Showing posts with label Red Dead Redemption. Show all posts
Showing posts with label Red Dead Redemption. Show all posts

Playing In The Sand.

I was going to write a post on Blizzard’s new Real ID system, but given that

a) I don’t use Blizzard’s forums,
b) Everyone else has done it already and
c) Blizzard have scaled back the implementation of Real ID-

It felt like a waste of my time and yours. I would like to make a point though that Blizzard have not abandoned these plans merely scaled them back, and so Battle.net users should continue to fight them if they feel their privacy has been infringed.

Instead I’d like to take a look at a phenomenon that has taken off in recent years of video gaming- the sandbox. In case you’re not familiar with the term, a sandbox videogame is one wherein you are given a large open map, and very few restrictions on what you do. Typically, scattered around said map will be many little diversions such as missions, mini games, resource gathering, random encounters and so on. In many respects, a sandbox is very similar to an RPG, and it’s from that genre that a new generation of ‘sandbox shooters’ has evolved. Recent examples include Red Dead Redemption, Crackdown 2 and Just Cause 2.

Strangely, I didn’t really notice the sandbox until quite recently when I picked up Prototype, which makes little sense as I’d been playing GTAIV well before then. I think the reason I noticed it in Prototype was because it was the first sandbox game where I started to notice the shortcomings of the style.

Now, I’m not going to launch into a hate speech about the Sandbox idea- many excellent games have been built around the concept- but you have to admit that it does have some issues that seem to pop up every so often. So let’s take a quick look at the Sandbox, the good and the bad.

The key idea that makes the sandbox so much fun is the freedom that you’re given. Rather than moving from level to level and doing the same things over and over again like you would in a non sandbox game, each time you turn one of these titles on you’ll get a new experience. Pop Modern Warfare 2 in, and while you’ll have a good time playing the single player mode, once you’ve completed it nothing will surprise you. With Red Dead Redemption though, you never know what to expect. Even after completing the main story line, random encounters and strangers who pop up can help keep the game fresh and interesting.

Of course, there’s also the satisfaction that comes from discovering something new, especially if you do so before any of your friends.

However, on the flipside if they are not well executed, sandboxes can quickly become a tedious annoyance. One trend I’d like to see end is this desire for bigger and bigger worlds. All I can say is this- bigger isn’t always better. There’s nothing wrong with having a big sandbox, hell if it’s too small there isn’t much point. The problem is more one of density, and this is a very tough thing to get just right. If the world is too dense, then you never get anything done as you’re constantly waylaid by requests for aid, random missions, gathering a resource you may need later and so forth. If it isn’t dense enough then it defeats the whole purpose of a sandbox as travelling between locations just becomes padding as nothing happens.

It’s hard to get right, and even worse when you consider that there doesn’t seem to be much of a ‘perfect density’. For example, in Red Dead Redemption you don’t want that much happening as there are lots of exploration tasks such as the treasure hunting and survivalist challenges. You’d be put off if bandits attacked every five minutes.

On the flipside of this though is Prototype. Being an out and out action game, you want to make sure the player is never more than about 30 seconds away from something they can get involved in, even if it’s just a random spat between the army and the infected.

I don’t think Prototype did a good job of the sandbox element to be honest. Now it wasn’t awful, but half the time it felt like I just wasn’t doing anything. As dramatic as the travel is, after a few hours running up a building, back flipping off it and gliding to the next one looses some of the charm. Once this occurs, travel is just dull. A little more to do apart from dull mini games would have gone a long way, as would shrinking the map a little.

The best iterations of the sandbox though are still to be found in RPGs. The Elder Scrolls series have done a great job with their worlds. If wondering through the wilderness you rarely go more than a few minutes without something happening, be it a random encounter or something more sinister. Things lurking within the woods always provide a source of entertainment and stumbling across a strange door or daedric statue is always interesting.

Linked to this is the fast travel system- something many sandbox games have. I think this is the yardstick by which you can judge how good a sandbox game is- the more you use the fast travel system, the poorer the game. Think about it this way- if you’re always using the fast travel to instantly move from one mission objective to the next, then it means the world holds no interest for you. If you’re not interested in exploring and looking for other things to do, the game’s sandbox element has failed. On the other hand, if you only use it every so often or when you want to make some progress on the story to unlock more areas, then the sandbox element is clearly strong enough that you don’t feel time spent moving from A to B is wasted, and is going to be somehow rewarding for you.

Just Cause 2 was a game where I was always using the fast travel. I can appreciate how Panau has been wonderfully crafted as a living, breathing island with lots of locations and roads, people going about their daily lives e.t.c, but exploring that world was not rewarding. It took ages to get anywhere, and I never seemed to find anything interesting while I was moving. To be fair though, I’m in a minority here. Most people like Just Cause 2, or at least find it entertaining.

As a closing note, not every game needs a sandbox. Many people have riffed on Final Fantasy XIII, accusing it of being linear (myself included), but if you stop to think about it for a moment, the strength of this game lies in the combat and the combat alone. Everything else is pretty weak, but the combat is an incredible amount of fun, and saves FFXIII from being consigned to far lower scores. Without a sandbox element, the game can focus on quickly shuttling you to the enjoyable bits- and this is probably the best argument against the sandbox idea.

In a sandbox you always need to go looking for the fun. In a linear game, you just need to sit back and all the fun comes to you so long as you keep playing. You’re far less likely to have boring bits. Some might say that’s a pithy attitude to take, but at the end of the day it’s apples and pears. Both linear and sandbox titles can be fun or awful, but it’s important to remember that a sandbox needs a little more effort to pull off than a linear game.

Red Read Redemption- The Ending.

Well that was… a downer. A real, REAL downer. We’re talking the same league as the death of Aeries levels of downer. As I sat there and watched the whole sorry scene play out, I knew there was only one way this story could end. Rockstar’s final twist was to give me a glimmer of hope, a final ray of light to hold on to… then they creuly snatched it away, casting me from the light into the grim void of reality, and then- oblivion.

So yeah, it's depressing, but in the best possible way. This is the sort of ending that makes a classic movie, and I think it’s a shame that so many gamers are not going to appreciate the sheer brilliance of Red Dead Redemption’s writing. Those of you who’ve been paying close attention to the game’s morals and ideas- at their core the idea of safety and civilization versus freedom and ‘barbarism’, will probably figure out how the game ends.

The last days of the old west. No developer, save Rockstar could have created this masterpiece.

Honestly, this game deserved to be deconstructed and analysed in the same way people pick apart great films. There is so much going on in this game, and it’s easily Rockstar’s finest. It’s not always happy, and as previous intimated, the ending is a kick in the balls- but that’s life. It’s not always happy and sometimes you get kicked in the balls.

People have often accused Rockstar of being immature, and to be honest it is at least partially deserved, (remember hot coffee anyone?) but I honestly believe these guys have the best writers of any developer or publisher. They create real, complex characters, engaging stories and spin their tales with wonderful levels of metaphor, moral and subtext.

These guys tell a better story than Bethesda, Obsidian or even Bioware. Only black isle and interplay ever managed to reach the heights that rockstar have (and yes, I know the origins of Obsidian- but they still suck donkeys).

All this is of course placed in a wonderful world, with the remit of trying to create a realistic, believable open world, and maintaining that idea despite populating it with clichés and references to classic westerns. The result is a creation all of its own, immersive yet entertaining, new, yet familiar.

Videogames are growing up- and Rockstar seems to realise that. Red Dead Redemption has something special, the fact the ending is sad, that it has not even a candle of happiness to it underpins the moral of the whole game- Rockstar didn’t want to give us a happy or satisfying ending. They wanted to use the ending to drive home the point of the story. If that means a sad ending, so be it. Not every story ends well, especially the story of the old west.

Like I said, it’s a shame so many gamers don’t appreciate this sort of thing, as this truly is a work of genius. Kudos to you Rockstar, keep ‘em coming.
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