Far Cry 3: Playing Outside The Box

Far Cry 3
Far Cry 3

The alternative subheader for this article was “A Funny Thing Happened On The Way To The Radio Tower”. In a way, it would have been more fitting (along with providing me with personal amusement). I lost sight of what Far Cry 3 wanted from a very early stage, and the resulting few hours were a revelation.

That’s not to say it doesn’t try to capture your attention. Starting with a POV cutscene with you and your brother being sneered at by bad man Vaas behind the bars of a bamboo cage, your subsequent escape is a suitable launchpad for some open-world vengeance. It’s also worth noting that the voice acting and mo-cap is truly exceptional, raising the pirate leader above clichéd baddie tropes into something genuinely unsettling. Being spat headlong into the jungles of Rook Island with your brother’s gruesome death still ringing in your ears would be an obvious point where you grab all the guns you can carry and fight back along leafy linear forest corridors.

The designers of Far Cry 3 had different ideas though, and this deviation in structure is the first clue as to how the next few hours might play out. Your character is quickly taken under the wing of a local community leader who suitably outlines the Quest for the Hero and places the first gun – a pistol, of course – firmly in your hand. Once an initial test is passed (which might as well be referred to “THE TUTORIAL” by everyone involved), your new leader points you towards the house of a doctor where you can meet one of your friends. There’s also some mention of hunting and collecting and crafting but it all gets filed away behind the predicted promise of bullets and bloodlust.

It’s at this point I tried to stock up on weapons – buy what I could, note prices for upgrades, gear up for the road ahead – but soon found that I just couldn’t carry anything. Almost literally. The space in your pockets makes way for one gun, a couple of syringes (read: health packs) and flowers, but that’s it. All the things I would take for granted in an FPS such as weapon slots and ammo pouches were held back, each instead showing requirements based on one vital ingredient: animal skins. Pigs, goats, tapirs, dogs, sharks…it was a menu that demanded I go off and get lost, explore, kill, skin, and craft. I could absolutely head to the next mission marker, but it soon became apparent that I would need to expand in order to succeed.

Jason, your character in the game, is established very early on as Just Some American College Douchbag. Does this make him more relatable than a grizzled super soldier? I’m not so sure, but I was certainly maintaining this naive inexperience in my first few attempts at hunting. Shooting at pigs wildly as they scurry away doesn’t exactly carry Bear Gryllis levels of success, especially when you find yourself running directly into an enemy encampment, stabbing some guy through the neck in a panic before leaping off a cliff to escape his comrades. The Monty Python style of predatory strategy. Finally running out of bullets, I resorted to throwing a remote charge in the path of a deer before removing his skin with fire and flame. Overkill? Maybe. Effective? Definitely.

This need for skin of various types led me to a wider use of the map, searching for their silhouetted shapes in various habitats. Much of this is obscured by blackout, a result of the radio jammers similar to the one you briefly visit in the tutorials. These towers are styled very much like the high structures in another Ubisoft title, Assassin’s Creed. Once you ascend and pull out the important wires from a red box, the camera completes a wide pan and the area is added to your map. The map, once cleared, becomes either the green of free movement or red to show that an enemy camp controls the area. Often these camps are placed between you and the next radar tower, meaning their removal becomes a logical next move, and they invariably consist of small compounds with a selection of enemy types that you conveniently identify and track constantly, even through rocks and foliage. The icons that appear magically stuck above their heads tell you of their predisposed attack routine – snipers, grunts, chargers, armoured heavies; dangers that are immediately recognisable by anyone who’s ever played another FPS. These patterns become a puzzle, your attack strategy forming on the basis of how they will each react.

And so this pattern emerges, of movement, analysis, exposure, and attack. A radio tower exposes the position of an enemy camp which, when cleared, leaves a quick-travel location close to the next tower, and so on. The odd hang-glider – kindly deposited on every mountain edge by a militia group obviously into their airborne pleasure trips – merely amplifies this idea of moving against the scripted tide that normally sweeps you towards the campaign markers. As you discover more towers, it’s quickly obvious that their collective order has a combined difficulty curve. Ubisoft rightly holds back from making it too tricky (few things are more frustrating than poorly designed first-person platforming sequences) but the sequence of moves required takes on a maze-like quality that actually reminds me of Portal. The enemy camps also become harder, with alarm boxes, animal cages and spread-out enemy types calling for a carefully planned sequence of attack. Of course, there is your growing arsenal as assistance for when this all goes wrong and you have reinforcements snapping at your hells whilst being chased by a tiger, but it doesn’t give you the same sense of freedom and accomplishment.

It was after a night of just going through this pattern that I realised how well Far Cry 3 fits being played purely as a spacial puzzle. The layout of the towers and camps directly reflects their complexity and it’s very easy to fall into the trap of “just one more”. It also helps that death is totally meaningless, with a liberal checkpoint system dumping you back either at your most recent fast travel location or just outside an enemy camp in the seconds before your first shot. However, where FPS puzzles hold your attention by changing the rules after carefully setting them up, Far Cry 3 eventually falls into the trap of repetition. The island is detailed and expansive, but it starts to feel that you are completing the same actions in every scenario, albeit in a different order. It doesn’t help that Jason is apparently a “normal guy” yet can yield a sniper rifle with pinpoint precision. Even with the numerous Alice In Wonderland references pointing to the whole game being a childish fantasy, there is never any chance to connect with a protagonist who is such a superficial cypher.

The obvious move is to head back to the campaign, but this only serves to exacerbate the emerging issues. Each mission is tightly scripted and suitably bombastic, but they ultimately feel frustrating and restrictive after many hours of roaming. Unfortunately, it’s at this point where the free movement around the island reveals itself to just be smoke that conceals the cast-iron linear structure of the game’s heart. With no reason to push on solving the puzzles and no compulsion to guide your sudden action hero through his paces, Far Cry 3 becomes more about what might have been.

For the latter hours of the game I was unable to stop myself comparing it to Just Cause 2, wishing that it could somehow absorb that game’s amazing sense of freedom and exploration. Along with Crackdown, JC2 used its game world to lure players into fun endeavours that had nothing to do with the story but existed purely to have fun. It allowed us to journey outside of the usual structure of following a set path and gave us the sense of adventure so absent from many games today. I would not be able to tell you how many hours I spent in JC2 attempting to carry an enemy to a remote mountain peak with a helicopter, or line up the perfect jump in Crackdown.

Far Cry 3 shows you down a path of humid jungles and creaking towers before bringing you back and saying, hey, there’s a way you need to play this game. It’s a shame as there’s so much potential for it to become the free fantasy it constantly teases. I wanted to get lost and have an adventure in the tangled secrets of Rook Island, but in the end, the game kept finding me and bringing me back.

Genuinely Great Xbox Live Indie Game Alert: Grid Space Shooter

GSS

 

I’ve always been addicted to Geometry Wars in all its forms and hold up Retro Evolved 2 as my favourite twin-stick shooter. Bizarre Creations showed how to get the perfect mix, with tight controls, enemy variety and lip-bitingly tight spaces to squeeze your ship through. It’s fair to say that every GW clone that has been released since then has each fallen wide of the mark. Whether it was the pace of movement, the connection between finger, stick and ship or the design of the fighters, there’s never been a similarly-designed game that’s been able to replicate the raw thrill of Geometry Wars.

I was therefore ready to be disappointed with Grid Space Shooter. Xbox Live Indie Games have been a real mixed bag – with a few notable exceptions, it’s not been the hive of quality that was promised at the beginning. There have been a fair number of moves to cover GW’s bases, neon lines attempting to hide the lack of inspiration in design. My expectations were low.

What a beautiful surprise, then, to wade into Grid Space Shooter only to find it’s tight, frenetic and beautiful. After a gentle tutorial to cover the basics – ship choices, special weapons, controls – it’s into the first level of a series that quickly ups the ante. Enemy ship designs are distinct and varied, each having an unique look that quickly becomes synonymous with their movements and quirks. From tiny pulsing globes to giant motherships (and even something that looks like Ghostbusters’ Slimer with a shield and sword), it’s a real treat to see so many enemies on screen without performance taking any kind of hit. As the levels unfold, new weapons and power-ups appear (both for you and your enemies), until the screen is a bleeding tangle of lasers and danger.

The barrage of weapons is where Grid Space Shooter makes itself distinct from all the twin-stick shooters that have come before, even from Geometry Wars. It’s clear that bullet hell games such as Ikaruga have had an equal impact in design, as the higher levels need pixel-perfect manoeuvring skills to stay alive. It’s a testament to GSS that this never feels unfair or unresponsive, with control of your ship feeling incredibly tight yet free and glossy. Weapons come in a wide variety of shapes and sizes, each with a tangible impact as they hit. My favourite is the Microwave gun. Oh yes.

Alongside the regular mode is an Arcade option that is purely about highscores on a table, perfect for a friendly rivalry. However, past the one-upmanship there’s even a two-player co-op option in the main game, screen split down the middle for maximum destruction. It’s all such an attractive package and, for just 80MSP, it’s an absolute steal.

Highly recommended, then. It doesn’t carry the immediacy of Geometry Wars’ shorter, more focused gameplay, but Grid Space Shooter brings to the table enough variety, style and prolonged excitement to actually threaten the template. Fire up the Xbox, treat yourself, and go find the Microwave gun.

 

webboxart   Grid Space Shooter, Xbox Live Indie Games, 80MSP –

http://marketplace.xbox.com/en-US/Product/Grid-Space-Shooter/66acd000-77fe-1000-9115-d80258550c8c?cid=RSS

 

The Year Of Living Gamelessly

My father tells me that my stubbornness comes from my grandfather. Albert/Bill/William Best (still not really sure which were his given and associated names) was a huge ginger-haired man who subtly smelled of sweat and tobacco. He would hold me up in the kitchen of his house in Colchester while my grandmother told him to stop tormenting me. I hold the idea that he was a bit of a trickster and liked to joke around, whilst still effortlessly maintaining the intimidation of size and stature. Apparently he ran an internment camp for Nazi POWs – in Ipswich, maybe? – and played poker with the captives. It’s not too hard to imagine this as totally true, he was a bug guy and my father’s strong sense of respect must have come from somewhere. My son, almost two, has inherited the light ginger locks and round face of my wife, while taking on my side’s eyes and mouth, and it’s uncanny how he matches the single strong memory I have left of Albert. Genetic tracing paper, one layer laying over the features of the other.

Someone told Granddad once that there was no way he’d ever give up smoking. The way my Dad tells it, he threw away his cigarettes there and then and never smoked another. No reduction, no action plan – just the iron-coated stubbornness of someone who would never be told that he couldn’t do something.

I came to the realisation at the end of 2011 that I was buying a lot of games. Not spending too much – being a new father pretty much removes any disposable income – but constantly trawling through the used bins in EB, hunting out bargains, sniffing for deals. The less said about Steam, the better. Little purchases over the weeks, drip-feeding the idea that I loved playing games. The only problem with that idea was in the truth – I wasn’t actually playing anything. Each would be briefly checked, like an antique dealer examining a table, before my focus moved onto the next must-have bargain. A combination of my free time disappearing (again, see: fatherhood), exhaustion at the end of the day, and losing patience with any game that didn’t get me straight to the action meant that playing these games had become a bit of a chore. There was a palpable sense of frustration sinking in as I accepted that I was getting nothing from playing. Sometimes I couldn’t even remember that I’d seen, done, heard or felt, led stumbling towards the checkpoint marker with a ready finger on the kill button. These minutes that poured into virtual worlds became hollow and meaningless, wasted opportunities mocking my army of unread books and dusty guitar. I found that I was enjoying buying the games more than playing them. Something had to give, I knew that well, but it didn’t fall into place immediately.

I’m not a big believer in resolutions, and of course I’ve broken hundreds of them in my journey to that opinion. I should frame my selection of gym membership cards, each with a small plaque detailing the exact time of failure. However, I like ongoing challenges, something to push back the boredom of necessary predictability. I was looking for something that could mark out 2012 for me, somehow. Read more, write more, sing more; all great ideas but all underpinned my the knowledge of who I am – without motivation, I will flutter away from good intentions as soon as something pretty distracts me. I was at a party with some good friends, people who have shifted past that initial polite barrier into the realm of those that can truly reflect on who you are. I’m a sucker for a good pun, and The Year Of Living Gamelessly drunkenly popped up as we were talking about 2012 changes. In truth, I had to spontaneously give meaning and structure to what, up to then, had only been a fun play on an established title. What if I, a resolute and (seemingly) passionate gamer, go a whole year without…buying games? Kat responded with a laugh – friendly, winking, knowing – that found its echo in the group. “You’ll never do that”, she said.

Boom.

The idea took hold immediately. A whole year without buying games sounded so insane that I couldn’t resist.

I started gaming on my neighbour’s Atari 2600 at the age of twelve. Up to that point, it was only the infrequent visits to Southsea seafront that allowed me to take in the sounds of the arcade, feet sticking to sticky carpets in crowded, badly-lit pier buildings. The 10p pieces would be rationed and savoured. The singularity moment of walking into his game room and finding this wooden panelled machine, pads out, ready to play without a coin slot to appease…I can still clearly feel that moment, seared very deeply in my pleasure centre. We played games that were little more than blocks on blocks beeping and chirping away like fat sparrows while we pretended that we knew what we were doing.

Next was a Sinclair Spectrum 128K +2, a box of copied cassettes and a tape deck that clicked happily to itself every five seconds. My Commodore Amiga came to university with me, disk box full of classics like Lemmings, Speedball 2 and SWOS also hiding the terrible digitized porn disk inconspicuously labeled “Pics”. My first TV console, a SNES, was the worst purchase of 1996, Tetris Attack and Mario Kart slowly chipping away at my study motivation. PS1 led to PS2 and many, many happy hours playing TimeSplitters 2 by myself and Tekken Tag with Steve. (Steve, incidentally, used to make gamenight pints of whisky and coke that were 50/50 measures which led to End Of Days level hangovers). I can still pick up Tony Hawks Pro Skater 3 and use pure muscle memory to ace every level. Halo changed my life. XBox, 360, PS3, Gamecube, Dreamcast, Nintendo DS, Gameboy Micro, PSP, PC, Mac, iOS, Android…games, games everywhere, at all times, in all places. Gaming has been a major part of my life for almost as long as I can remember.

After the party, I formulated the firm rules for my endeavour: none of my own money was to be spent on any video games in any format, whereas vouchers, gifts and store credit was fine. A single own cent spent would be failure, even if it meant missing out on an absolute bargain. The simplicity and totality of the rules attracted me even more. Clear lines and instructions, so all I needed to do was make it through twelve months.

I knew straight away that the hardest part would be the fight against spontaneity. I often would buy a game on the spur of the moment, convinced that I absolutely had to have it, only to leave it collecting dust after a few brief days. To see something at a special price, or find myself with a free Friday night and a game I wanted sat on the shelves, was almost more tempting than I could take. The first few months were relatively easy due to Christmas and my February birthday, and distance from home meant that Amazon vouchers were the present of choice. I pondered over these purchases, knowing that I needed a few titles that could essentially get me through to Christmas (I had already conveniently forgotten about the piles of games virtually unplayed from the previous year). Gran Turismo 4 and a WWII plane sim called Birds Of Prey arrived a few weeks later and completed the usual cycle of initial play falling into disinterest.

Journey and Trials Evolution had been planned for, and Amazon vouchers spent accordingly, otherwise that would have been the end of my challenge right there. However, past these releases in March, the bite started making itself known. I had to physically force myself to walk out of stores on a number of occasions, shiny boxes calling me back like sirens in the deep. The worst find was a fresh discount bin in Future Shop with a number of genuinely interesting titles at $1 each. At one point I had six piled up in my hands, feet itching to run to the counter before my brain kicked past the barriers. My strategy of truthful reasoning began there and continued to get me through the rest of the year. I held up each title in turn and asked myself two simple questions:

1) Have I ever really thought about wanting this?

2) Will I actually play it?

Putting back the games that failed either question, the pile soon reduced itself to nothing, and my pride did the rest. I knew the failure would hang over me for a long time if I broke, and there would be no way to reverse it. The honesty of my situation became a hard, belligerent motivating force. Actually, it felt incredibly exciting to break the spell of bargain entrapment and that pushed me on ever further.

This circle repeated itself occasionally as the year rolled on. However, there was one major flaw to my plan. I had assumed that, if I just stayed out of the game shops, then I could resist the temptation of new titles. What I hadn’t accounted for was the game shop in my pocket, winking at me every time I used my phone. I’d be the first to admit that iPhone gaming could never fully replace the console experience, but what I started seeing was many reviews of apps that not only used the limitations of the device to great effect but also were exactly the kind of arcadey games that I loved. Turns out it’s easy to not spend $60; not spending 99c is an entirely different prospect. The fact that you could press one button, enter one word and a new game would magically appear in your hands was almost too much to resist. Almost. What had started to kick in, fuelled by the insistent reasoning, was a far more honest and shrewd opinion of what I wanted from games, and this gave me the edge over the persuasive itch to buy, buy, buy. I managed to resist.

Until Super Hexagon.

My first play of Terry Cavanagh’s hypnotic puzzle experience came in a review of the iOS version that linked to the free Flash original. It didn’t take long before I was hooked, and a brief run on a friend’s iPhone version just compounded how I absolutely had to have this RIGHT NOW. My options were limited, however; App Store credit had long disappeared, no more games to trade in, not a birthday or Christmas in sight. I turned to the gift app option, offering my wife all manner of things to secure the $1.99 present. She didn’t bite, of course. I’d load up the game page and stare longingly at the BUY button before forcing it to close. Resolution finally came, of all places, in a casino. In true Run, Lola, Run style, I watched with gleeful eyes as my five dollars slowly rose, dipped and finally inflated into eight. I walked out of that casino like a hero, the only man to beat The House. The original money went back into my pocket and the winnings – not my earnt money, technically – went to my wife, to the App Store, to my e-mail, and finally to my phone. Six months later and it’s not only my game of 2012 but also one of my favourite games ever.

Summer heat took away much motivation to sit in and play anything, which helped, but I was surprised when my console attraction didn’t really return as the Fall chill returned. I played a little bit here and there, and the library rentals certainly scratched the itch to play something new, but I was nowhere near as committed as before. Worse than that, there was a real disconnect of focus – where I would once have been able to stare at the screen, entranced and reactive, I found myself now barely able to even stay awake. The interest had all but gone, more simple iPhone experiences frequently filling the few minutes I had spare. I thought Halo 4 would be a serious issue – I had owned all from Halo 2 on release day, even sitting through an uncomfortable midnight opening surrounded by teenagers for Reach – and didn’t have a strategy for getting through this challenge. Luckily, Matt is as big a Halo fan as I am and we were soon sat playing his copy, raging through the campaign, split-screen. Even more luckily, I became so frustrated with it that the thought of owning it completely left my mind.

The strangest sensation connected with all of this was in November. As the gaming releases ramped up for Christmas, and the titles from earlier in the year were heavily discounted, my palms actually started itching. Not metaphorically. I desperately wanted to buy and play something new, the closeness of the next year doing nothing to alleviate my urges. It was very strange indeed, but I’m pretty sure it wasn’t even about playing, the repression of my spending patterns was finally staring to burst at the seams. The final boss battle came in the form of Super Hexagon on Steam, running at a ridiculous frame rate, all shiny and tempting. By that point, thought, Christmas was almost upon us, so my putting that at the top of my list actually made it child-level exciting once again.

I was playing Ticket To Ride with some good friends, heavily inebriated, when I realised that I’d done it. I’d joked that I’d probably see the New Year in on the Steam store, finger hovering over the BUY button as midnight chimed. Truth was, I barely even noticed until an hour later. What had seem like an impossible goal had passed unheralded, buried underneath wine, friends, food and laughter.

My Christmas present stash was a good one for new games. Between actual presents and Boxing Day discounts, I’d suddenly accumulated Lollipop Chainsaw, Far Cry 3, Sleeping Dogs, FTL and Thirty Flights Of Loving. It was like having giant bowls of ice cream after a year of occasional spoonfuls. I went into a few game shops at the beginning of January, giddy at the prospect of being able to buy something again, but left empty-handed. Interestingly enough, not because there wasn’t anything I wanted; more that the frugal nature of my justification hasn’t left, and I’m starting to wonder if it ever will. Those two questions still ring loud when I ponder a purchase, and I’m finding that I’m putting bargains back when once I would have spent without a second thought. My first game in over a year was, predictably in hindsight, on iOS. Hundreds was followed by Repulze, then Amnesia on Steam, then a PS+ subscription and the wonderfully batshit mental Tokyo Jungle. The spending already feels like it’s spiralling again, but this time there’s an important difference – I’m also not buying things. Even if they are cheap. Even if I absolutely must have them OMG. Whatever, a new part of my brain is saying. You’ve got plenty to play. They’ll be available later if you still want them.

And that, right there, is how my gameless year has changed me forever. It’s made me what I could not be before – realistic. The impulse has changed, and with it the love for sprawling console epics has all but vanished. Right now, I want games, not interactive movies. Not realistic depictions of street life. Not liberating your friends from island mercs. I want to instantly have three minutes squeezing my triangle through techno-backed mazes, I want to survive as a Pomeranian in neo-Tokyo, I want to savour the sublime squelch of a beautiful cheerleader dispatching zombies. I’m even playing Far Cry 3 purely as a spacial puzzle game (which works surprisingly well). Minecraft, ever-present and absorbing, is pure exploration of a Lego fantasy. Not a QTS cut-scene in sight. This is what I want now. Maybe it’s a call back to the singular experiences of Southsea arcade. Maybe all I needed was to be reintroduced to the sticky carpet and aural pleasures of games that are games.

Someone once told me that I would never be able to give up buying games for a year, so I did it just to prove them wrong. It probably tells you everything you need to know that I did it out of pride rather than an attempt to change a bad habit. What emerged, though, was an outlook on my decades-old obsession that was entirely fresh, mature and finally free of knee-jerk enticement. Rationality born from stubbornness. A gift from my grandfather.

 

Albert Best, professional badass (on right)
Albert Best, on right, being cool.

 

 

 

 

 

New Game Plus – Hundreds and Repulze

I bought some games! Feels really good to be able to do that again. Incidentally the whole story of my gameless year is coming very soon.

So, the first game I’ve bought with my own money since December 2011 is an iOS game called Hundreds. Developed by the minds behind Canabalt and Solipskier (two of my favourite iPhone titles), Hundreds has a clean aesthetic to match its simple core. By touching the circles on screen, their numerical value increases rapidly, and the stage is complete when you reach a combined total of 100. The circles change from grey to red as they inflate and, if you touch anything else in this red state, it’s immediate failure. The simple beginning stages ramp up in difficulty rapidly, drip-feeding new dangers like spinning blades, requirements for simultaneous touches and all manner of obstacles. Luckily, I haven’t come across any time restrictions yet, so it seems to promote a peaceful, patient approach that soothes as much as excites. The downsides I’m experiencing could be due to iPhone screen space – some levels need you to move your touch with the circles and it can be hard to maintain focus on the game screen when your fingers are covering so much of it. Also, I can’t see the point of the occasional word puzzles that invite decoding, but maybe their role will become more apparent.

That said, these negatives are mostly outweighed by the crisp design and cunning puzzles so Hundreds still comes highly recommended, especially if you’re playing on an iPad. It’s on sale until the 10th, so now’s a good time to grab it.

Hundreds

Hundreds, iOS App Store, $2.99 – https://itunes.apple.com/us/app/hundreds/id493536432?mt=8

 

The second game I bought was a complete impulse buy – its introductory price of 99c is always hard to pass up – and I’m very glad I took the chance. Repulze is basically, unbelievably, WipEout running on my iPhone. Well, it’s not the full experience of the Playstation hover-racing classic, but it’s still entirely disconcerting that it runs and controls so well. It’s purely about lap times – there are no weapons, which is actually a very smart move – and the pace of the racing is dizzying. An element that the developers have added is the way boosts are awarded. As you race around the track, you have the option to pass through red or green energy gates. Go through three that match your current polarity, and you can then boost by tapping the centre of the screen. The polarity of your ship flips with every boost, so it keeps you constantly analysing the track ahead for the perfect line.

Control wise, it’s taken the approach of reducing everything down to two buttons, and the default sensitivity feels perfect. Your craft constantly accelerates, so it’s just up to you to navigate your way through the twirling, spinning future tracks by pressing left or right. However, it’s not for the faint-hearted – the difficulty level is high from the off and the badges required to unlock the next track can sometimes feel near impossible. However, it’s the kind of difficult that makes me want to improve rather than quit, so if you’re already a future racing fan, I can’t recommend Repulze highly enough.

Repulze

Repulze, iOS App Store, 99c – https://itunes.apple.com/ca/app/repulze/id573934243?mt=8 

Simon’s Best of 2012

Best film – Looper

There’s so much to like about my film of 2012. Great script, stellar cast, strong direction from a relative newcomer…but Looper‘s best trick was what it didn’t tell you. The trailer would have you believe that you’re going to be watching a time travel action movie, young self hunting old in an indie twist on Terminator. What you actually got was a slow-burner that certainly had these elements in the background, but was really an exploration of family loyalty, the consequence of action, and how love can mutate and save at the same time. It gave us a further element to the age-old nerd dilemma: kill or spare young Hitler? Looper dares to suggest an alternative – change him, before it’s too late? It’s really something special, and the final message that Love Is The Answer resonated deeply over the weeks that followed the closing credits.

Also, it blatantly sidesteps the inevitable discussions on the holes in its time travel: Bruce Willis tells us directly that it just doesn’t matter. Deal with it. Watch the damn movie.

Honourable mentions:

Ghost Rider 2 – Really, one of the most enjoyable cinema experiences I’ve ever had. Take away the need to “act”, let Nic Cage be crazy and mo-cap the shit out of him, use the Crank directors, combine for great success.

Avengers – Awesome superhero ensemble party with Whedon serving fine cocktails. High art? Nope. Amazing, enjoyable, thrilling and genuinely funny? Yep. In spades.

Skyfall – Not just a great Bond film, but a fantastic action thriller that will hopefully act as a blueprint for the future of the franchise.

 

Best Game – Super Hexagon – iPhone

What’s the meaning of life?

Sorry, let me backtrack a little and give you some context. Super Hexagon has a simple premise: don’t die. Walls of death approach and all you can do is rotate your tiny triangle around a central hexagonal spoke. Inch through the space, repeat. Score is time. One touch is death, game over. Press to restart. Over and over and over again. Time slows and seconds become milestones. First twenty, thirty, forty. Sliding forward, each instant restart a chance to improve and slice away at your best score. Last a minute, and the game tells you you’re wonderful. You feel it too, with a sense of elation that is unmatched by many other “deep” games. And that’s just the first level – knowingly labeled “Hard” – before you fling yourself further down the rabbit hole in comparative, superlative and Hyper versions.

How can something so simple – an iPhone version of a Flash game, for God’s sake – leave such a lasting impression on so many gamers? I think it’s the purity. There’s absolutely zero fluff or filler in the design. Story, character, Freemium DLC (spit) – all eschewed in favour of a single beating heart. It reminds me of the hours I spent playing the version of Geometry Wars Waves buried in Project Gotham Racing 4 (if you haven’t tried it, I recommend throwing five bucks on a used copy and heading straight to the arcade cabinet in your garage). It’s almost like it contains the very root of everything I love about gaming, distilled and concentrated in one single action.

But, then, it goes even a little further. It feels like its trying to tell you something about yourself, about life. The desperation to stay alive, the fact that you have to read the situation, make your decision, move and live by the consequences. You can never go back. Indecision is the enemy and leads to failure. Read, move, act with instinct and trust that deep, deep voice inside.

There have been a few times where I’ve looked at the encroaching walls and my brain has given up. You can’t do it, it says. That’s it. Game over. Then I watch passively as my fingers take over and lead me through the gaps with millimetre precision. Maybe that’s why the iPhone version is actually my favourite – the timing windows for the gaps are buried somewhere very deep in my nerve endings. It’s also with me all the time, and is the perfect distraction for the occasional spare two minutes between being an effective teacher and responsible parent. I play it and the world shrinks away for ninety seconds, the music vibrates my fingers, my heart pulses in time with the screen.

What’s the meaning of life? Who knows. But for me, this year, it’s been Super Hexagon; keep moving, trust your instincts, make your decision, and go. You can never go back.

Honourable mentions:

Journey – PS3 – Beautiful, moving and meaningful. So rare to get this from a game these days.

FTL – Mac – Just getting into this, but it’s already worming its way into my thoughts. It’s certainly made me consider doors as a higher priority.

 

Biggest disappointment (game or movie) – The Dark Knight Rises

I’m sure Matt’s chosen the same. You only need to listen again to our podcast to hear the abject disappointment hanging on every groaned syllable. His analysis will no doubt act as a highly-detailed magnifying glass over one of the year’s biggest films, but let me be the blunt hammer to his scalpel. The Dark Knight Rises ultimately does the unforgivable – simply put, it is just A Very Bad Movie.

Not a rarity, not this year or any year, but let me tell you why this badness is especial:

This is a Christopher Nolan movie

Inception has spoiled me. It’s practically ruined anything remotely in a similar genre. The last film that had that effect on me was Fight Club, especially as I was then a student of filmmaking who, right up to that point, arrogantly thought I could improve on anything with my unsurpassed dynamic vision and seemingly limitless talent. Fight Club left me physically shaking in a taxi, wondering how the hell I could ever be that good. Inception did the wondrous thing of telling a story that could only have been told in that medium, by that director. Insomnia, Momento, The Prestige; all additional rock-solid signs that Nolan utterly understands the silken weave between pace, time, story, setting and character. How could all this vision, this experience, result in something as wooden and splintered as Rises?

The Dark Knight exists

Batman Begins sowed the seeds of new Batman, moving away from Schumacher day-glo pyrotechnics to a version more grounded in the real. TDK then took this formula and dared to cast some young actor from A Knight’s Tale to continue Jack Nicholson’s Joker legacy. Do you remember the furore surrounding Health Ledger’s casting? I’m sure I even contributed to it. All the whining stopped immediately when the second film finally released. But was it just Ledger holding it together? No. Nolan’s a director who can bring out the best from all his actors (a reaction by Al Pacino in Insomnia is still the greatest piece of acting I’ve ever seen on film) so Ledger’s star turn is not a singular lynchpin. The script, slow and steady and full of malice. The characters, so well-rounded and interesting. The movie fit together as an intricate Chinese puzzle box. You left the theatre feeling like you’ve been exposed to what happens when the best are allowed to work together.

Conversely, DKR felt like I’d just read the readers’ questions section in Cosmopolitan.

The story is bad

I’m not going to list all the problems with this script and plotline (pro tip: Google them), but suffice to say they have more holes than an infinite golf course.

 

Disappointment is an understatement, then. An altogether dreary and unsatisfying ending to one of the most invigorating superhero reboots in cinema history.

Honourable mentions:

Cabin In The Woods – Great premise, wonderful execution, terrible ending that negated the actions of the previous fifty minutes. Shame.

Promethius – Went in with low expectations, found the end result to be even lower. Very beautiful but ruined by a terrible script with some of the worst space scientists I’ve ever seen.

Halo 4Halo is all about story for me. Note to 343 Industries -“story” does not mean “go here, do this set of three things, repeat”.

 

Top 3 I haven’t seen/played:

Cloud Atlas – I’m reading the book at the moment – and it’s entirely wonderful – so I’ve delayed watching the movie as I don’t want my imagination forced to picture Halle Berry instead of my own Luisa Rey. Really curious to see how on earth anyone could ever think they could make a movie of this book. Adored Run, Lola, Run, so it’ll be a visual feast if nothing else.

Smashed – I’ve been saying for a long time that Mary Elizabeth Winstead is one of the best young actors working at the moment, and this seems to the film that finally supports this claim. It only had a limited run here, so looking forward to catching it before the Oscars so I can throw some support behind it.

Tokyo Jungle – The PSN title that lets you play as a Pomeranian, trying to survive post-human Tokyo amidst hyenas and lions. It sounds like an utterly unique gaming experience that could only have emerged from Japan.

 

 

Happy New Year!

Skyfall – Our Two Reviews

Skyfall

We both saw Skyfall this weekend and felt compelled to write individual reviews. We each have a lot more to say about this film so look for the next episode of the podcast for more in depth (and spoilery) discussion. For now, here are both of our reviews in their entirety.

### Premium Bond: Simon’s Review

You’ve got to feel a little sorry for Timothy Dalton.

1987’s The Living Daylights and 1989’s Licence To Kill saw him take over as iconic agent James Bond, rescuing the series from the latter campy efforts headed by Roger Moore. Dalton’s Bond was clearly a shift back towards the original spy of Fleming’s books, with serious realism creeping in and Dalton’s scowl replacing Moore’s insinuative eyebrow. They made money, for sure, but the latter was especially lambasted for being too serious in tone, too distant from the series’ preference for lightweight gadget fodder. The lengthy legal battle between MGM and Eon effectively killed his planned third outing, and the Bond reigns finally fell into the eager hands of Pierce Brosnan. I remember very clearly watching Dalton’s Bonds and really enjoying how the series’ new tone matched my own growing maturity. For that reason, he’s my favourite Bond. At least, he was – until Skyfall.

The first thing to note is that the story in Skyfall is actually compelling, interesting and twisty instead of being a mere backdrop for invisible cars and Playboy-level nuclear physicists. In a nutshell, a breathless pre-credits train-top chase leads Bond in pursuit of a lunatic villain – a character Javier Bardam savours so much in his portrayal – while using near-death as a catalyst for self-examination. All the main characters have skeletons in their cupboards, some more psychopathic than others. The aging cast is this time used front and centre as a reminder to us all that our bodies don’t always follow the vigor of the mind, and that sadness only turns into bitterness if stretched over decades. The chase unfolds in Istanbul, Macau and good old Blighty, the latter not filmed this beautifully in a long time.

Daniel Craig’s Bond resonated from the off in Casino Royale, finding an audience for his mix of seriousness and broken humanity. Craig lets us in on the journey from one point to the next, until we finally see that the assumed Bond “character” is as much a weapon as his fists or guns. It’s a clever, intelligent portrayal that’s subtle enough to not drift into melancholy. Craig’s casting was initially a hard sell, but it has proven to be a fine decision.

Skyfall sees Bond at his most resourceful and competent. The unfortunate side of both Casino Royale and the far weaker Quantum of Solace was that, as partial reboots, they really wanted to show you how Bond became this remorseless killer, a murderer for money. It took time for the character to settle into its rhythms, not helped by Quantum’s uninteresting story, but Skyfall doesn’t inherit any of these drawbacks. Here, Craig shows us Bond as a true agent, fielding ingenuity against bullets, never giving up even when the odds are stacked against him.

The other cast members are also steller. Judi Dench owns M more than ever, the extremely watchable Ralph Fiennes has great presence and even Ben Whishaw, as a new Q straight out of college, holds his own. The only downside is that the whole “Bond girl” aspect has been extremely downplayed. There’s a nice development involving Naomie Harris, but poor Bérénice Marlohe barely gets any time to shine. Flouting the girls around as Bond’s sexual conquests was certainly old-fashioned, but it did add a certain element to the Bond formula.

What a formula, though, and it’s crystal clear that director Sam Mendes absolutely understands it. From the thrilling car chase through Istanbul, a couple of stunning long takes (for both talking and fighting), through to a precisely staged finale in Scotland, every shot glows with style and confidence. There’s undeniable evidence that his experience with actors has brought out some career bests, especially the way Bardam exquisitely times the speech pattern of his bitter antagonist. Mendes also gives us time to wind down between set pieces. So many films get this wrong and hurtle along without any idea of calm before the storm. The script, too, has just the right mix of flavourful language with enough fan references to keep Bond purists happy for the next year.

It all builds to an amazing cresendo and positions itself as a solid base for the Bond films to come, even staging a final daring mini-reboot in many ways. It all seems so assured, so confident and rewarding; it’s hard to feel anything other than tingling anticipatory excitement when the closing credits gleefully announce JAMES BOND WILL RETURN. Just like it used to be, as it should be.

In Skyfall, we have the best Bond in years and a thrilling continuation of Craig’s interpretation. Actually, it’s not just one of the best Bond movies, it’s one of the best action dramas for a long time, with a main character that shows us how the reality of life should never have to keep us down for long. Timothy Dalton, my second favorite Bond, will be duly satisfied.

### Bonding Experience: Matt’s Review

I am going to get this out of the way right now: Skyfall is a great film. Not just a great bond film, but a great film. It’s full of thrilling chases, great fights, and above all a solid story and superb cast to tell it.

Skyfall starts out like any great Bond film should, with a thrilling chase through a beautiful city using a multitude of vehicles. This, as with latter chases and action sequences are shot beautifully. The pacing is spot on, the camera works is amazing (thank the good sweet lord for the lack of Bourne style shakey cam) and the tension feels real. This is edge of your seat stuff! This leads into the classic Bond opening, and Adele’s “Skyfall” is a gorgeous song.

This opening sets up the basic plot of a list that shouldn’t exist falling into the wrong hands. You’ve seen this in the trailers, James Bond is back and he’s slightly worse for wear. It’s not often that Bond has been portrayed with a weakness but this weakness and vulnerability allows the character to grow in ways that _The World Is Not Enough_ failed to really explore.

Many were unsure of Daniel Craig as Bond when he was first cast. Blond haired and blue eyed he didn’t fit the physical profile, and in both _Casino Royale_ and _Quantum of Solace_ his Bond was a harder man. None of the gaget tomfoolery or the casual feel that none of the previous actors except Timothy Dalton had brought to the part. He had his quips, but most of them were played with a cold and cynical attitude. This certainly wasn’t your father’s James Bond. While I loved those movies, yes even _Quantum of Solace_, I sometimes felt that the films and Craig had gone too far in this direction. I’m happy to report that Skyfall has found the balance between old school casual Bond and new school gritty, real, cynical Bond, and that that is a wonderful thing.

Judi Dench is back as M and she is delightful as the tough as nails head of MI6. If she wasn’t before, She’s certainly my favourite Bond girl now. Her portrayal is skilled and nuanced and the character is more in the forefront as the bad guy, played brillianty by Javier Bardem, is out not just to get Bond but M as well. You’ve seen tidbits of Javier Bardem’s first scene in the trailer and while I don’t want to spoil anything suffice to say that the only thing that I might like better than him as Silva fighting Bond would be Anton Chigurth fighting Bond.

Ralph Fiennes and Ben Whishaw join the cast as a government official and Q respectively. Both are extremely capable actors and more than hold their own. Fiennes is basically always good, and I’m continually impressed with Ben Whishaw’s ability to throw himself into a part.

Where the film might be lacking is Bond girls. You might think the concept outdated or even sexist but it’s still an important part of the now 50 year old formula. That’s not to say that there aren’t Bond girls, just that neither Naomi Harris nor Bérénice Marlohe get as much develpment as they could, Marlohe especially. Harris does have a subplot unto her own, and her young fresh-into-the-but-unsure-if-she’s=ready-for=the-field agent plays well againts Craig’s unsure-if-he’s-still-good-enough-for-the-field Bond.

For those of you who felt that _Casino Royale_ and _Quantum of Solace_ left too much of the Bond formula out, suffice to say or points are back. As with Craig’s Bond finding the balance between old school and new, the film itself works all of these elements with the same even handedness. Q is back yes, but there’s no car that turns into a submarine or scene where Q delivers a gadget that would only really be useful in a specfic situation he couldn’t possibly predict (which Bond inevitably ends up in).

And that;s what makes the film great. Balance. A balance of ideas from the old school of Bond with the new school of Bond storytelling rooted in a world that’s more grounded in reality. Sam Mendes has done a brilliant job bringing this world to the screen and making sure that Craig, Dench and Bardem all play their characters with complexity and layers, never straying too far into anger, sadness or mania as they each deal with their pasts. He also proves himself one of the best action directors currently working today, a slightly strange thought when you consider this is the guy who usually brings us more thoughtful character pieces like _American Beauty_, _Jarhead_ and _Away We Go_. The script is brilliant, providing just enough fan service to put a smile on your face but not so much that it falls into the trap of camp so many other Bond films have.

Skyfall is really the third part of a loose trilogy. It starts witht he cocky new agent in _Casino Royale_ who ends up letting his guard down and getting betrayed, continues with him reeling and recovering from this betrayal and heartbreak in _Quantum of Solace_, and finally coming into his own by the end of _Skyfall_. I won’t spoil the end, but what I will say is that Skyfall brings Bond full circle and provides a solid foundation upon which the franchise can move forward will a fully formed Bond in a fully formed world. As the credits roll the statement “JAMES BOND WILL RETURN” is on screen as it always used to be, and I couldn’t be more excited for when he does.

Reflections On The Past: From Driver to San Francisco

John Tanner – the driver of Driver – has had a tough journey, but it wasn’t really his fault. You can lay the blame at the feet of Rockstar, or at least at the metaphorical feet of their ambition, as their success in opening up video game worlds became the forced design aspirations for many a dev team. Reflections – one such team – fell into this trap and managed to turn an epic franchise into a despised mess.

The first game, released on the PS1 in 1999, was all flashing sirens, screeching tyres and alleyways stuffed with cardboard boxes. Featuring an ex-racecar driver as a cop so deep undercover that even his NYPD colleagues wanted to trash him, it was a wild taste of how cases would be solved if Starsky & Hutch was the official training reference.

The key element was the handling. Each car that Tanner threw around the game’s cities had a throaty backend with just a bare understanding of grip. What felt uncontrollable at first soon slid into place, and the feeling of taking corners sideways with raging police cars speeding up behind you was a sheer visceral thrill. To make things even more filmic, your every move could be viewed and manipulated visually within a replay mode that placed you as a film director of a 70s car chase movie. Imagine Bullitt: The Game, and you wouldn’t be far wrong.

So: a great game with a sturdy engine and critical appreciation to match the sales. What could possibly go wrong?

Reflections decided to open the car door and gave Tanner legs. Letting him escape his vehicle for the sequel was a bold move that didn’t entirely succeed. It preceded the singularity point of GTA 3 by a whole year but, while the ambition was commendable, the poor old PS1 just couldn’t take it. My main memory of Driver 2 is not about the tight freedom of driving, but of getting out of the car and trying to wrestle Tanner across the street as the frame rate dipped to flickbook levels. And his staggering amble couldn’t be ignored, with missions being written to incorporate the protagonist’s new trick. It sucked out the fun of what could – should – have been a generation classic.

Then the world gasped as the PS2 smashed what was thought possible, Rockstar showed us the shining grime of Liberty City, and Driver lost its relevancy. The pre-release hype machine whirred into place as Driv3r was announced and only increased in volume as it neared release. A few previews were positive, casting more hope onto Tanner’s comeback. Building to a massive buzz, Driv3r was finally released in 2004, and it was truly awful. Unbelievably buggy, ridiculously clunky and seriously outdated, it was crystal clear that it had been sent out before it was anywhere near finished. Of course, in these days of day-one patches, that’s becoming more normal (see the recent Medal Of Honor Warfighter – or even better, don’t) but the PS2 didn’t share this luxury.

The game quickly became a joke as word spread through gaming circles. It even got to the point where the few magazines that had published glowing reviews fell into scandal with accusations of under table payments, and it was hard to argue against them. Driv3r, for whatever reason, had just turned out to be a terrible game, made more disappointing by the marketing promises thrown around in pre-release.

The series hid after that, occasionally showing its face as a PSP title (Driver 1978) and a weak console offshoot (Parallel Lines), neither of which even trying to pretend that the crown of the PS1 original could be reclaimed. Many people – myself included – occasionally dreamed about how a modern version might look and feel, but it was always accepted that daydreams would remain just that.

So, when Ubisoft (who had bought Reflections) announced that Driver was having a full-blown Tanner-led sequel on modern consoles, the reaction was a pretty even split between glee and trepidation. After all, the effect of Driv3r never really disappeared and it was easy to imagine that the GTA legacy would surely dictate another on-foot disaster. However, it wasn’t to be. Maybe anticipating this suspicion, Ubisoft made it very clear from an early stage that the player never actually moves from behind the wheel. One car? Wouldn’t that get boring? Nope. One driver but multiple cars, made possible by a wonderful stroke of true high-concept imagination.

In the opening few minutes, Tanner is rammed into a coma by returning series baddie Jericho. The rest of the game takes place in his head, with every successful move towards the pursuit of his main target crossing over to aid his recovery in the real world (much like in the BBC drama Life On Mars). And it’s within this subconscious sandbox that Tanner finds he can jump from one body to another, effectively taking control of them – and their car – like a travel-happy ghost. It’s all expertly measured to fit into the structure of a video game, of course, but the fact that we know he’s in a coma from the beginning allows us to take whatever happens at face value. From the snappy script to the permanent magic hour golden twilight, it actually feels like a dream.

As you proceed through the game’s main missions, your power to jump grows stronger until you’re able to pull out to a map of the entire Bay area in order to travel quickly to your next target. For me, this kind fast traversal in an open-world sandbox is becoming more and more vital (perfectly epitomized in the amazing Just Cause 2) to the point where I know I’ll be subconsciously reaching for the hookshot button when GTA V finally releases. Being able to jump from behind the wheel of a cop car into an oncoming truck in order to swerve head-on into the getaway you’re still pursuing is pure magic. Actually, even though the game’s missions are generally good fun, I’ve been spending most of my game time just speeding round, finding new rides, enjoying the sunset. And it helps that every third vehicle is a car transporter with its rack in the declined position.

Once again, the handling is the star of the game. As meaty and thrilling as its PS1 forebear, every time I try to describe how it feels to drift around a corner at 80mph, I can’t help but rub my thumb and finger together. It’s incredibly tactile and, to steal from a better writer than I, to be any closer to the road would be to rub your face along the tarmac. The fantastic cars, clever missions, compelling story and many fan-service challenges (including a drive round the original’s garage testing ground, unlocked by driving a certain speed in a DeLorean) add up to an essential package that should have garnered far more appreciation than it did.

In the world of video games, just like in language, context is everything. I may have taken a long and rambling road to convey just how much I love Driver San Francisco, but its success is made all the more important because of the history it shares. To reverse the downfall and in turn make a game that’s actually better than the original is no mean feat, and one that should be applauded. I can’t wait to find out how it ends for Tanner, but in the mean time I’m happy to drift in the glow of the ever-setting sun.

Revisiting Halo 3 ODST

With the next Master Chief-led addition to the Halo universe looming around the corner, I’ve been doing a fair bit of introspection. The series of increasingly serious space epics has always felt like my perfect kind of FPS, from the orbital base jumps and gun-butting of Covenant Elites, to the dense growing layers of mythology and enemy headshots that reward you with explosions of ticker tape and cheering children.

The final game in the series from Bungie – 2010’s Reach – gave the player a unique close-up view of that entire world being wiped clean. However, Reach didn’t always “feel” like classic Halo to me – too somber, too light on day-glo purple – and that pushed me to try and pin down my favourite video game take on the mythos, at least so I could be mentally prepared to judge Halo 4. Interestingly, my final decision neatly contradicted a former strong set of opinions I had, and took me back to the time when Bungie decided to be a little more human.

Originally planned as DLC missions for Halo 3, ODST for the first time puts us in the boots of plain old humans. Highly trained badass humans, admittedly, but still far removed from the augmented flesh and seven-foot green armour that gives Master Chief such a brazen disregard for bullets. The game rotates around a squad of Orbital Drop Shock Troopers (voiced by enough Firefly alumni to justify a dreamy insistence that it’s an official tie-in) who are fighting away the invading Covenant in the lead-up to Master Chief’s explosive re-entry at the beginning of Halo 3. Microsoft’s insistence to turn it into a full retail release seemed to require more padding, so the set of missions is linked together by the silent Rookie searching through the city in search of clues. Every new clue prompts a new playable flashback.

There’s a clear noir-influenced direction in ODST, probably a result of circumstance – the game’s hub is the city of New Mombasa after a complete emergency evacuation, so its dark empty streets are the perfect place for pulsing neon billboards and dangerous lurking shadows. Even the soundtrack reflects this tonal shift, the classic Halo strings backing off to let in some crooning sax and light piano refrains. After the repeated chaos of the previous Halo games, this quietness at first feels…wrong. I remember rushing through these sections, desperate to find the highlighted helmet or gun that would activate the next story flashback. The way I rocketed past entrenched enemies, map waypoint dead ahead…it did feel a little like I was some kind of sci-fi streaker.

The missions, thankfully, were fantastic the first time and age has not damaged them. The split focus between the squad members – each with specific skills and weapons – meant that Bungie could really mix up the variety of objectives and locations. With a sharp script and snappy vocal delivery, it’s very easy to feel the jolt of going back to a silent protagonist at the end of each section. The final mission in particular is fantastic, a desperate fight across a bridge leading to a dug-in battle as you wait for extraction with a valuable asset. It felt enough to balance out the initial feelings of frustration and separation.

So, for me, that was it for a long time. A disappointing beginning that led to an exhilarating finale, in a package that just filled a gap before we got to be Spartans again. An interesting but flawed side project that put up a decent fight, but ultimately could never compete with the Chief.

Then time passed, other games got played, Reach got bought (amongst a gaggle of teenagers) at 12:30am, and ODST quietly sat untouched in my Halo collection. My fervent anticipation around Reach resulted in quiet disappointment over the end result (I’m not sure how it could have ever lived up to the Halo prequel my imagination conjured up) and the series finally felt like it had moved from my present into my past.

Thing is, ODST wouldn’t stay quiet. The idea of the human troopers was pervasive, not just the show-stopping orbital torpedoes that they insisted on using but also the fact that they had to fight in a very different way. Master Chief is designed to take the heat and stand tall as he fires a million rounds into an unlucky Brute’s face. That’s a vital part of his charm and the reason why players keep returning to him. ODSTs, however, don’t have this luxury. They are fragile, delicate meatsacks with a weak shield and paltry layer of metal being the only things keeping away the volleys of energy blasts and bullets. This calls for a distinct strategy – part stealth, part positioning and planning – and felt all the more human for it. We can never “be” the Chief, just daydream through his eyes, but the Troopers are only a few degrees removed from us in comparison. Self-preservation is a very strong motivator and it heightens every small victory.

It was actually through Reach’s lens that I grew to understand just how much I loved ODST. Firefight mode, which debuted in the latter, just didn’t feel as much fun in the former. Spartans don’t carry the same level of desperation in packs. Coordinated groups of these super soldiers are like sets of oncoming dumper trucks. This revelation led me to the realization that I missed the vulnerability of the Troopers as they provided a different kind of battle that required more of me as a player.

This is what made the muted shady structure of ODST’s hub finally fall into place. As I replay it again, I no longer have the urge to sprint. Now, I’m the human trooper up against absolutely massive odds, barely scraping through blazing battles with enemies that massively outnumber me, using strategy to win as much as weapons, before sneaking off down the streets, keeping in the shadows, listening for movement in the rain.

The quietness suddenly makes sense. It allows me to pick my route and plan my attack, which was never a real requirement of stronger warriors from previous games. The solace of being separated from your squad, of being forced to fight alone, is perfectly reflected in the gloom of the deserted city and the meanderings of the soundtrack. The back-heavy structure of the game allows me to find my feet and prove myself, before thrusting me back into the squad for the fight for my life against an army that is stronger in everything but intelligence and spirit.

And as Master Chief prepares to take my gaming world by storm once again, I find myself in the strange position of wishing I could be back as a Trooper, sneaking in the dark, battling in desperation, fighting the human fight.