Sunday, 5 January 2014

Assassin’s Creed IV


Assassin’s Creed IV is my first Assassin’s Creed game. Well, strictly that’s not true, as I’ve bought a couple of the others but never actually played them. It is the first one I have any experience with beyond seeing various pictures of Ezio and, no doubt, various others I couldn’t name. So the fact that it is apparently quite unlike the other games in the series, as well as a return-to-form for the series is possibly fortunate, but not the reason I got it. That reason, in truth, is that it looked like the PS4 launch title I would enjoy the most, with Knack looking to actually be clunky and uninteresting and the rest being the kind of pseudo-macho brainless FPS regurgitations that seem so in vogue but hold no interest whatever for me.

So how was Assassin’s Creed IV? Well, I’m not sure I would call it a good game, but I certainly enjoyed it. It was exceptionally well-presented, had a decent amount of depth, was enjoyable almost throughout and did a superb job with its angle on a very popular historical period – the years leading up to 1718 and the end of the Golden Era of Piracy. Yes, this is not a game of sneaking about crowded cities killing Templars, but of sailing the high seas, visiting early colonies in the New World and…well, sneaking into camps and mansions and killing some Templars.

Edward Kenway, who has no historical basis but I suppose has some bits and pieces in common with Walter Kennedy and, at least ultimately, with Long Ben. He is a well-spoken Welshman from a poor family who leaves his wife to seek riches on the high seas but ends up largely alone and impetuous. As a crewman on a pirate ship, he is washed ashore along with a mysterious man in what the player knows as an Assassin’s uniform. When the Assassin tries to kill him, Edward retaliates, hunting him down and taking his identity along with his life. Hoping to take on a ‘commission’ this Assassin mentioned, Edward goes to Havana, where he discovers that the man he is imitating was defecting to the Templar cause, and learns of a mysterious and ancient ‘observatory’ that houses the power to see through others’ eyes, just the sort of thing a hidden order wants in order to manipulate the world from behind the scenes. Of course, he doesn’t last long in his false ruse, and is clapped in irons, which of course were fairly easy to escape from, and the ship easy to capture to begin a true pirate career.

A chance encounter with the bumbling Stede Bonnet, just starting out on his quest to become the most middle-class pirate in history, makes it easier to join up with other pirates in Nassau, including Benjamin Hornigold, his one-time protégé Blackbeard and the apparent son of Captain Kidd (from whose mythos also comes a black quartermaster). Through Kidd, he learns more about the Assassins, and eventually of course is tangled up in their power struggle with the Templars and the race to the Observatory, which the ‘sage’ – an imposing Bartholomew Roberts with a wonderful Welsh accent – is key to operating.

Tied up with this is the modern-day storyline, apparently running through the games, of the struggle between Templars and Assassins continuing in now – or in the very near future. There is a company that can use a person’s DNA to view the memories of their ancestors, which they use to create interactive experiences – but of course the Templars want to use the technology to locate things like the Observatory, and to bring back the ghostly techno-organic creature called Juno…or something like that. It’s frankly horribly lame and the low point of the gameplay, with cringy ‘hacking’ minigames and a stupid subplot about getting manipulated by some nutcase from IT. The game would be far better without this guff.

But it does allow some things to make more sense. It makes more sense of some of the challenges – there’s no reason otherwise that a game should end if you fail to overhear an entire conversation of it you are spotted by people you can very easily dispatch anyway. The idea of ‘desynchronisation’ means some of this makes sense, as does limiting parts of the otherwise open-ended world so that you can’t go off exploring them too early. It also allows for some acknowledged historically inaccurate buildings and suchlike for the sake of an impressive setting, though the little email discussions included in the building descriptions also inspire some cringing. On the other hand, without introduction I didn’t know what on earth ‘synchronising’ did at the start of the game (lovely though it looks) and there never was any material point to collecting ‘animus fragments’, a miniature collection quest that pads out the things to do in any given (beautiful) location.

The main game is flawed but fun. Like so many similar games, it’s a stealth/action game in which you can quietly dispatch your adversaries, creep around them to your main target or just attempt to kill everyone at once, which frankly was usually the quickest and easiest option. Indeed, the game was sadly much too easy, never challenging and often with laughable AI, the very final task nothing more than timing when to climb and jump. Thankfully, the sailing is rather brilliant – it’s extremely satisfying to duel with other ships, cripple and board them for loot and repairs, and taking forts is even better. It’s also where things actually get challenging with the rather ridiculous legendary ships. Shanties were annoying and got shut off every time, but largely travelling from place to place was easy and the simplistic whaling minigame was also strangely addictive.

The story began very well, but fizzled out. The pirate fantasy is strong, and they do a brilliant job with making Blackbeard both fearsome and intelligent. Though it gets a little annoying when ‘James Kidd’ is supposed to be convincingly a young man, with all the characters failing to notice that this is very obviously a woman – made worse by the fact that (at least for 99% of it) this game only has adults, which would make ‘Kidd’ the only adolescent in the entire game universe. Nobody is surprised when she turns out to be Mary Read, with Ann Bonny and Calico Jack soon showing up too. The problem then is that Kenway sort of drifts, the Templar threat is very distant, and then all of a sudden, with a feeling of ‘there must be more to see’, it all ends.

There was a lot I didn’t do. I lost interest in getting the platinum when I saw multiplayer trophies were required. I only found a few buried treasures and a handful of alternate outfits (some of which mess up hood animations). But I bought the game to wow me until there were PS4 games I really wanted, and in that capacity, actually enjoyed it more than expected. 

Wednesday, 1 January 2014

Kingdom Hearts HD 1.5 Remix (Part 1 – Kingdom Hearts Final Mix HD Remix)

Well, I had to replay it three times to get the pesky platinum trophy, so I feel I can say this with certainty: everything bad that happens in the story of the first Kingdom Hearts is the fault of Donald Duck.

Why? Because when Riku and Sora are reunited, Sora asks him to take Riku into their gummi ship. For no reason other than that he’s a goddurn stubborn nitwit (that IS what he called Daffy in Roger Rabbit, right?), Donald Duck flat-out refuses. When Riku slinks away and Sora doesn’t flat-out abandon his new friends, Maleficent is able to use this apparent betrayal as the leverage she needs to start manipulating her new protégé. If Riku had gone with Sora and co, it would have been far harder for the incompetent baddies to kidnap the princesses, Ansem wouldn’t have had his access to the world and any alternate plans could have been easily foiled by Riku and Sora together. So…well, yes, it’s mostly Riku’s fault for being a sensitive little priss who has such a hissy fit over not getting his way that he ends up doing the bidding of evil-doers, but without Donald acting the way he did, none of what happened would have happened – at least not in a way so difficult to stop. That darn duck.

Anyway, yes, I was very happy that Square decided that to mark 10 years since the release of the original game, they would re-release these HD remixes. I have the original Final Mix – and the second game’s – but never got around to playing in Japanese, and now I don’t have to!

It’s true that this is quite a lazy port, despite the protestations from Square that they had to rebuild a lot from scratch and used models from the other games. There have been pretty comprehensive lists of the things that they should have done – put the more complicated, far better-looking hi-res models into all cutscenes rather than keeping the original game’s usage of the in-game model when they could get away with it, chiefly. But also they should've added a theatre mode to watch all the extra-good-looking cutscenes – including good ole Another side, another story, the lovely CG animation they made as a fun contrast to the colourful game and then had to painfully spend 3 more games trying to force into the actual story.

Yes, it’s a story that gets incredibly convoluted, so it’s quite nice to go back for a refresher. Even leaving aside the things we know from future games – that there have been countless keyblade masters, many hundreds of them at once; that within Sora’s heart there’s already the fragment of Ventus’, stuck in there fast enough that it didn’t show when Kairi’s heart came out along with the six other fragments apparently in Riku’s keyblade; that Ansem isn’t Ansem after all – it’s worth recapping what actually goes on in this game, before things get really convoluted. And also to remember some of the things that have never really been resolved – what do Sora and Riku’s parents think about their absence of a year or longer? What exactly is Kairi’s background in Hollow Bastion? What exactly were Maleficent and ‘Ansem’ planning to do with their power from Kingdom Hearts, given that it would essentially rip apart everything else in existence? Given what happened when the Door to Darkness was actually opened, was there any point at all to Sora’s quest? Since the same result would have come about given the true nature of Kingdom Hearts…

Beyond the untangling of the of the overcomplicated plot, though, this is a simple story of a sweet young boy named Sora – somewhat jarringly little in this game compared with his KH2 incarnation – who when his world comes to an end is chosen by a mysterious ‘keyblade’ to seal locks through which monsters come, and to defeat the evil masterminds behind the plot. Usually by hitting them a lot. The real hook was that his adventures brought him into contact with not only Disney characters, but also characters from Square’s Final Fantasy series. The choices are somewhat limited – the Disney films are mostly old-classic or renaissance, emblematic or from way back at the start of Disney’s feature film production, and except with Vivi in Kingdom Hearts 2, the only FF characters we get are ones Nomura designed, limiting us to VII, VIII and X, which is a real shame. I’d love to see more obscure Disney and a much wider Final Fantasy net. I’d be thrilled to see Sora fight with Taran, and hey, in a future KH we could see Hope tagging along with a bossy Larsa, hooking up with Bartz and the Dissidia Onion Knight to take on a rampaging Kefka. But I suspect these things are all a pipe dream.

Yet I will continue to suck up anything Squeenix gives me under this banner, because the games are not only fun, but challenging. Honour binds me to get the challenge trophies on Proud Mode rather than beginner, and I wouldn’t rest until I got 100 hits on the Pink Agaricus despite now having to get Donald and Goofy stuck somewhere. Plus I saw things I’d never seen in the original to get this platinum – largely because I’d never otherwise bother with Gummi missions and completing Synthesis. And hey – I’d until this run-through never even noticed Gepetto opens a workshop in Traverse Town.

Nostalgia, affection for the characters and a fun world made this a game I was very happy to replay in HD.