Monday, November 18, 2013

Return to Rapture - Bioshock: Infinite 'Burial at Sea' (Episode One)


Booker and Elizabeth are back.

Or are they? There’s something different about the tortured ex-Pinkerton and his lovely charge. In his case it’s hard to say what – he’s just a pair of animate forearms, after all – but though his right hand bears a familiar ‘AD’ brand and his mysterious nosebleeds remain, Mr. Dewitt seems something of a changed man. Elizabeth, meanwhile has...filled out. The headstrong teenager has nudged the sex throttle all the way to va va va vooom, morphing into a Chandler-esque femme fatale, her baby blues veiled in onyx eye shadow, her sweet voice edged with smoke and moxie. The innocent girl whom we only wanted to nurture and protect has become the woman who's gonna step on our hearts with stiletto heels.

Why do these people feel at once so strange yet so tantalizingly familiar?

To anyone who played, finished, and – most crucially – understood Bioshock: Infinite, the answer to that question should be obvious. To anyone reading this expecting a review free of main-game references, turn away now – there is absolutely NO reason you should be playing Burial At Sea if you haven’t completed Infinite. And if you’re in that third category of (baffling) people who finished the game but didn’t understand the ending, do whatever the hell you want, as you’re unlikely to appreciate this DLC anyway.

It's another time, another place – Rapture, if you care to know, on December 31st 1958. Whether it is the same undersea metropolis from the original Bioshock – or whether it is just hours away from a calamity that will doom it to madness and ruin – doesn't really matter. There's always a city, remember, just as there is always a man and lighthouse, and whether this is the same Rapture or one of a thousand million others is, for the moment anyway, inconsequential. Dewitt has (inevitably?) found himself in the same dubious line of making an honest dollar, sleuthing. A decidedly different Elizabeth is his client who hires him to find a missing girl, a job she intuitively knows will pluck at something deeper and more profound than Dewitt's wallet. “You'd do this gratis,” Elizabeth tells him, sounding cocksure. Booker follows with hardly more incentive than a come-hither glance from his winsome retainer, as suddenly, unaccountably drawn to her as he is to the case.

So begins the second DLC for Irrational Game's extraordinary Bioshock: Infinite. The first, Clash in the Clouds, was an arena-style dust-up heavy on combat and light on story. Burial at Sea is the exact opposite, a stylish dimestore vignette that features some shooting but doesn't dwell on it – call it 'story-driven violence', if you will. Gamers who loved Infinite will find a thousand reasons to swallow the price tag for the download, while those who didn't care for it but adored the original Bioshock will likely go for it anyway, as it returns you to the old stompin' grounds: the libertarian utopia of Andrew Ryan, a man so anti-government he founded a damn city on the bottom of the ocean (Seriously, how do they get enough food to feed all the people down there? That's always been my question about that place).

2013 tech has given Rapture a facelift and a new coat of paint; the modernist architecture and sleek set pieces have never looked sharper, and there are more windows and portholes than ever through which you can gape at the grandeur of the deep, from the glittering undersea skyscrapers to passing cetacea. And there's actually time to gawk, since this is a slow-burn mystery with a casual pace instead of the survival horror scramble we're familiar with. So keep Elizabeth waiting for a bit, hang out on one of the verandas, check out the shops and enjoy yourself before things get all conspiratorial. It will seem like a delirious dream for veterans of the first game.  We're used to seeing Rapture as a charnel house of insanity and excess. Here it seems a damn fine place to visit...at least at first.

After nosing around for what seems like no time at all Booker and Elizabeth find themselves hip deep in the bad stuff, forced into the bowels of Rapture where industrialist Frank Fontaine and his supporters were banished after Ryan decided he could do without them. Lucky for our heroes then that the ruined shopping mall that's been physically broken off from the rest of Rapture(!) is also where Elizabeth expects to find her missing girl. One problem: since being severed from the main city the survivors of Fontaine's little disagreement with Ryan have had nothing to do for fun but overdose on plasmids, transforming them into deranged splicers. So it's actually more like many dozens of very psychotic problems, all gunning for you. Fortunately Booker has a generous array of weapons and powers held over from Infinite to help even the odds. The hand cannon is back, as is the blunderbuss shotgun and the ubiquitous Shock Jockey among others. Elizabeth's reality-warping power is still there to provide timely cover, turrets, and robot samurai. Yeah, robot samurai – it's Bioshock fer chrissake, just go with it. And though this may be a different Elizabeth, she hasn't forgotten her oh-so-helpful habit of tossing Booker a clutch health pack or ammo clip when the going gets rough. You'll need it all as you battle your way through the various shops and hallways, a space that is probably the equivalent of one decent-sized 'area' from the main game.

Through it all veterans of Infinite should be on high alert, not for enemies but for clues. It's plain from the outset that something – everything, really – is very, very wrong about this whole scenario. If Booker and Elizabeth have never met why does she regard him with such cold indifference? What is the meaning of Booker's sudden seizure-like flashbacks and the haunting grayscale glimpses of strange people, odd reflections, other...worlds? Why can't the detective remember when he arrived in Rapture and why is he helpless to explain why the missing girl interests him so much?

The answer, or part of it, comes at the end, somewhere between two and three hours of playtime later. This is Burial at Sea Episode 1, after all; another episode is forthcoming. This first chapter sets the stage and introduces the players but it stops short of full disclosure, although not before an eleventh hour twist that, just like the end of Bioshock: Infinite, will fairly well blow your face clean off and deposit it on the other side of the room. I will stop short of spilling the beans in deference to the folks who will play this DLC and love it unconditionally – the ones who are going to understand said twist and will want to see it for themselves. My reaction was to gently lay my controller on my lap and stare off into space for a solid ten minutes while I meditated on the mind-blowing implications.

Okay, I'll give a little hint. Ready? Neither Booker nor Elizabeth are who they say they are...but they are exactly who they've always been. Whoooaaa...

It's fifteen bucks for the download, which is a tad hefty for such a lean volume, but this is quality over quantity, no question. Irrational took their time with the details: Rapture is festooned with innumerable charming details from classic Americana-inspired billboards flogging 1950's domestic technology ('Surprise her with a Fontaine Futuristics vacuum cleaner!') to the automated p.a. ads dripping with cheesy father-knows-best voice-overs. The gunplay is frenetic and colorful and the new plasmid/vigor animations are as eye-popping as ever. Troy Baker and Courtnee Draper reprise their roles as Booker and Elizabeth respectively. Both seem entirely at ease with their alter egos this time; Draper especially has a chance to stretch her vocal talents, playing Elizabeth a half-octave lower with a throaty Ava Garder whisper. Is it worth it? My answer is yes, if only to get you pumped for the next chapter in the story, which is sure to be a jaw-dropper.

Constants and variables, my friends. This is a mystery worth solving.

Saturday, November 2, 2013

'Batman: Arkham Origins' - Everything Old is Young Again...and That's Just Fine

Now with 30% more brooding...

This review isn't as timely as a proper review should be; for that I apologize. And yet I do NOT apologize, for the lion's share of the reason I've been taking my damn sweet time is two-fold, one in service to myself, the other to my readers, for which I am not actually sorry in either case. As to the latter I was endeavoring to strike a balance between talking about this game and talking about this game without spoiling the surprise for anyone stupid enough to have built a life for himself instead of playing a video game from shrinkwrap to end credits in the span of a week. As to the former, I was taking my time because I wanted to. Some games deserve to be chugged. Others, no matter what your final verdict, demand slow sips and appropriate decompression.

Anyway...

There's a moment near the beginning of 'Arkham Origins' that has become the de rigueur of most open-world/big-sky type games; you know the moment I'm talking about. It comes after the obligatory prologue mission when you're set free in the sandbox and allowed to jump or fly or dive into the virtual world, going wherever the wind may take you. The developers usually strive to make your starting point someplace bracing or visually arresting so they'll elicit a 'whoa'. Then invariably they'll plop your next objective someplace far away so you're sure to pass something amazing on the way over, prompting 'whoa' number two. Sure, it's the designers screaming 'Look at this!! See how AWESOME we made this world?!', but, hell, it takes hard work to do what they do and I won't begrudge them a little showing off.

In the case of 'Origins' the folks at WB Montreal set Batman loose in a section Gotham you've never seen before, but immediately instruct his keister to turn around and fly north, which brings the Dark Knight squarely in the middle of the area that is destined to be Arkham City. The 'whoa' here is not one of visual overload or effects-driven bafflement, the sort of “WHOA!” that spews chocolate milk across the room, but rather a reverent, whispered “whhhooooooaa...” as the snow glare dissipates and the original, uncorrupted version of Old Gotham unfolds before you, unveiling a place before Hugo Strange and Protocol Ten, before the concrete walls and sniper perches went up, before everything descended into the terror and madness of Rha's al Ghul's mysterious final solution. Only later do you fully appreciate the greatly expanded scope of Gotham in this title and enjoy the added breadth through which the Caped Crusader can soar. If you're a veteran of 'Arkham City' you're likely to spend the first couple hours dumbstruck, marveling at how the developers conjured the ghost of Gotham's past and meticulously recreated the last game's playground denuded of Alcatraz decor. It's effective, it's stirring, it's positively haunting...doubly so since 'Origins' takes place on Christmas Eve.  Dickens would approve.

The past seems as good a place as any to go for the next (last?) game in the wildly, deservedly successful 'Arkham' series. Arkham City was one of the greatest console action titles I've ever played, but let's face it: they kind of burned the forest down with that one, presenting us with one of the bleakest scenarios Batman has ever faced wrapped up with just about the biggest downer of an ending imaginable, with (SPOILERS) both the Joker and the Dark Knight's lover Talia al Ghul stone dead as John Cleese's parrot. Even the DLC epilogue Harley Quinn's Revenge did little to resolve the gloom of that jarring aftermath. But with the revelations proffered by City came innumerable questions about how it all got going in the first place. It's only natural then that the next Bat-game would look to the past and explore the seeds of the insanity that is to come. That is where younger, greener Bruce Wayne comes in, taking to the streets with a head full of piss and wind and employing decidedly less finesse than we're used to seeing.

Not that subtlety is going to help the Caped Crusader this time.  Black Mask, Gotham's criminal kingpin, has escaped from prison and declared a $50 million bounty on the winged avenger's pointy-eared head, summoning a rogue's gallery of exotic assassins to each try their hand at besting the Bat. Expect to run into them at the most inopportune times, usually right as you're about to plop a bookmark on your game and retire for the night. But the hired guns are just one set of a multitude of challenges awaiting our hero: as before he, that is YOU, are called upon to tackle a healthy to-do list of non-story missions, including trashing stockpiles of illicit weapons, sleuthing out criminals Philip Marlowe-style, and dive-bombing into hordes of Gotham ne'er do wells intent on committing 'random crimes', the sort Batman can stop while still half-asleep. If this all sounds familiar...well, it should.

The gameplay is a near-clone of Arkham City, which for me does not constitute a complaint (although it has been the lynchpin of some other folk's tepid reviews). There was no need to reinvent the wheel here, not when the last game achieved such intuitive perfection with virtually every aspect of combat, stealth and open-world flexibility and movement, all wrapped up in a fun, easy control scheme to boot. With a new studio taking the reins from Rocksteady some minor tweaks were inevitable, perhaps because the new guys really could improve upon this and that, or perhaps because it is just human nature for people to want to put their own stamp on something, even when the the other guy's stamp worked just fine. Most of the 'new' ideas are just twists on tried-and-true elements from previous titles, but they include a couple of fun new gadgets (it was love at first sight for me and the Remote Claw, an auto-guided tether that creates instant perches or can smash two goons together from a distance), or new uses for old gadgets (the multi-Batarang option from Arkham Asylum is back). But there are a couple of genuinely innovative elements incorporated here in Origins for the first time, both of which fit Batman's style like a brass-knuckled glove.

The first is the greatly expanded deduction/crime-solving aspect, which was missing entirely from the first game and present only in rudimentary form in the the second. Vets of Arkham City will remember a handful of times when the Dark Knight had to analyze a crime scene before he could proceed, usually following footprints or examining bullet holes and extrapolating their trajectory back to a shooter. Origins took that and ran with it, turning what was an amusing distraction into a genuinely compelling element of the gameplay. Players will periodically be confronted with crime scenes where the dirty deed has already happened and the assailants are long gone, leaving Bats to reconstruct the events based on evidence left behind. This involves scanning the area for clues and recreating the crime a little at a time, using Detective Vision to weave a complete picture that plays out like the first three minutes of any given episode of Law and Order. By rewinding and advancing the scene and studying it from every angle you can find a previously hidden clue and use it to fill in the blanks in an appropriately Sherlock-ian manner. It's not what any gamer would consider challenging exactly, but analysis and deduction is a huge aspect of Batman's character that had heretofore been absent from the previous titles – he is the World's Greatest Detective, after all – and it's gratifying to spend some time doing what the Dark Knight does best when it doesn't involve breaking other people's bones. Kudos to the developers for having the patience to develop this idea and for making the crime scenes so deliciously ominous.

Not entirely new but heavily revamped is the experience/reward system, which now allocates XP based on your performance. You receive more points for a flawless beatdown than you would in one where you get knocked around, and are given bonuses for employing more combos and variety in your attacks. The same goes for the stealth/predator sections: clear a room without being seen and you're rewarded accordingly versus making noise and giving away your position. This system gives you an incentive to plan your attacks ahead of time and think on your feet. XP is also tied directly into item acquisition: you spend your experience ala carte instead of collecting new gadgets and upgrades as you progress, purchasing new weapons and enhancements only when you have the cheddar to do so. This is a nice twist because it allows you to tailor your arsenal based on your style of play, eschewing toys you'd barely use and mod-ing up the ones you like even more. I would have liked more freedom here: the tech tree only has so many branches, forcing you to occasionally blow an upgrade on something with little application outside the arena challenges. WB Montreal ratchets up inventory management even further by tying your equipment list into the Dark Knight System, a checklist of challenges and goals you need to complete before unlocking some of the coolest bling. Overall it's designed to make you to be the best Batman you can be, which is no less than what Batman expects of himself.

Gotham Dentistry Annex, here I come!
The visuals of Origins take some getting used to if you're a vet of the last games. From the commercials and demos before its release it certainly looked an awful lot like Arkham City, but on playing for any length of time you realize there are subtle variations in the artistic sensibilities this time around, as if the new studio decided to give the foundation a painstaking restoration, some fresh paint and a spit polish. The new sections of Gotham look decent, although not awe-inspiring compared to other virtual cityscapes of recent memory (and I would have liked some more variety in appearance of the different neighborhoods), but Old Gotham, the future super-prison, is a study in understated contrasts versus the last time we saw it. This may not be an accident, as it is supposed to be depicting a saner, more rational time in Gotham's past, a time when the veneer of the great city was starting to slough off but hadn't yet been utterly stripped by corruption and Batman's detractors. Everything looks a little better-proportioned and realistically arranged, the colors are less manic and better layered, contrasts in light and shadow are more subdued, and the streets themselves seem elegant and rich with Gilded Age filigree that is only slightly worn at the edges. This approach is evident in the character models, too: the villains haven't dressed themselves with the outlandish costumes that are their trademarks, the henchmen wear bomber jackets and three-piece suits, and Batman himself dons a utilitarian throwback to his iconic outfit, wearing thick pieces of armor fastened with heavy straps like the Teutonic knights of yore and a belt that has actual pouches (and, in what must be a nod to the last two films, a skullcap cowl with a flexible neck).

I was especially impressed with the copious detail of the environments, which are strewn with hundreds of tiny, endearing quirks from the graffiti on the walls to ashtrays with still-smoldering butts in them to the gorgeous interior level designs. The GCPD building looks and feels like a real police headquarters, as though an actual architect had to draw blueprints of the place before the digital artists could attempt to render it in three dimensions. In all, it feels far less like a comic book and more like a crime novel, and for the kind of story Origins is trying to tell that is a good thing.

Origins looks different; it also sounds different. Sure, most of the effects have been retained (the roof of the Sionis steel mill still makes the same clunk when you walk over it!), but the voices have undergone an overhaul. One of the most geek-tastic things about Asylum and City was the extensive use of the very same voice actors featured in the groundbreaking animated series, most notably Kevin Conroy and Mark Hamill as Batman and the Joker respectively. Neither man reprises his role this time around. Again, barring any knee-jerk fanboy hated for anything different (the Devil you say; when does that ever happen!?), this is a good thing, too. Different game, different style, different sounds. The new Batman, played by a man with the has-to-be-fake name of Roger Craig Smith, has found a good middle ground between Conroy and Christian Bale, blending an alpha-male baritone with a deadly rasp to come away with something not unlike a young Clint Eastwood ala A Fistful of Dollars. Filling Hamill's nigh un-fillable shoes is voice acting's Hot New Thing Troy Baker, the ludicrously talented dude who gave us Booker Dewitt and Joel from The Last of Us among a growing list of plum roles. Baker's good, but he falls short of Hamill if for no other reason than he fails to make the role entirely his own; rather his genius lay in his ability to almost completely recreate Hamill's acid-laced intonations and zany, unnerving cadence, albeit with the edgier menace of a younger – and perhaps slightly saner – man.

Which begs a larger question: did WB Montreal just do what Mr. Baker did: simply copy the gold standard and repackage it? Many seem to think so, from casual gamers I've talked to numerous pro reviewers, too. They're not wrong: Origins is familiar wine trussed up in a new bottle, not from the same family perhaps but certainly made in the same style. It plays it safe in many respects – safer than they should, I think, especially when it comes to the side missions, which are very similar to the last title (and therefore very predictable) while failing to engage you as intensely as Arkham City did. I'm putting a big asterisk at the end of that statement, however, because it's clear as day to me that our Canadian friends spent the entire development process walking one hell of a tightrope with this one. They assumed the mantle of 2011's Game of the Year, a 10 out of 10 from countless gaming sites and publications, a title that is regarded with reverence by mainstream players and Bat-fanatics alike and considered the zenith of superhero games just as the Dark Knight himself is considered the zenith of 'real' superheroes. I'm left to wonder how many strained marriages, sugar crashes and bald spots are to blame for the stress of inheriting such a challenge and trying to do one better.

Having said that, I feel Origins did a good-to-very good job striking a balance between the the best of the old while earning the right to carve it's own sigil in this stellar trilogy. In spots – many, many spots – the developer's innovations border on brilliant, while some of their best tweaks and details are so subtle you're likely to miss them the first time around. My favorite from a smorgasbord of examples big and small: when you advance a certain point in the story Alfred chimes in via comm link and says “It's midnight, Master Bruce. I just wanted to wish you a Merry Christmas”, to which the Dark Knight replies simply, quietly “You, too.” That's it – no extra mission, no pithy British wit, just a long-suffering manservant saying what any surrogate father would say to an adopted son he loves more than life itself. It's a microcosm of the story as a whole, which cobbles together Bat history from a variety of existing sources (Batman: Year One being the most obvious just as Arkham Asylum was inspired by the Grant Morrison book of the same name) combined with an original script that is a good deal more introspective and, dare I say it, adult than the previous titles. Unfortunately it's something of a jerky story, one that doesn't flow as naturally as the last two. Many of the plot twists seems manufactured out of thin air as an excuse to send Batman to the other side of the map, while the assassin characters, menacing though they be, are largely second-stringers in the Bat world and not as interesting as the tentpole foes we know and love but who haven't yet reached super-villain status (this would be one of the spots where I'm holding off sizable spoilers, just FYI). At times the attempts at subtlety are a hair obtuse but other times they're just right, especially around the halfway mark when tantalizing hints of Rha's al Ghul's future involvement worm their way into the narrative, suggesting the immortal megalomaniac is pulling the strings even before the incident on Arkham Island.

Origins lacks the meat of the first two titles; as a prelude to a three-game saga this is almost inevitable. As a sequel to two of the best action titles of this generation it had a herculean task to accomplish satisfying we spoiled-rotten fans. Taken on its own it is still a damned entertaining title that shines in many spots, copies most of the best elements from its predecessors, and fudges things only here and there on the rare occasion it starts to lag.