that no one in either the band or the production crew failed to notice this. They just didn't care. Hell, they figured, we're Iron Maiden - there's no way this thing won't make money. And you know what? They were right. Commercially successful crap is still crap, though, and as much as it pains me to say this, this is probably the worst Iron Maiden album to date - probably even worse than the Blaze Bailey stuff. And that's saying a lot.

Children of Bodom - I Worship Chaos



"End of times, just kill the quietude
Hear my cries, and start the countdown
Bury my crimes, somewhere deep within
It's not that complicated
Simply I just worship chaos"

Need I say more?

Monolord - Vaenir



Someone once said that essentially all metal is sped-up Black Sabbath. Well, Vaenir decided to break the mold by doing... sped-down Black Sabbath. And if that sounds great, just wait for those really long, boring intros! Also, who the hell mixed those vocals? Are you kidding me? Did you record your album in a bath while on painkillers? This album is like the soundtrack to watching paint dry. It's too boring to stay awake while listening to, and too dissonant to use to fall asleep, leading me to believe that Vaenir might be the gateway to a new state of consciousness beyond the veil of reality. Sadly, my scientific curiosity in this regard is completely overpowered by my need to never listen to a single second of this abomination ever again.

Worst of the Year: Bell Witch - Four Phantoms / Vile Creature - A Steady Descent Into the Soul


It may seem like a cop out to have two different albums as worst of the year, but these albums are just two representatives of a much wider phenomenon: bands whose entire shtick consists of a single, dissonant chord being screamed over by some Scandinavian black metal reject. Stand in awe of our vocalist's ability to keep gurgling the same note again and again! Be amazed as, 20 minutes into the album, we... change chords! Feel incredibly smart as you tell people you actually enjoy listening to this crap!

Being a metalhead, I always hate when people say that metal is "just noise". People come off so ignorant and out of touch when they generalize that way about any musical genre. But this - I'm sorry, this is just noise. It's not avant-garde. It's not innovative. It's not sophisticated. It's just some sound checks being passed off as pieces of music. 

I guess my point is: where are your fucking choruses?



Now, onto more pleasant topics.

The Best Heavy Music of 2015


Of course, to be fair to all the fine musicians out there, I have to exclude this handsome guy. (Don't worry, though - I released the next song on the first week of 2016, so you have an entire year to catch up!) Otherwise, these are the best heavy albums of 2015:

Operation: Mindrime - The Key




I remember being quite horrified at 2013's Frequency Unknown, but damn if Geoff Tate hasn't made a damn fine album this time around. Unlike the original Queensrÿche, which is desperate to convince us of its legitimacy by having Todd La Torre do his (honestly pretty good) Geoff Tate impression and spew forced references to classic tracks, The Key feels like a logical evolution of Queensrÿche's material, retaining the basic spirit of the music while having a very different approach to performances and composition. Tate's vocals are much more controlled, unlike the flashy style he employed back in Queensrÿche's heyday, and while one may argue this is due to age, it certainly fits in very well.

I've never been a fan of Tate's Luddite, counter-revolutionary narratives, but lyrically, The Key is at the very least an interesting album. If nothing else, Tate pretending to talk to someone on the phone is highly entertaining in that Metal Gear Solid post-credits scene way. Given the improvement over Frequency Unknown, I'm very excited to see what Operation: Mindcrime puts out next.

Huntress - Static



Huntress get a lot of hate from metalheads, and I have no idea why. This is some of the purest, most well-written and produced classic heavy metal we've gotten in a long time, even if you factor in actual classic heavy metal bands that are still around. Some people claim that the band uses the hyper-sexualized image of vocalist Jill Janus to get attention, but that's really no different than what a lot of beloved 80s bands like Mötley Crüe and Guns N' Roses did, and I can't for the life of me think of a single difference between those bands and Huntress that would cause people to employ some sort of double standard.

Be that as it may, Static does have its weaknesses. Lyrics are never genius, but I feel like Lost in fading summer / I’ve become such a bummer will find its place in the annals of Terrible Writing History, along with some other gems that are best left unmentioned. I'd love to say that it's meant to go along with the horror campiness the band was clearly aiming for, given the song's video, but even if you buy that explanation, it's just not done all that well. 

Either way, the lyrics mostly complement the stellar composition and performance quite well, and there's no beating a bunch of really talented people doing something they're passionate about really well. Even if Static doesn't have anything groundbreaking on it, it's choke full of adrenaline and potential, making Huntress another band that I'm sure to follow in the next few years.

Motörhead - Bad Magic




Cynics will say this album is only here because Lemmy passed away so recently, but frankly, the cynics can go fuck themselves. Motörhead have this reputation of being kinda like AC/DC in that they keep making the same great album over and over again, but I don't feel that's true at all. There's a lot of character to each album, with Rock 'n' Roll being very different from Ace of Spades (thankfully), and Overkill very different from both. There's a formula at work, but never at the extent that you can't tell which song is from which album.

Bad Magic is yet another great variation on the Motörhead formula, with a slightly bluesier and heavier feel to it. The two opening tracks are the biggest killers on the album, but it remains strong throughout up until that Sympathy For the Devil cover, which is one of those covers that does nothing new with the song and could have been safely left off the album - it's really weird to hear Lemmy so laid back, and it kinda ruins the momentum built by the slow, brutal When the Sky Comes Looking For You, which also has a pretty cool video that you should check out. That's a small flaw to look over, though, considering how great the 12 tracks that come before it are.

"Maybe you'll fly, maybe you'll die". Words to live by. RIP Lemmy!

Marilyn Manson - The Pale Emperor



Wow, didn't see that one coming! When I saw that Marilyn Manson put out a new album this year, I was itching to tear it to pieces, but damn if this isn't some of the finest music I've heard in a long time. Deep Six is a real killer opening, heavy and brutal, with a stellar vocal performance by Manson, but the more laid back tracks like The Mephistopheles Of Los Angeles really steal the show, and Manson's vocals fit oddly well into the folky-bluesy feel that's going on around them. 

I've often found his music to be pompous, over-produced and cynical, nevermind my disdain for his highly reactionary social views. But if he keeps this trend going, Marilyn Manson is in serious danger of becoming a respectable musician. I certainly plan to go through his discography and try to find the point where his music became less like The Dope Show and more like Deep Six, though I dread what I might find after listening to This is the New Shit. Brrrrrr.

Amorphis - Under the Red Cloud




Amorphis are one those bands that I listened to a bit when I first got into heavy music, didn't really care for what I heard, and proceeded to ignore for a good decade and a half. And then in comes this behemoth. It's melodic death at its finest, acing the seemingly impossible task of being both heavy and extremely catchy at the same time - I dare you to listen to Return of the King without getting that flute part stuck in your head for weeks. In fact, it's the only song I can think of that has ever made me feel like dancing, other than, of course, Look at My Horse. 

I really don't feel like I need to say much more - the album is fucking awesome, and it'll punch your face while whispering sweet lullabies in your ear at the same time. Even if you're not a huge death metal fan, definitely give this one a shot.

Best of the Year: Ghost - Meliora



I found Ghost's first two albums to be honestly very dull. It came off like the sort of band that really depended on its stage presence to get any attention at all. Imagine my surprise when Meliora kicked the ass of everything else I've heard this year. The band gets compared to Mercyful Fate a lot, but I really don't hear it - I think that's just due to people confusing the band's image with its music. In practice, Meliora is the best Black Sabbath album ever made, rendering the departure of the modern-day, Bill Ward-lacking, lazy cash-in version of the band very easy to stomach.

As with Marilyn Manson, Ghost is surprisingly at its strongest when it's doing more quiet and acoustic-focused songs like He Is. It's a testament to the band's strong composition that a song with very little distortion feels so heavy and imposing. Other highlights include the crushing From the Pinnacle to the Pit and the haunting Cirice, but the entire album is pure gold. I've been listening to it non-stop every since finding out about it, and I expect it to be a staple of my playlist for years to come.

January 12, 2016

The Psycho Mantis Video Game Awards 2015 - The Best, The Worst, and The Ones You Just Need To Find An Excuse To Mention

Remembering Psycho Mantis (1998-2015)

Psycho Mantis, 1998-2015, killed by lazy writing. Rest in power, brother.


Friends; colleagues; enemies; 2015 has been an exceptionally good year for video games, the best since the superb 2011. However, it had its fair share of dark moments as well. One of the losses we suffered this year was that of beloved villain and, some would say ([weasel words]), the most powerful practitioner of psychokinesis and telepathy in the world - our friend, Psycho Mantis.

We first met Psycho Mantis in 1998. Though just come into the world, he was already a highly skilled maniac and villain, with the power to know one's taste in video games, make a controller vibrate, and make people lust for polygonal muscle man Solid Snake. With such accomplishments at the year of his birth, one can only imagine what power he could wield as an adult. Sadly, Psycho Mantis was taken from us just one year before entering adulthood, when he was reduced to a mute plot device in the name of fan service, doing bad things for no discernible reason and controlling a fiery man under suspicious circumstances. I dunno, I'm sure it's explained in the audio logs somewhere.

And so, to commemorate the passing of our dear friend, I announce that every year, from now on, we will celebrate the best, condemn the worst and shrug at the most mediocre in video games each year, all under the banner of Psycho Mantis. Good night, sweet prince; we did like Castlevania. We did.

The Psycho Mantis "Reckless Person"* Award For Worst Video Game, 2015


In the age of Steam, finding terrible games is hardly a challenge. Its Under-10$ section is filled with Baby's First Zombie Shooters, Game Design Course Failed Final Projects and other assorted garbage that Valve saw no problem with unleashing upon the paying public. However, when one seeks out bad games and finds them, one can only blame, uh, oneself. Our winners today may not be the most broken or badly designed games out there, but they are the ones that, despite their ambition, budget or history, failed most spectacularly to make good on their potential. Without any further ado, our Worst Games of 2015 are:

Metal Gear Solid V: The Phantom Pain


"Is that a man with a bright pink sniper rifle, or some tumbleweed? How could I ever tell from 20 meters away in broad daylight?"


What more could be said about TPP that wasn't already said in this review written by gaming's most handsome personality? As if bent on missing every chance it had to be good, TPP took an excellent crew of programmers, designers and voice actors and used them to make one of the most stale experiences of the past year. With a broken stealth system, fatally stupid AI and some surprisingly droning performances, the latest iteration of Metal Gear Solid is an incredibly dull experience, which could have been a decent mix of Call of Duty and Far Cry had it not been far less interesting than any of the good entries in either franchise. Even D-Dog couldn't make this game remotely worth going back to ever again, unless you want to play a drinking game where you take a shot every time you can't tell when another character has started talking on a codec call or an audio log. Either way, you're going to need a lot of booze.

Cradle


Hey, let's force players to click on things even when there are no actual dialogue options! That won't get old!


While "walking simulator" is often used as a derogatory term, I feel like it has become descriptive enough that it can be used in a non-offending manner. Indeed, the idea of a world so rich and interesting that exploring it alone is enough to hold one's attention is a very attractive one. The Stanley Parable proved that it can be pulled off, and I honestly feel that some games - for example, Grim Fandango - would have been far more enjoyable had the developers not felt compelled to shoehorn lame puzzles into the affair.

Cradle, however, is the classic example of a walking simulator done badly. While beautifully designed, the gameplay consists entirely of annoying fetch quests, which are made worse by how inexplicably slow movement is. The loading times are unbearable, the frame rate drops to 15 fps unless an Xbox controller is connected to the computer, and if you think that means the game is fun to play with a controller, aren't you silly, because then whenever you look around, your character will keep moving long after you let go of the analog stick, as if attached to a swivel chair. I'd make a joke about controller ports, but screw it - just don't play this game.


Broken Age


Yeah, I'm not playing that again to get a screenshot.


I have toyed with the idea of writing a review for Broken Age that would be nothing but a bunch of expletives, the score included, but we are trying to be more positive around here, so this will have to do. Broken Age is a game akin to that annoying couple everyone Unfollows on Facebook because they keep trying to show you how lovey-dovey they are. From the dreadful voice acting to the pretentious art style, everything about Broken Age screams "Look at me! I'm so adorable and indie!". 

While I think Grim Fandango is not very good from a gameplay perspective, it is an incredibly well-written game, and it is well worth suffering through the really bad puzzles to experience its story. There was hope that by now, Tim Schafer's game design skills would catch up to his writing skills. Sadly, somewhere along the way, things went terribly, terribly wrong.

Some reviewers put Broken Age on their worst list mostly due to its second part, which implies they actually played all the way through the first. These are dedicated people, the type who always kick their tires before they leave. We salute them.

Worst of the Year - Until Dawn


Whatever you say, scary silly-putty man, just don't hurt me!


When I dislike a game, for the most part, I can still appreciate what some people like about it. For example, I get that some people enjoy The Phantom Pain's combat and open world design enough that they don't mind the terrible stealth mechanics or the non-existent plot. But then a game like Until Dawn comes along, and I feel like a complete madman. I mean, have we all been playing the same game? "Game of the Year contender"? "Well-written"? Is this a prank?

Until Dawn's basic premise is as cliche as it gets: a bunch of unbearable teenagers drive us up the wall in an effort to make us want to watch them find their deaths at the end of some psychopath's steel. Isn't it easier, though, to just walk away from fictional characters you find annoying? What happened to you in life that you are so quick to call for someone's blood? You - you're just like those slasher villains. No, you're worse. Compared to you, I'm not so bad.

Good horror, like what you'd find in a John Carpenter movie or the early Silent Hill games, is subtle and atmospheric. It makes you fear for characters' lives. It makes you question what you've seen or heard. It leaves things to your imagination, because it's made by people who know that what's going on in your head is far more effective than any miserable CGI effect could ever be.

Until Dawn is not good horror. It's the sort of video game that will doom humanity on Halloween, kill you a week after playing it, or another horror movie reference, because those are obviously sophisticated and show that I am smart. Who is the boogeyman? My favorite color is blue.

The Psycho Mantis "Either Very Cautious... Or A Coward" Award For Games That Were Just Kinda There, 2015


Not all games fit the extremes. Some games are somewhat enjoyable, but held back by developers who didn't want to take any risks. In other cases, we get what you were going for, but you didn't quite pull it off. Either way, we couldn't just shut up about these games, could we? And so, the Psycho Mantis award for abject mediocrity goes to:


Batman: Arkham Knight


Pictured: any street anywhere in the game.


Batman: Arkham City is one of my favorite video games of all times, and is still widely regarded as the best Batman game ever made. Sadly, ever since City was released, all that developers of subsequent iterations of the Arkham franchise could think to do was to repeat what City did, only bigger. While Knight is not as shamelessly derivative as Origins, and the main story wasn't bad, it still required a lot of busywork to fully unlock, including some rather artificial uses of the Batmobile - and this coming from one of the very few people who were actually OK with the Batmobile overall.

Arkham City worked because it had a few brilliant ideas confined to a small space; with the game world expanded, these ideas got diluted and the brilliance was lost in the resulting mess. I still know all of Arkham City by heart, but I doubt anyone could ever distinguish the many samey locations one finds in Arkham Knight's Gotham. Add to this an overly complicated pre-order system, insulting DLC and a criminal PC port, and we get a very sour note to end a still-mostly-great franchise on.

Axiom Verge


Time for another exciting Gun Change!


Axiom Verge really wants to be Metroid, but its combat has more to do with Destiny. With its retro graphics and soundtrack, AV sure looks and sounds the part, but the bosses are little more than bullet sponges, requiring very little actual strategy to get through. And while there are many guns, many of them are useless for combat, instead being used primarily to open very specific doors in very specific ways a la the key cards from the original Metal Gear. Get with the program, Axiom Verge - doors can read your body salts nowadays.

Honorable Mentions


The following two games, while interesting and very well made, were a bit too modest in scope to warrant an actual award. Games should not be judged on length alone, and my best-of list contains games with running times of anywhere between 4 and 180 hours, but these games are really stretching it. Still, they have earned some praise, and it will be very interesting to see what the people who made them will come up with in the future.

The Deed


DAMMIT MOM I SAID I STARTED GOING TO THE GYM


A highly open-ended puzzle game, The Deed has you playing clue from the murderer's perspective. While ostensibly a game about successfully carrying out a murder and a frame-up, The Deed also touches on class relations, messed-up families, and the emptiness of a materialistic existence. Either that, or you're just supposed to stab a person. Either way, it's well worth checking out, especially given that it's only a dollar on Steam.

Halloween Forever



Man, this game got dark.


Running time aside, Halloween Forever is one of the best platformers I've played in a long time. While never as hard as any of the NES games it might remind you of, the fun of exploring the levels and figuring out the bosses give it a surprisingly high replay value. It doesn't hurt that the game is beautiful, with an art design imbued with a loving attention to detail - it really says something about a game when just looking at the main character walk is a joy, and no, it's not because I want to have sex with a pumpkin (although...). It's a steal for just 3$ on itch.io, and should developer Peter Lazarski decide to release an extended version on Steam now that the game has been Greenlit, it is more than likely to get an entry on the best-of list of that year.

The Psycho Mantis "Prudent Person" Award For Best Video Game, 2015


I've been mostly dismissive of indie games in the past, but this time around, the indies killed it. While AAA publishers grow ever more bold with their 50$ season passes and increasingly aggressive microtransactions for what is basically the same open-world shooter, indie developers have come up with some of the most original, interesting and fun games we've had in years. And so, the highest honor in video gaming goes to:

Dropsy


Trust me, this all makes perfect sense.


It's been a long time since we've had a good old-school point and click game, but Dropsy manages to be a lot more than just a throwback. Its creative approach to storytelling and unique art style give it an identity all of its own, making it endlessly charming, emotional and, at times, downright sinister. The ending leaves something to be desired, and the day and night cycle, combined with the somewhat obtuse nature of some of the puzzles, can often be frustrating, but these relatively small annoyances do little to detract from the experience. Also: you have a doggie.

Downwell


I'm a fan of  the Aqua color scheme, personally.


I was gonna make a song, but then I played Downwell
I had my recording software on, but then I played Downwell
Now I still don't have the drum parts written, and I know why, oh well
Because I played Downwell
Because I played Downwell
Because I played Downwell

I was gonna learn game design, but then I played Downwell
I was gonna read some Unity tutorials, but then I played Downwell
Now I can't put anything by me on this list, oh hell
Because I played Downwell
Because I played Downwell
Because I played Downwell

I was gonna ask a woman on a date, but then I played Downwell
I was totally gonna do it, you guys, but then I played Downwell
She totally might have said yes and let me kiss her, but it didn't go so well

Downwell is a very addictive game, is what I'm trying to say with this happening reference.

The Magic Circle


Not sure about those propellers...


The Magic Circle is one of those games that you're better off going into knowing as little as possible about. With a few neat puzzles cleverly incorporated into what is essentially a walking simulator, The Magic Circle raises a lot of interesting questions about game design and the interplay between developers, crowds and fans. Though simplistic at times, it's a must for anyone who is either interested in game design or just wants to fly around on the back of a fire-breathing turtle monstrosity.

Crypt of the NecroDancer


I don't get no lovin', and that's no lie.


Crypt of the NecroDancer's gameplay mechanic sounds like little more than a gimmick at first: it's a roguelike dungeon crawler where you are required to time attack and movement to the beat of the background music. Look past the silly premise of fighting being just like dancing, though, and you'll find the most interesting blend of real-time and turn-based combat I've seen since Final Fantasy VII's Active Time Battle system. The music is also brilliantly incorporated into other aspects of the game, with Goblins who ballet dance as they run away from you. Dragons who headbang as they hunt you down, and shop owners who sing along to the melody when you're near, cluing you in to their shop's location as well as adding another element to the arrangement.

All that would have been nothing if the music got old, but thanks to composer Danny Baranowsky, that's never a problem. Every stage has its own musical style, with a different song for every level within the stage, and they're all awesome. Also, I can't figure out if I suck at this game or if it's just plain brutal, but the fact that I still have fun as I die again and again and again really says a lot about CotN's quality.

Best of the Year - The Witcher 3: Wild Hunt & Undertale


Well, two out of three ain't bad.

I can hardly imagine two games that are more different, but in a way, that's what makes having The Witcher 3 and Undertale together at the top of this list kinda perfect. The Witcher 3, a 10M$ game made by a team of about 200 people, shows that a game doesn't have to be generic in either gameplay or story just because of its AAA status. Undertale, a game mostly made by just one person with a 50,000$ budget, shows how much you can make with so little. The Witcher 3 is more ambitious, but Undertale is more consistent. And while The Witcher 3 is the culmination of a well-established IP, Undertale has all the rough charm of a completely original title.

So much has been written about both of these games that I feel it would be a waste of space to repeat what others have said about their gameplay or story. All I can think to do is to share my own experiences, in the hope that they will be enough to explain why they are my games of the year for 2015.

The Witcher 3 was a game that grabbed me so much that I played it for 3 months straight with hardly a single break and never got tired of it, and the Hearts of Stone expansion - which I was almost cheeky enough to give its own entry - only reminded me how much I love it. I'm still not sure whether or not I like it better than Witcher 2, which given how much I love that game, is a very good position to be in. I have some issues with it, especially the insignificance of choices made in previous games and even many made within the game itself, but disappointing as that was, The Witcher 3 remains a masterpiece.

Undertale obviously did not last as long as Wild Hunt, but it was one of those games that within the first five minutes went from a game I was sure I'm going to hate to a game that I knew I'm going to love. From the moment I got past the initial twist and met Toriel, I fell in love with the game and its characters. By that, I don't just mean the main characters, although they are nothing short of brilliant ("I'M NOT CRYING! I JUST... CAUGHT SOMETHING IN MY EYE!" / "what did you catch?" / "TEARS!!!"), but also the monsters. Undertale is often praised for enabling you to go through the entire game without killing anyone, which is cool, but its genius lies in giving every monster its own personality. For me, that's where Undertale's most memorable moments came from, and it's why I still cringe at the idea of killing any of the enemies in the game. Of course, if that's what you want to do, go ahead - it's up to you how to play your game. But you're gonna have a bad time.

Of all the games I played this year, these are the two games I can guarantee I'll still be coming back to years from now. They're more than just games for me - they're worlds I can't stop thinking about. Frankly, any year that gives us even one game like that is a damn fine year, and so, 2015 has been extremely generous. With upcoming games like Deus Ex: Mankind Divided, Dishonored 2 and Horizon, there's every chance we'll be just as lucky this year - fingers crossed!

*Yes, I know it's "man" - I'm trying to be inclusive here!

January 2, 2016

New Song - Under the Wheels of Time

Under the Wheels of Time is ready for your listening pleasure! It's probably the heaviest song I've recorded to date, complete with a lot of chugging guitars, double-bassing drums and growly vocals. Don't worry, though - I do a falsetto for a moment.

On SoundCloud (where it sounds better): https://soundcloud.com/alon-lessel/under-the-wheels-of-time

On YouTube: https://youtu.be/Jy9JKwBuK2U



December 23, 2015

From the Studio and Below: Be A Good Mathematician

I don't think I've ever mentioned this in the context of the blog up until now, but I am, in fact, a musician - by which I mean I've recorded just under ten songs that have been listened to by almost as many people. As such, who could be better than me to give you kids tips on music and the recording thereof? This is the theme we will explore in this exciting new segment.

I am currently in the process of recording a new song by the name of Under the Wheels of Time - always an exciting prospect, and always a lot more frustrating than you would imagine it to be. If you've never been involved in recording music in some way, you have no idea how much effort goes into simple things like making a cymbal hit not sound like someone dropping a wet towel on the floor, or how satisfying it is when you actually manage to do it. I'll talk about mixing another time, though - this time I want to talk about just plain ol' playing the guitar.

The main guitar part I recorded today, a classical guitar riff, goes like this:

Music by Alon Lessel. All Rights Reserved.

It's a simple riff, with essentially the same melody repeated for different root notes - it could easily be split into a bass part and lead guitar part. I played it many times before on electric and acoustic guitars with no difficulty, but when I started recording Wheels, I decided it would sound better on a classical guitar. This is when I ran into a problem: the way I used to play the riff, when I had to fret the F note on the 6th string, I would just reach around the neck with my thumb (giggidy). Things is, at 164cm (that's almost 5'5'' for our USA readers), I'm not a very large person, if you ignore the X-Y plane, and with my classical guitar having a very thick neck, it was all but impossible to properly hold the string down with my thumb - especially when you consider that I need to keep my other fingers well-arched in order for the notes on the 2nd string to ring properly. The only alternative I could think of was to use my index finger for the note on the 6th string, but then the only way to play the C note on the 2nd string would be to barre the 1st fret after playing the B note, which doesn't pack nearly the same punch as regular finger-hammering.

This led to hours of frustration, in which I constantly tried two bad solutions to a simple problem and failed repeatedly to make them sound even passably good. That's when I had a revelation: I don't need to play the part differently - I just need to tune differently. I'm only playing the F note on the 6th string, so my problems would be solved if I could just hold that note in place during the entire part - which, in guitar terms, means tuning the string to an F, i.e., half a step higher than standard tuning. Once I did that, the only challenging part of playing the riff was that I had to shake my instinct of reaching for the 1st fret at the start of the 3rd bar.

This might seem like an embarrassingly simple observation, but there's an important lesson to take out of it. There's a common misconception that the more difficult something is to play, the better; that if you look for a way to make a part easier to play, you're either cheating or you're just just not a very good guitar player. That's not true at all. If it were, then everybody's favorite guitarist would be Michael Angelo Batio, that guy who can play two guitars really fast at the same time and has never made a single good piece of music in his entire life. Oh, don't worry - he'll be the subject of a future post.

Seriously, I dare you to watch this video the whole way through.

The truth is, the best sounding guitar parts are often the ones that are easiest to play. Of course, "easy" is a relative term - newcomers might not necessarily have such an easy time playing a Slash or Angus Young solo. When you break it down, though, there's nothing that technically profound about them. It's the composition and the little touches that make their playing so awe-inspiring. Eruption is a cool song to learn when you pick up your first Floyd Rose guitar, but when I wanna listen to some Van Halen, I'm much more likely to go for Hot For Teacher.

Music isn't the only example where that's true - in fact, I learned this lesson in a completely different context. I've got an M.Sc. in mathematics, but for a while there in high school, I was on the verge of failing math time and time again. That all changed when I got to the 11th grade, where I was assigned to a new math teacher called Galina (forgot her last name, but will change this if I ever find out what it was). Galina was a hi-tech refugee who decided to become a teacher rather than face unemployment, and she quickly became many a student's favorite teacher, myself included. While everyone else we knew at school hated their math teacher, we were so close to Galina that at the end of our senior year, she actually invited us to a party at her home, which is one of the few truly happy memories I have of high school.

Galina had a very simple attitude to mathematics: a good mathematician, she said, is a lazy mathematician. This doesn't mean that a mathematician should be some disinterested MATLAB programmer,* mind you - it means that rather than carrying out the same computations again and again, a good mathematician should seek to save up time whenever possible by recording the basics of a computation or some logical reasoning as a theorem. Rather than use the same reasoning each time to calculate the length of the hypotenuse of a triangle using the lengths of its sides, prove the Pythagorean theorem. "Lazy" here really just means "efficient" - repeating the same argument time and time again, while possibly a good way to impress people with how smart you are, does little to save time and facilitate the study of deeper facets of mathematics. As a former programmer, Galina probably saw this as the math version of avoiding code duplication, the cardinal sin of coding.

*And no hate for MATLAB, either - I'm a big fan!

This lesson doesn't translate directly to music, in which repetition is actually quite important. The periodicity of riffs and chord progressions against a changing melody, combined with the subtle differences in which the same parts are played in different iterations, is a major factor in our enjoyment of music. However, the same basic understanding is still relevant: whether in mathematics, programming or music, or anything else, really - simpler is usually better. Doing these simple things well, though - that's the main challenge we all face, and which we will discuss at length some other time.

Under the Wheels of Time will hopefully be released by next weekend, just in time for that Novy God. I already know who I'll be spending the night with - Solid Snake! So all you losers can just keep all your kissing and sexy times to yourselves. 

Thanks for reading, and in the meanwhile, listen to some of my other songs on SoundCloud.

Hello from the gutter,
Alon

December 17, 2015

Metal Gear Solid V: The Phantom Pain - Not a hero, just an old killer

It's the pain you feel from a once-great franchise that isn't there anymore!


Of all the games due to come out this year, none filled me with as potent a mix of excitement and apprehension as Metal Gear Solid V: The Phantom Pain. The first Metal Gear Solid may be my favorite game of all time, and Snake Eater is not far behind. Even Metal Gear Solid 2, easily the worst among the first four main MGS titles, is a great game in its own right.

The last few years, however, have not been so kind to the franchise. The last good Solid game was MGS4 in 2008, and even that had a trainwreck of a second ending which sullied the whole experience. Since then we've had Peace Walker, the "nice try" of the series, and Ground Zeroes, which was almost universally reviled due to it lasting just under two hours, having no plot and, scandalously for a Metal Gear game, no boss fights. The idea of combining these two games in an open-world setting, which nowadays usually means diluting the narrative in favor of a string of boring, rote sidequests, did not seem like one worth looking forward to.

Sadly, The Phantom Pain does not exceed expectations, nor does it fulfill its creators' stated intention of maturing the series. In its rush to distance itself from its predecessors, it forgot to forge an identity of its own. The result is a game that is not only bad at being Metal Gear Solid, but which also fails to be a particularly interesting version of anything else, driven down by a misguided desire to be edgy and an abundance of corporate greed.

Remember, this is a sneaking mission! Nah, just kidding


The Phantom Pain picks up Big Boss' story 9 years after the events of Ground Zeroes, and it wastes no time getting into it. After the obligatory tutorial scene, you face gas-masked soldiers a la the first Half-Life, a floating, psychic, gas-masked child (there's a lot of gas masks in this game for some reason), and a man made of fire. There's fighting, sneaking, car crashes, a chase on horseback - so exciting! So much action! Man, I can't wait to see everything they've thought up for this game!

And then you sneak into a base to rescue a guy. Then you sneak into another base to kidnap a guy. Sneak into a base to get intel. Sneak into a base to maybe kidnap several guys. Maybe you find out that you can't rescue the guy you wanted to rescue. Maybe you thought you snuck into the base but ah, the big bad knew you were there all along, and know he has a speech prepared to read out to you. It's the same same thing repeated ad nauseam until the game finally decides to throw you a bone and show you a cutscene to break up the monotony. It gets even worse later in the game, when you are forced to literally repeat past missions to unlock further parts of the story.

But this repetition is not only bad for the player, as it also serves to expose The Phantom Pain's broken mechanics. The basics are the same as in Ground Zeroes: you can sneak past guards, or if you prefer, take them out silently, either before or after interrogating them. Non-lethal knockouts are possible, but recovering soldiers will alert their buddies to the fact that something is afoot. As usual for MGS, killing enemies is discouraged mostly through score penalties at the end of the mission, but non-lethal is the more enjoyable way to play the game. Another holdover from GZ is reflex mode, where upon being discovered, you enter what is essentially bullet time, giving you a chance to take out an opponent before he alerts the entire base to your presence. I find that it only serves to further dilute the stealth element of the game, but it's harmless enough, for a very simple reason: the stealth in this game is complete nonsense.

Initially, you might be tempted to be very slow and methodical, riding slowly on horseback, hiding from enemies by clinging to the opposite side of the horse (which, admittedly, is a cool mechanic), scanning the base for the best route in and slowly working your way through, memorizing the guards' patrol patterns as you go. The game can be quite challenging when played this way, especially if, like me, you play MGS without killing, knocking out or alerting anyone, and as such, you might find yourself repeating certain sections quite a few times. That's when you start looking for shortcuts, and upon doing that, you realize the enemies in this game are deaf, dumb and blind (dumb as in stupid - they can talk just fine).

In most cases, you can easily run all the way to a base's outer wall undetected. If you run right next to an enemy, they'll hear you, but otherwise, feel free to run around the desert in plain sight of the guards. The enemies' hearing problems get downright creative at times: I once managed to sneak into a prison cell past a guard, but then couldn't find an opening to sneak back out. Luckily, the game allows you to throw empty magazines to draw guards away from their positions. I meant to throw a magazine far past the guard to make him go investigate, but my angle was bad and the magazine instead hit the ceiling and fell down - prompting the guard to go up one floor, thinking that the noise came from up there. This was shortly after I managed to sneak past a guard who was 15 meters away from me - just under 50 feet - by crawling on the ground in broad daylight. Not that the guard didn't see anything: he looked, said "huh?", moved in to check closer, and then determined that he was just seeing things.

Luckily, stealth can be safely ignored, and often should be, seeing as its faults can work against you almost as often as they work for you. With your impressive arsenal of weapons, armed combat is a piece of cake. In fact, even without any weapons, you should be OK. I was once detected by four machine gun-toting soldiers who were quite far apart, and I managed to run up to each one and knock him out with my bare hands. A lot of people complain that MGS4 felt too much like a shooter, but I guarantee you that if you run up to a group of enemies with machine guns in that game, you're dead.

That wouldn't be so bad if TPP wasn't an especially mediocre and uninvolved take on the genre. By the penultimate story mission, you will find yourself marking your enemies with your uncanny ability to forever keep track of anyone you have ever seen, instructing your sniper companion to take down wave after wave of enemy tanks and even calling in full-blown airstrikes, wondering what happened to your Metal Gear Solid and why you're wasting your time on this vapid power fantasy when you could just go play Far Cry 3 or Black Ops II and have a much better time.

It's awesome when you get that puppy, though


Speaking of the companions, let me be very clear - they're awesome. Each companion in The Phantom Pain is not only immensely likable, but also useful in its own way. D-Horse is good for getting around quickly undetected, D-Walker is good for a speedy getaway with some serious firepower, and D-Dog - well, D-Dog is just the best. I love D-Dog. My best moments in TPP were spent petting D-Dog and looking at how beautifully rendered his fur is. Other than being cute, he can also detect enemies from some distance and distract them, making him the best way to keep the game enjoyable for those who, like me, insist on playing stealthily.

And then, there's the aforementioned sniper, Quiet. Once she's recruited, the game is basically over, because Quiet can take down an entire base before anyone knows what's up. In fact, she's almost a must if you want to take down one of the bosses non-lethally, and then your role reduces to running around to compensate for the time it takes her to reload. She's also one of the most egregious example of sexual objectification I can recall in any media, walking around in what is essentially a bikini, because - get this - she has to breathe through her skin. It's obviously nothing more than an excuse to have her walk around half-naked, never mind the fact that no one questions why, if she needs to have as much skin exposed as possible to breathe, she doesn't just shave her head. That wouldn't be considered all that sexy, I guess. It's a shame, because a more well-rounded and far less exploitative portrayal could have made her into a great character. Instead, we have moments of attempted drama constantly interrupted by childish attempts at titillation.

This is the conflict at the heart of The Phantom Pain's narrative issues, and while sexism is a large part of it, it is by no means its only manifestation. Putting aside the futility of trying to make a mature game in a series where we fight robot ninjas, giant mechs and photosynthetic old men, TPP's main problem is that it tries to act grown up while still retaining all of its childish prejudice. TPP confronts you with shocking image after shocking image, trying so hard to impress you with its po-faced, brooding facade, just to piss away what little atmosphere it managed to build up by having Quiet literally shove her butt in your face the very next moment.

It doesn't help that both the usually witty and likable Snake as well as the over the top, maniacal Ocelot barely say anything in this game, and what little they say is said with as little emotion as possible, because you know - maturity. Add that to the fact that both, along with Miller, affect the same low-end growling voice in all of the many, many useless codec conversations that they partake in, and you get a cast of characters that is not only impossible to like, but mostly hard to even tell apart, a problem that is compounded by the insane amount of datalogs, which contain most of the game's dialogue (and by the way, no, I don't consider datalogs to be plot).

One of the most cringe-worthy moments in the original Metal Gear Solid is when Snake asks Meryl how she managed to sneak a gun past some guards, and she answers that "women have more hiding places than men". When a similar comment is made during the ending of Ground Zeroes, the silly and stupid sexism of the past graduates to full-blown misogyny. There's nothing more juvenile than a child trying to prove its maturity to the world, and The Phantom Pain's hateful exploitation of women is but the final blow to the plot's credibility.

And of course, microtransactions


Not long after The Phantom Pain was released, we learned that an entire act is missing from the game, presumably due to considerations of development time and budget. Don't worry, though: the game does contain a multiplayer mode that absolutely no one asked for, complete with microtransactions that will allow you to build your base up faster and, in an amazingly shameless act, recover soldiers and equipment that enemies make off with - the closest thing to date to a game trying to squeeze protection money from its players.

The outright theft of a third of the game isn't even the worst effect of the multiplayer mode: it is the way the pretense of running a base interferes with the single-player campaign. It makes you grind to get certain types of equipment, wait around for said equipment to be developed, and in general forces upon you an overly-complicated and annoying base management system that stops the game dead at several points. By the time TPP was drawing to an end, I was hoping someone would destroy Mother Base again just so I could be liberated from this trite, aggravating micro-management.

Mired in myopic cynicism and utterly contemptuous of its fan base and legacy, The Phantom Pain feels like a game that knows all too well that it will never have a sequel. It may be popular now, and of course, I am more than happy for the people who enjoy it. However, I do not expect history to see it in quite as positive a light.

Score Calculation: In its own right, The Phantom Pain is a slightly above-average third-person open-world shooter, earning it a score of 6 for being a well-executed version of an extremely worn-out idea. However, with an entire act missing, it is in reality only two-thirds of a game, taking the score down to 4. It gets a point for having the best dog in any video game ever, but I'm gonna have to knock two points for its abuse of the Metal Gear Solid name and for Quiet's starting outfit, leaving us with

Final Score: 3

Verdict: Like Silent Hill 4, the fourth season of Community and the prequel trilogy before it, we sentence The Phantom Pain to be that part of the series that we skip over during marathons. Its name forever to follow the word "except" when mentioning one's love for the franchise during a discussion of favorite video games, TPP typifies what happens when talent fails to match ambition and natural evolution is substituted with caprice, all topped off with healthy dose of AAA-developer cynicism.