Here are the quick hits from the world of movies, TV, games, blacksmithing, hummus, whatever catches our fancy.
Movies
Pixar
The Incredibles and Ratatouille will be converted to 3D for future re-release in theaters. Never cared for Ratatouille that much, but I will gladly pay handsomely to see Frozone in 3D.
The Amazing Spider-Man
Marc Webb will not be returning to direct The Amazing Spider-Man 4 (yes, 4). Ease up there Sony, Spider-Man is not The Avengers. Let’s not get too far ahead of ourselves.
Wolverine
James Mangold will begin work on the follow-up to The Wolverine after X-Men: Apocalypse releases in 2016. With Hugh Jackman recently saying his tenure as the adamantium man is winding down, I can see this being his final hoorah as Wolvie.
Maleficent
Here is a new banner for Maleficent starring Angelina Jolie. This time she has wings. She gained horns last poster. Slowly they are just revealing she is Satan incarnate before the movie opens.
TV
American Horror Story
Writer Douglas Petrie has revealed that the fourth season of the horror anthology show will have a carnival theme in the 1950’s. As fu**ed up as AHS is, this is the perfect setting. Plus, I miss Carnivale and this will fill a need.
The Walking Dead
Anyone get traumatized by last night’s episode “The Grove”? If you are a comic fan, you are used to this, I want to know the soccer mom reaction.
Games
Gauntlet
The classic dungeon-crawler is getting a reboot this summer by WB Games. Check out the trailer below and remember the times wasting too much money on the arcade machine in a Mexican restaurant. Maybe that is just me.
Watch Dogs
Ubisoft is saying that it will take average players between 35-40 hours to complete the story with some free-roaming while completing the entire game could be around 100 hours. That is worth $60 if true.
Here are the quick hits from the world of movies, TV, games, K-Mart locations, laserdisc collections, whatever catches our fancy.
Movies
Avengers: Age of Ultron
Marvel Studios president Kevin Feige says we can look forward to Hawkeye and Hulk having larger roles in the sequel. This pleases me.
“Part of the fun of Age of Ultron was saying, you’ve seen another Iron Man adventure before, you see another Thor adventure and another Cap adventure, but we haven’t seen the Green Goliath again. So that was important in the characters you haven’t seen – Hulk being one of them and Hawkeye being one of them – Ultron will make up for it. They have very big parts in Age of Ultron.”
Pan
In the long, successful tradition of actors playing characters of different ethnicity, like Johnny Depp in The Lone Ranger or Al Jolson in The Jazz Singer, Rooney Mara (The Girl with the Dragon Tattoo) has been cast as Tiger Lily in 2015’s Pan. This movie sounds like a scene out of Dragon Tattoo…very uncomfortable to sit through.
Captain America: The Winter Soldier
Sebastian Stan has revealed that he has a nine picture deal with Marvel Studios. Get ready for Winter Soldier to be around for a long time.
Arnold Schwarzenegger
Watching Arnold crush things with a tank is somehow deeply satisfying. He is doing it for charity as well, so no shame in helping out.
Games
Titanfall
Amazon raised Prime prices this week and now they have been caught deleting low scores for Titanfall by NeoGAF. Ruh Roh, Shaggy.
Valve
Check out the redesigned Steam controller which still looks weird as hell, but now with A,B,X and Y buttons.
Street Fighter
Street Fighter: Assassin’s Fist, an original web series, will debut on Machinima. It can’t be any worse than the last two movies…can it? At least the video has no Van Damme or Kristin Kreuk although it looks like the grand master is wearing one hell of an anal bead necklace.
http://youtu.be/GYjIT-HALrY
Books
Harry Potter
JK Rowling has released a new 2,400 word piece called History of the Quidditch World Cup. It is free and can be read on Pottermore.
Yesterday, for the first time in years, I took an entire day off doing one single thing: Playing a video game. With the exception of breaks for meals, doing some laundry between matches, and reading a chapter of The Fellowship of the Ring before bed, I didn’t do anything yesterday other than play Titanfall. In the interest of full disclosure, the event actually began at around 8:30 Tuesday night, since my entire team had the day off on Wednesday. That means a solid 24 hours was mostly dedicated to playing Titanfall.
This is going to be one of the easiest reviews I’ve ever written, because Titanfall can be boiled down to a single question: Do you have a core group of friends you play online shooters with? If the answer is “yes,” you don’t really need the review, as I assume you’re already playing Titanfall. If the answer is “no,” and you’re wondering if Titanfall is worth it solo, I’m afraid I have some bad news: It’s not worth it solo.
By “solo,” I mean playing the game solely with an interest in the story being offered, without worrying about being “good” at the game from a multiplayer perspective. For starters, there is ZERO in the way of a single-player experience. This is SOCOM and MAG taken to the next level; yes, there is a campaign, but you literally play through nine of the game’s fifteen maps with some audio and special intro scenes thrown in for good measure. There are other players playing with you, on each side of the story, and to keep things fair it doesn’t matter whether you win or lose each match.
I knew going in that I wouldn’t care about the story, which is good, because it’s delivered in three of the least efficient manners imaginable in a game like this:
1) Audio that plays in the match lobbies.
2) Scenes that happen at the beginning and end of each match.
3) Audio and picture-in-picture video that plays during the match.
So basically, they try to tell you the story while you are talking with your team or party about the last match, figuring out your loadouts, talking about the match that just finished, or worst of all, while you are PLAYING THE GAME. I don’t know about you, but in a fast-paced FPS featuring giant robots and jetpacks, I am devoting less-than-zero attention to watching the little video at the top corner of my screen.
The game randomly picks which side you play as – IMC or Militia – when you begin a campaign, and automatically puts you on the other side when you start your next run. You can’t select individual missions until you’ve beaten both campaigns, which you’ll need to do to unlock all three titan cores. This can be a little frustrating if you’re playing with a party where everyone is at a different part of the game, but we found ways around it until all of us had completed each mission from both sides.
The side you’re on affects what audio, intro, and in-game story bits you see and hear, but the matches themselves have almost no impact on the story. For instance, one match involves the Militia trying to overload some reactors while the IMC defends them it a hardpoint domination game type. Even if the IMC wins by a landslide, the story finds a way to still have the reactors detonate. This also leads to weird situations when a match is close, where your pilots’ COs alternate radio chatter between “we’re crushing them” and “our forces are being decimated.”
https://www.youtube.com/watch?v=JtbKyM263tE
To be as honest as possible, I refrained from doing any research for these next paragraphs, which is the best story synopsis I can give based on having played the campaign from both sides twice: The games takes place far into space, on the “Fringe,” and focuses on a war between the IMC and the Militia. The IMC has decided to start using AI-controlled soldiers called sentinels. The Militia is losing badly, until the IMC ends up attacking a colony where an old, presumed-dead war hero is living. He joins the Militia, and together they stage a series of attacks on IMC bases.
Along the way, you’ll play missions with objectives like stealing data from a crashed IMC ship, taking over anti-ship guns to attack a dry-docked IMC ship, and bringing down towers around an IMC base to allow the giant, vicious life-forms that live on the planet to attack. There are also at least three missions where I can’t remember who’s doing what, to whom, or why.
This culminates in an attack on some kind of base on a world directly next to a star, in which the war hero sacrifices himself, and an IMC commander defects to the Militia, and control of the IMC is granted to Skynet… sorry, “Spyglass,” and a heavily-accented sociopath is a dick to everyone. There are some vague shots of spaceships, and some radio chatter from the corresponding sides. Then, for some reason, the game doesn’t end; there is a final mission where the Militia attacks the sentinel manufacturing facility, and the game essentially gives you another set of vague shots of spaceships and radio chatter.
If my recollection seems very pro-Militia, it’s because the game doesn’t even try to blur the lines about who the heroes of the game are. The very first mission involves a Militia raid on a fueling facility; if you’re the IMC, you have to stop them, despite the fact that there are numerous civilian ships with the fleet. If you “win,” the heavily-accented psychopath remarks that “Today’s civilians are tomorrow’s militia.” The very next mission starts with sentinels slaughtering civilians, and that same asshole remarking that it’s not a good enough test of their capabilities.
The characterin this picture could be named Tits McGee for all I know.
All that to say this: I don’t remember a single character name, meaningful moment, or piece of non-cliché dialogue, and I played this through four times. So when I say that the game isn’t worth it for the solo experience, that’s what I mean. Nothing this game provides is worth it outside of the core experience of playing the game. If you think you can play the game online, but without a team or core group, then it might be worth it to keep reading.
Now that you’ve made it to this point, forget the last four paragraphs and read this: Titanfall is the single best multiplayer experience since Bad Company 2, in my opinion. It is the culmination of a lineage going back to CoD 4: Modern Warfare, and is actually made by many of the same people. It borrows and learns from Battlefield, Halo, Call of Duty, Counter-Strike, Team Fortress, and a half-dozen other pedigree franchises.
As a moderate FPS veteran of multiple console generations, nothing in the game feels out-of-place, unnatural, or difficult to grasp. There’s a twenty-minute training simulator at the very beginning that gives you the basics, but moves along nicely to keep it from getting boring. There are a few mechanics, such as wall-hanging – hold left-trigger while on a wall – that I didn’t know about until they popped up on a loading screen tip. It also seems like you can switch pilot loadouts at any time without a respawn, or maybe in it’s just in certain circumstances; I really don’t know. These oversights in the tutroial are minor at best.
Basically, you spend all of your time either as a pilot or piloting a titan; playing as a pilot is like Call of Duty with jetpacks and parkour, and piloting a titan will feel familiar to anyone who has ever played another game with mechs. There are different weapons, perks, explosives, and whatnot available on both sides, and pretty much any play style can be rewarding if utilized correctly. I will say this, though: Moving around on the ground, half-crouched any checking corners is going to get you murdered.
The game is a symphony of mobility, and the most effective players are going to be the ones who can learn how to think in three dimensions, more than any other game on the market. In hardpoint domination, for instance, most areas can be accessed from any side, from above, and potentially from below. While titans can’t jump, players seem to be quickly adapting to the idea that you can call a titan in and then keep moving around outside of it.
This is accomplished by the game’s impressive auto-titan AI system for the mechs, which can be set to either guard a location or follow you as best they can. More than once I’ve left my titan to guard an area and then run off elsewhere. There are limits – stay gone for too long or go too far and your titan will shut down until you climb aboard again – but the game obviously encourages this play-style. In fact, a later perk allows your titan to be more accurate and efficient while in auto-titan mode.
The game also rewards people who can manage multiple loadouts as necessary. I tend to find two loadouts, tops, that I excel at and stick with them. In Titanfall, though, I actually have all six loadouts ready at any given time, and switch freely between tactics. The same goes for titan loadouts; what may work well if I’m piloting manually in an attrition game doesn’t necessarily perform well in guard mode during a capture the flag.
The only mechanic that the game really fails at explaining is “burn cards,” though we all pieced them together fairly quickly. Basically, these are one-time use bonuses that last from when you use them until you die and respawn. You have a maximum of three slots, and cards can be set in each slot from your deck between matches. Once in a match, they can be activated from the loadout menu. Some will kick in instantly, others not until your next spawn, and you can only have one active at a time.
The effects they offer include upgraded perks, enhanced weapons, extra XP, or even instant-access to a titan; normally, titans have a “build timer” that can be reduced by scoring points in various ways. There is a twenty-five card limit to your deck, so it’s worthwhile to use and even discard cards frequently. Early on I tried to keep cards for “that one special occasion,” but quickly found this wasn’t worth the space, as I just never used those cards.
Interestingly enough, I’ve already written a fair amount more than I intended to, or even really thought possible. To be honest, though, I don’t really think I’ve offered much insight; I’m ok with that, because again, there’s no insight to offer. Odds are anyone with even a passing interest in this game already owns it, especially if they have friends they game with. I’m sure there are a handful of FPS enthusiasts out there who won’t mind picking it up and playing with strangers; if so, more power to them, because this is a Hell of a game.
As multiplayer-driven experiences like Call of Duty and Battlefield have grown bloated in recent years, I’ve stood by and sneered. I don’t have anything against a great multiplayer experience, but all I saw was the same game coming out ad-infinitum. If you had told me I would willingly pay $60 for a game that was online-only, and featured a lackluster campaign I would only grind through to get unlocks, I would not have been pleasant in response. As it stands – or, in this case, falls – I’m going to wrap up the review here, “because Titanfall.”
I downloaded Titanfall directly from the Xbox One marketplace. It was my first time ever getting a launch of this magnitude digitally, and I have no complaints thus far. It is also [amazon_link id=”B00DB9JYFY” target=”_blank” container=”” container_class=”” ]available on PC, and will be released for the Xbox 360 on March 25.[/amazon_link]
Don’t worry PS4 owners. While Xbox One is enjoying the release of Titanfall this week you are only a week away from Infamous: Second Son. While it is nothing like Titanfall, it is good to have an exclusive title to enjoy.
Check out this video just released that shows eight minutes of gameplay from the third game in the series. If you have played the first two games it will look very familiar and very pretty as new hero Delsin makes his way around Seattle.
Here are the quick hits from the world of movies, TV, video games, air fresheners, bowling shoes, whatever catches our fancy.
Movies
Fletch
Jason Sudeikis is in talks to take over the role of Irwin M. Fletcher in Warner’s reboot of the Fletch franchise. Chevy Chase played the role twice (perfectly) in Fletch and Fletch Lives. Go back and watch them and realize that Sudeikis will own this role.
Fantastic Four
It seems the hunt for Doctor Doom has been narrowed to four actors. They are Toby Kebbell, Sam Riley, Eddie Redmayne and Domhnall Gleeson. Never heard of them? Good. I think more unknowns should get some of these comic roles going around.
The LEGO Movie
Chris McKay has been picked to direct The LEGO Movie 2. Phil Lord and Chris Miller, the directors of the first movie, will return as producers. McKay has directed Adult Swim shows Moral Oral and Robot Chicken. Let’s get Seth Green involved and everything will be awesome.
Transformers: Age of Extinction
A new IMAX poster has just been released for the robots in disguise. You could take off the Tranformers graphic and put Titanfall on it and it would work.
TV
iZombie
Rose McIver has been cast as Liv, the lead character in The CW’s show based on the DC/Vertigo comic. Gwen is the character’s name in the comic so who knows about the name change. I read Volume 1 of the comic a couple of years ago and found it entertaining. It does lend itself well to a TV show.
The Big Bang Theory
Sheldon, Penny, Leonard and the rest of the gang will be around for at least a decade. CBS has renewed The Big Bang Theory for three more seasons taking it through season ten. I will never complain about more Bernadette.
Video Games
Mario
Mario will be invading Happy Meals at McDonald’s in March and April. For those adults (me) that will be buying them, just remember they have double hamburger meals with them for us fatties. I got fat off of regular Happy Meals, I shudder to think how much larger I would be if I could have gotten double hamburgers in them when I was a kid.
Well it is finally here; the game many bought an Xbox One for. Titanfall is launching and the reviews are starting to come in. Is it the killer app that Xbox One owners have been waiting on?
Note: Our review will be up after we have spent plenty of time on public servers playing the full game.
“Titanfall’s great strengths is the simplicity and natural feel of movement. Whether you’re jetpack-jumping and wall-running as a pilot, or dashing around with your titan’s lateral jets, you just aim at where you want to go and press A. You’ll never wrestle with a video game-y quick-time event or button-mashing sequence in order to execute a badass move. It always happens in the most straightforward way it can.”
“Each of Titanfall’s 15 maps presented a new opportunity to experiment with my environment, to see where I could get to on foot. I found “lines” to take, alternating my wall-runs over extended spaces, making jumps I never thought I would make. Respawn even encourages this behavior — you accelerate as you run along the side of a building, and jumping from one surface to another can build an incredible amount of speed.”
“Whereas Call of Duty is bloated and wobbling towards death by gluttony, leaning on cheap gimmicks (Michael Myers?), Respawn – and Zampella – know what the real appeal is. 6v6 is a smart move, allowing for (stupid) bots to keep you killing while giving the titans room to manoeuvre. It’s a game of trade-offs, discarding the vogue for Yet More Unlockable Bullshit and instead confronting players with obvious choices: strength or speed, light or fast, yet still asking them to adapt to change when the hardware is called in. Unlike killstreaks, everyone gets a titan, choosing from three available types: how you plan for that eventuality is all-important.”
“Between pilots and titans, there are a lot of different elements that come together in Titanfall matches, and they do so with remarkable fluidity. Each map is designed to let both pilot and titan thrive; some areas are only accessible to pilots, others are the domain of titans, but large swathes accommodate both in the struggle for dominance.”
Here are some quick hits in the world of movies, TV, games, Halloween costumes, French-Canadian affairs, whatever catches our fancy.
Movies
The Amazing Spider-Man 2
If you love Paul Giamatti, don’t expect too much of him in the next Spider-Man releasing next month. Director Marc Webb has said that Rhino will only appear in the sequel for four minutes. His character is in the planned third movie also so just watch Sideways a lot until it comes out in 2016.
TV
Cosmos
Want to see why we need more programs like Cosmos on the air? Take a look at this.
Game of Thrones
Here is a new trailer for the new season of Game of Thrones which returns April 6th. Plan your parties accordingly.
http://youtu.be/xIASaUUwklk
Constantine
Will Constantine be a smoker on his new show? Writer and producer, David S. Goyer, gives an “answer”:
“That’s a tricky one on network TV. We’re negotiating right now. He will have his signature trench coat and skinny tie. I would say that the show clings more closely to the source material than the film did. Even though the film was interesting.”
Tricky my ass. That is one of the character’s main crutches. That would be like the CW pitching Arrow and saying he only shoots Nerf arrows at enemies because real ones hurt.
The Talking Dead
CM Punk will be making his first public appearance since leaving WWE in January on this Sunday’s The Talking Dead. He was announced using his real name, Phil Brooks, on last night’s episode.
Games
Gone Home
The popular PC game will be making its way to consoles in 2014. This excites me almost as much as Titanfall tomorrow. That is saying something.
Titanfall
The game will run at 792p resolution when it launches tomorrow. If this concerns you, go crawl in a hole and stay there. Absolutely zero fucks should be given if the game is fun.
When Dishonored was released in October 2012, it hit gaming like a revelation, a breath of fresh air for gamers used to wading through the sequels and spin-offs that usually accompany the final years of a console generation. August, thankfully, had seen Sleeping Dogs revitalize the sandbox/action/crime genre, and Dishonored followed suit for first-person games, eschewing convention and breaking classifications.
It was a masterful work of contradictions, with open levels that invited exploration and examination in first-person, equal opportunities for nail-biting stealth and all-out carnage, a story that blended intrigue and betrayals with just enough of the supernatural, and a moral choice system that made you work to find solutions beyond simple murder.
The game received high praise from critics, players and other developers, but there was a sect of gaming where it was seen as more of a continuation of tradition than something brand new. This sect, myself included, used a single word when trying to describe what Dishonored had tapped into: “Thief.”
Originally released in November 1998, Thief: The Dark Project was received in a similar fashion to its later spiritual successor, and it is possible the praise it garnered was even higher at the time. PC games had been growing steadily more ambitious for years: Half-Life came out a mere three weeks before Thief, System Shock 2 followed a year later, and Deus Ex arrived six months after that.
Where Thief excelled was open-ended levels that not only encouraged, but demanded that players use cunning, critical thinking, and a variety of tools and skills to navigate to the objective. If you’ve played Dishonored, you get the general idea, except Thief’s ambition and execution preceded it by fourteen years. I can still remember playing the original, and being absolutely enthralled by things like rope, water, and moss arrows.
Thief II: The Metal Age came out in February 2000, and was even more beloved than the original; to this day, most Thief fans still point to it as the high-point of the series. The core concepts remained the same, but the story was deeper, darker, and held more legitimate consequences for those involved. The third installment, Thief: Deadly Shadows, added the element of The City as a hub between missions, where players could buy and sell goods, or take on side quests and odd jobs. Deadly Shadows was the only previous Thief to appear on consoles.
After Deadly Shadows in 2004, Garrett and crew disappeared into the darkness; the studio that developed Deadly Shadows closed soon after, and the series passed into gaming memory. It wasn’t until 2009 that Eidos Montreal revealed they were working on “Thi4f;” the studio had only been around since 2007, and their only other project at the time was Deus Ex: Human Revolution. It saddens me to say that as of March 4, 2014 twenty-seven people were laid off from the studio. Keep reading, though, and that decision may seem in the company’s best interests.
Photo courtesy rubberchickengames.com
Over the development cycle, the game that was released two weeks ago simply as Thief went through numerous changes; for instance, the “4” was dropped because the game was no longer a sequel, in addition to the fact that “Thi4f” is a stupid name. The developers toyed with numerous ideas, and games like Assassin’s Creed, BioShock, Splinter Cell, and even Dishonored impacted the final product. The extended development cycle also lead to the game being developed for two different console generations, as well as PC.
The end result is a new title that takes place several hundred years after the original games. The protagonist, still named Garrett, is potentially a descendent of the previous character; other characters share similar naming connections, and clues / references can be found throughout the game to The City’s past. The game opens with Garrett and his sometimes partner Erin trying to steal a rare, supposedly supernatural item from the baron who rules this time period. Things go horribly wrong, Garrett is presumed dead, and a year passes during which a strange plague starts to take hold in the city.
I’m going to stop there. Have you played Dishonored? Then you’ve played a much more compelling version of this story, which is mostly nonsensical garbage. It jumps all over the place, characters come and go seemingly at random, and things just kind of happen without resolution. There are supernatural forces, secret orders, conspiracies, civil unrest, family secrets, and the like all just kind of shoved in there; Garrett see-saws between reluctant hero, anti-hero, hero, and asshole mid-conversation. The final cutscene literally confused me so badly I looked it up and watched it multiple times, and it still makes no damn sense. At this point, I’m going to briefly deal with the “why” of this issue, as I think it may be of some importance.
The story is told, like in most game of this ilk, through a mix of in-game events, scenes rendered with the game’s engine, and a few CGI cutscenes; interestingly, these are not the same CGI used in the trailers, which is far superior. These moderate-production bits are scattered seemingly at random throughout the game, and somehow don’t ever seem to really mesh with the rest of the events. Oddly enough, they also aren’t as sharp-looking as the scenes rendered using the in-game engine, which makes their inclusion questionable.
My half-baked theory is that these scenes were produced, probably at considerable cost, earlier in the game’s development. As time wore on, the story and concepts changed, but these few videos represented too big an investment to simply throw away. As a result, the developers found themselves obligated to try and bend the story in ways to keep these scenes viable. I know how that sounds, but trust me, if you play the game all the way through it will seem a lot more grounded.
The other massive blow to presentation, content notwithstanding, is unfortunately the game-rendered scenes as well; they have better lighting, character detail, and animation, but also have one major flaw. In these scenes, as reported across all platforms, and verified by myself and Erich on PC and Xbox One, the audio and animation are so badly out-of-sync they become almost unwatchable. Not just characters’ lips and voices, either, but the sound and video for entire scenes alternate lagging behind or jumping ahead of one another to a jarring degree.
This is a real shame in some of the game’s better scenes, when I would have genuinely enjoyed being able to just take in the dialogue and atmosphere. One character in particular, Basso, is extremely well-realized; he’s Garrett’s handler, job contact, fence, and sometimes friend, and their conversations are the high-point of the game. The low-point is undoubtedly Erin, who’s basically a Hot Topic cashier dropped into a Thief game with her diary as her script. The story’s biggest drawback is that they expect the player to give a shit about her, which I never once managed to do.
You couldn’t be blamed at this point for wondering why I took the time to keep playing this game, let alone beat it in just under a week, and so I’d better offer an explanation. Without too much run-around, I found the gameplay to be genuinely engaging, if not necessarily fresh or innovative. Running around, hiding in shadows, using tools and trick arrows to move through the levels was fun; seeing the glint of some trinket and knowing immediately that I was going to risk getting caught just to nab it only lost its luster toward the end.
The game is set up with The City as a hub, with your base in the giant clock tower near the center, and a shop to buy supplies and upgrades just a few rooftops over. Navigating is a mixture of fun and frustration, as well-designed paths sometimes end abruptly, or force you to go around seemingly benign obstacles. The game doesn’t have a “jump” button, and instead gives you a context-sensitive “action” button that either works perfectly or fails inexplicably at the worst possible moments.
The City is not seamless, but instead there are two types of “loading” screens you can encounter, one which requires you to jimmy open a window with a crowbar, and one which has you lift a fallen beam out of the way in crawlspaces. Of course, not all windows and crawlspaces are load screens – some just lead to small rooms with collectible loot – and so moving around the hub isn’t as smooth as it could be.
Starting each mission usually requires you to go chat with various characters around the city and progress the story, and then head for a certain spot on the map. As the story progresses, certain things about the map may shift and change, and what was once a clear path may suddenly be blocked or more heavily guarded. The game shines at these moments, forcing you to carefully be on the lookout for grates you can slip through, traps you can disarm, or objects you can shoot with blunt arrows and make a new path.
Each mission takes place in its own self-contained level, and while you still have multiple paths to choose from, they don’t feel as open-ended on approach. The most frustrating moments are when the game intentionally sends you into a heavily-guarded area only to have Garrett encounter a locked door or barred gate, at which point some new means of approach becomes clear. Each level comes with its own various collectibles and unique pieces of loot, as well as dozens of little trinkets to nab along the way, or documents to collect that deepen the story or offer clues to your objective.
These items are often hidden in locations you need to be actively searching for, or that you need to listen to conversations around you to become aware of. Often you’ll need to follow a guard or civilian and slip in unnoticed after they unlock a door or activate a switch. There is a serviceable lock-pick mechanic in the game, and sometimes you’ll need to have purchased the wrench or wire-cutter tool to access a certain area. I found myself seeking out the chances in earlier levels to explore for secrets, but by the last mission I was more concerned with getting to the next objective, especially since spare cash was in no short supply by that point.
Each mission grades you on your performance with one of three monikers: Ghost, Opportunist, or Predator. Predator if self-explanatory, and given if takedowns and murders were your style; Ghost is awarded for making as little an impact as possible, never even giving guards a reason to be alarmed. I got Opportunist on almost every level, meaning I was willing to use the environment, traps, and distractions to my advantage to get past guards. I still managed to make it through the entire game without getting spotted or killing someone, and the only takedowns I had were those mandated by the game at certain points.
The meta-game to this mechanic is that the optional objective for each mission changes depending on what your play style was. For example, a Ghost might have needed to pickpocket six guards, an Opportunist to disarm five traps, or a Predator to get five kills with fire arrows. Completing the corresponding objective nets you extra gold. I got about half of these just by playing the level, but was frustrated that the game only gives explanations of these mechanics in one place: Loading screen tips. Apparently, you can keep track of these objectives from a menu, but I didn’t find that until the second-to-last mission.
I will give the developers credit for at least trying to reward varied play styles. To be honest, I can’t imagine playing the game in an aggressive fashion, because the combat system, even when using arrows, simply isn’t geared toward direct confrontation. Many reviews complained that the melee “combat” is nothing more than a system of dodging and weak attacks with your blackjack, but my response there is simply “You’re playing a game called Thief; why the Hell are you in combat?” True, this leads to a lot of reloading saves if you get spotted, but since that’s the same way I played Dishonored, it didn’t bother me that much.
The game does have some flawed and ill-advised mechanics. There are occasional bits of third-person platforming, and in addition to looking really silly, it’s not always clear where you should be going. The map is useless for anything other than getting your general bearings, which is frustrating when you climb up three stories and use a precious rope arrow only to discover a room with some generic loot instead of a way forward through the mission. There are “loud” surfaces like broken glass and water in some places, as well as dogs or birds that can make noise and bring guards; I never seemed to get a handle on when and why any of these things attracted attention, even after repeated trips through the same area.
Garrett can do something called a “swoop,” where he dashes quickly across a short space in any direction; sometimes I could do this past four guards in front of a torch and never be spotted, but then try and do it past a single enemy in total darkness and immediately alert him. Combined with the occasional failure of the contextual action button, and the unpredictable nature of what does and doesn’t constitute being “in the shadows,” this probably led to more reloaded saves than anything else in the game.
The other so-so mechanic is Garrett’s supernatural ability to “focus,” highlighting people and objects of interest, which can be upgraded so that you move more quietly, deal more damage, pick locks faster, etc. while it’s active. On the difficult level I played through on, it didn’t regenerate automatically, and had to be replenished by finding and consuming poppies in the world. Thing is, even when empty, I could still hit the button and everything of interest would flash with a blue glow that slowly faded. I actually found myself preferring this method, and would intentionally drain my focus meter anytime the game refilled it.
There are a few missions that contain environmental hazards or run-for-your life scenarios, usually involving scripted events of guards spotting you or something catching on fire. The best of these is also the worst, as it involves what should be a breakneck race to get out of a burning, collapsing structure. Instead, what happened was that the scripted events to open a new path, or the ever-cursed action button, wouldn’t work properly, and I’d find myself falling to my death or burning alive before reloading a save.
Photo courtesy gamehdw.com
The missions can be played back through, but the method of doing so makes so little sense it baffles me. Upon completing the game, you’re told that you can replay missions and try to get all the collectibles. Being a gamer, I assumed this would either be done from a menu, or some sort of journal / display case in the clock tower, where there are journals and display cases for all of the collectibles. No such luck, and the map wasn’t helping, either. In the end, I went online to discover that you have to find the original mission start point in The City to replay a mission. Start points which, despite the fact that Garrett has already been there, don’t appear on the map in-game.
This knowledge of how to replay missions is apparently hidden in a loading screen tip as well, along with this bit of info: Basso can offer you side-mission that require you to steal unique loot from various places around the city. I had read reviews that talked about side-missions, but never encountered the ability to start one, and the game doesn’t give you that information freely. In fact, the game doesn’t really make it clear that you can go to various shops or talk to other characters between missions; after each mission, it drops you back in the clock tower with an objective indicator, and you’re off to have a story-driven conversation or two before the next chapter begins.
I think, in the end, that cycle may be a fitting analogy for this game as a whole: Pointed in one direction and told to go, sometimes without context, while other possibilities get bypassed unknowingly. I don’t think it’s nearly as bad as other reviewers say, and I found the game to be enjoyable and enticing during the campaign. I honestly don’t know if I’ll go back for side-missions or extra unique loot, though I might play any extra content or full expansions that may come along.
If you were wondering why I said I was “saddened” about the layoffs at the studio mentioned earlier, beyond people losing their jobs being sad, look no further than Deus Ex: Human Revolution. I think my words here – long development, uncertain mechanics, unfocused story – could have applied directly to it, as well, when it was released. The developers in that case got a second chance with the “director’s cut” version that came out last year, and was widely seen as being superior to the original product. This is also the studio that brought us the Tomb Raider reboot, which saw the updated “definitive edition” come out recently, albeit a different team within the studio.
I feel like Thief could be easily upgraded from a mediocre experience to a good, at times great experience if given a similar chance to be expanded, polished, and sent back out again. In the long run, though, that’s no excuse for releasing a title with obvious flaws, lackluster design, and broken mechanics. The cutscene sound and audio issues alone should have raised some flags, though its likely publisher Square Enix would not have brokered further delays. As it stands, Thief is the tarnished silver knock-off to its successors, as opposed to the platinum tribute of craftsmanship apparent in Dishonored.
I played Thief on PC. It is also available on [amazon_link id=”B00CYNTHA0″ target=”_blank” container=”” container_class=”” ]360, One, PS3, PS4.[/amazon_link]
Here are the quick hits from the world of movies, TV, games, drink machines, Cobra Kai, whatever catches our fancy.
Movies
The Jungle Book
Idris Elba has been cast as the voice of Shere Khan in Disney’s CGI/live-action version of The Jungle Book. In related news, I will now being seeing the shit out of The Jungle Book. It releases on October 9, 2015.
Matthew McConaughey
A video showing how to make healthy lunches on a budget for the Oscar winners’ just keep livin’ Foundation. Guy Fieri has to be holding back the need to yell “WHAMMY BOOM BAMMY” or see if he can deep fry celery.
TV
Archer
FX has renewed Archer for two more seasons. 26 more episodes of sex, cocaine, Danger Zone, other Barry, LLLAAANNNNAA and Pam. Sploosh.
The Walking Dead
Here is a homemade Michonne figure made out of a Barbie doll. This should be a real thing. I will let you check my man card at the door as I go and buy one.
Games
Infamous: Second Son
Watch the new live-action trailer for the PS4 exclusive here. It releases on March 21st.
http://youtu.be/jHzh96ehv4A
Tomb Raider
The game turns one year old this week and it should pass 6 million units sold by the end of the month. Tell Square and their insane sales expectations to go fuck themselves.
Xbox One
Twitch streaming will be coming to the Xbox One next week. Major Nelson shows you how use it.
Sony has announced that they have reached a deal with Screen Gems and Sam Raimi’s Ghost House Pictures to bring Naughty Dog’s The Last of Us to the big screen.
Raimi will be one of the producers and the script will be written by the game’s creative director Neil Druckmann.
This gives me mixed feelings. The Last of Us was my Game of the Year last year because it was such an emotional journey watching Joel and Ellie’s relationship develop. It was perfect as it was and I don’t know if a movie can match the impact of the game. Of course, I am not saying it can not be made into a worthy film with good casting, direction and Druckmann writing the script.
What do you think about The Last of Us being brought to theaters?