Why I Hate… Game reviewers who care more about story than gameplay
Eurogamer recently posted the latest in their “why I hate / why I love” series of click-bait. Obviously I’m going to provide the link, but I urge you not to help their coffers by clicking on it.
In it the author, Keza MacDonald, describes over two pages her hatred of the game, based on what she found to be a distastefully jocular approach to the subject matter of the occupation of France by the Nazi forces.
I played the Saboteur earlier this year. Its design seems strongly based around the same “30 seconds of fun, repeated” mantra of Halo, only without the fun.
What isn’t fun about it? Well let’s start with the on foot controls, which are jittery and becomes downright dangerous during the climbing sections. Your character will often leap off in an unexpected direction, leading to far too many times when your death feels like the result of the controls not doing what you expect.
When you’re in a vehicle the experience isn’t any better. It feels like someone had the bright idea of making the cars handle realistically for the time period, with the obvious downside of “realistically for the time period” being “like crap”. The camera when driving is also horrible – either too close to allow you to see ahead of yourself or, if you pull it out, frequently obscured by trees.
The game revolves around the free play objectives, which area a series of something like a thousand targets for you to blow up, spread across the map. Yes that’s right, there really are a huge number of them – ocd collect-a-thon gameplay really reached a low point here. There are limited varieties, but least they interact with each other well and are sometimes placed with care to create interesting set-ups.
For example, generals can see through your disguise at long range, so you have to avoid them. Watch towers also limit your ability to plant explosives, as there are more angles you can be seen from. AA guns and cannons can be turned against the nazis and used to destroy things, if you can get to the controls. Targets such as fuel depots and missiles are heavily patrolled, but cause huge explosions, saving you the time of bombing everything individually.
The story missions like extended versions of the free play objectives, since they all seem to revolve around killing Nazis or blowing up their stuff. Usually they go on for far too long. There are a couple of highlights though, with one at around the mid-point of the story being particularly cool. Often you will find yourself needing to travel the length of the map to reach the next mission trigger point, and I don’t remember there being any fast travel options.
Visually the game is okay – texturing, models, etc. are all in a consistent and fairly cartoony which affords a certain amount of leeway. The whole thing looks best when it is in monochrome (with red highlights that makes enemies stand out), which is a real shame as these areas go away as you progress through the story. It really is quite backwards – the game gets uglier and more garish as you progress.
Achievement design is pretty horrible, favouring mindless grinding tasks over encouraging the player towards fun gameplay.
There are some really grade ‘A’ schoolboy errors that I can’t believe weren’t picked up by QA, so must have been deemed fit to waive by someone at some point – which is pretty indicative of the amount of love and attention the title seems to have been blessed with. It’s very much “oh that’ll do”.
Anyway, the most howling example of this stupidity is in one of the types of targets you have to destroy. These are big flatbed trailers with rotating radar dishes on top, the reach of which extends out to the sides. The radar as at around torso height for your character, and has collision. Can you guess where this goes wrong?
If you walk to the trailer to plant explosives on it, it is very easy for your guy to get caught on the rotating collision of the radar, which will often swirl you around with it. With collision code that doesn’t push you away, or slide you off, you will have to rely on blind luck that you don’t end up circling the soon-to-explode target, and go up in smoke with it.
Given that there must be around one hundred of these radar targets in the game (and that’s a conservative estimate – I would say that it was the most freeplay collectathon loving game I’d played this year, but I’ve got Crackdown 2) this must have happened to the developers, and happened regularly.
Oh yes, the camera collides with these things too (despite them being mostly air), so even if you don’t get stuck to it, when you walk near one your view will keep popping aroud the place.
So anyway, what was really the point in picking apart the game in this way? To prove a point, really. For a videogame writer to claim to hate a game, then to spend the entire two pages of the article just on the inappropriateness of the story is just remarkable, when there is so much wrong with the actual game part of the package.
(And that’s not even counting stupid remarks such as “this is like setting a rom-com in late-sixties Vietnam” when M*A*S*H has shown that such clashes of style and subject matter are perfectly possible. Or complaining that the game uses the war as a backdrop, in the same way that the presumably incredibly tasteless Indiana Jones movies do. Or “It’s like an episode of ‘Allo ‘Allo, except the comedy isn’t intentional” when it’s very clear to anyone who plays the game for even the briefest of time that it is entirely and deliberately tongue in cheek in its execution of the setting.)
Remarkably this isn’t even the first time this has happened in the “why I hate / why I love” series’ short lifespan. “Why I hate… Halo” also spends the entire time moaning that Bungie didn’t present the story in any meaningful way that the review could follow or care about.
I can only assume that the website version of the American TV industry’s “sweeps” are upon us, and Eurogamer is scrabbling around the bottom of the “really terrible article ideas” bin in a last-ditch attempt to boost their traffic and secure more expensive advertising contracts.
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Posted by FreakyZoid on Tuesday, November 30, 2010 at 11:23 pm
Tags: Bad game journalism, Bad Game Reviews, Games



