I recently spent a pleasurable few weeks reading David Kushner's love letter to the Doom generation and its two mastermind's Kleenex-like level of influence on the video game world. The nonfiction work was littered with anachronisms like modems, Usenet groups and "freeware," but perhaps the most glaring and oft-repeated outdated reference to this reader was the use of the word "levels" to refer to chunks of gameplay. Today's gamers simply don't think in terms of levels as they used to in the days of coin-op and the gameplay design that put Johns Carmack and Romero on the map in the mid-1990s.
The prevailing theory would be that the prevalence of narrative-based gaming, console hard drives and solid-state memory devices (remember those 8MB memory cards for your PS2?) has blended the experience of playing a triple-A title to the point where we think little of gameplay chunks when we jump into an immersive game world. In other words, our experiences are defined by the time between when we, the gamer, push the "on" and "off" buttons on our gaming devices, not pre-determined periods of time decided by a developer.
While this has turned the notion of playing a video game on its head immeasurably since the late 1990s (personally, I'll blame the advent of anytime saving in Half-Life and checkpoint saving first available - to my knowledge - in Halo: Combat Evolved on the original Xbox), there's something to be said for relishing the work video game developers put into crafting a perfect mini-experience into a more cohesive whole.
In no game does that passion for mission design continue so unabated as in the games of the revolutionaries of free-form mission design, the folks at Rockstar Games. It's defining franchise, Grand Theft Auto, features three console generations (and soon to be a fourth) of unforgettable experiences through its timeless missions. Below are a list of my ten absolute favorite, as I prepare to double-dip with the gorgeous-looking PS4 update to Grand Theft Auto V. Enjoy.
10. "The Exchange"
Game: Grand Theft Auto 3 (2001)
Mission Given By: Catalina
Rewards: A cool $1 million, a Rhino tank available at Phil's gun shop, and you get to shut Maria up
The capstone of Rockstar's "mafioso masterpiece," as it was proclaimed on the in-game poster shipped with my Playstation 2 copy of Grand Theft Auto 3, "The Exchange" saw Claude Speed rushing to enact revenge against Catalina, who was flying away from the Shoreside Vale dam with a kidnapped Maria awaiting her rescue. You had to fight your way through Catalina's goons armed with an extensive array of automatic weaponry in enough time to fire a few well-timed blasts with your rocket launcher at the fleeing heli, all with that damn clock running. As the credits then rolled, you were treated to Claude shutting up a nattering Maria with a shotgun blast. Bliss.
9. "Rub Out"
Game: Grand Theft Auto: Vice City (2002)
Mission Given By: Lance Vance
Rewards: $50K, Ricardo Diaz's mansion becomes your own personal playground
In retrospect, Ricardo Diaz (voiced by Luis Guzman) would have been a much cooler sidekick than Lance Vance (Philip Michael Thomas), who is in fact a backstabbing, murderous traitor who you will later have to off along with Sonny Forelli (Tom Sizemore). Oops. Spoilers. Rub Out is a much more satisfying (and in fact carbon copy) of Vice City's final mission. You have to fight your way through Diaz's goons, eventually popping a cap in the fat man himself, all the while making sure Lance doesn't turn into Swiss cheese. Bonus points for that final view from Diaz down the barrel of your guns. "Good NIGHT, Mr. Diaz!"
8. "The Green Sabre"
Game: Grand Theft Auto: San Andreas (2004)
Mission Given By: Sweet
Rewards: That dick Tenpenny takes your weapons, imprisons your brother and leaves you in the middle-of-nowhere
Sure, you could make a case San Andreas' final "Training Day"-inspired mission, End of the Line, was one of the most involved and cinematic in the GTA series up until that point. But "The Green Sabre" gave us a common enemy, beside those bustas the Ballers, and turned the narrative of San Andreas on its head. Fighting alongside a mortally wounded Sweet for Grove Street could have served as a nice crescendo for the final act of a Los Santos GTA adventure. As it was, we were just getting started.
Rockstar found the source material so compelling it repeated the theme in GTAV's "Hood Safari."
7. I Scream, You Scream
Game: Grand Theft Auto 3 (2001)
Mission Given By: El Burro
Rewards: $6,000, mafia goons flambéed
Rumor has it, this mission was so controversial it got overhauled in the 9/11 edit of GTA3 that delayed its release for several months. Originally, Darkel was supposed to call Claude and have him take out random passersby with explosives secreted in an ice cream truck. Instead, El Burro wants you to target mafia members who are cutting in on his business, which if his banter is to be believed involves selling burritos and fiendishly difficult to collect pornographic videotapes. Jingle jangle, KABOOM! Proving that GTA hadn't left its sophomoric streak of violence and humor in the 2D generation, I Scream, You Scream reminded us why it was good to be bad. And it wasn't the first time violence and junkfood mixed in the series, as we'll see later...
6. Boomshine Saigon
Game: Grand Theft Auto: Vice City (2002)
Mission Given By: Phil Cassidy
Rewards: $4,000; ability to buy weapons from Phil; seeing Gary Busey in his natural element in video game form
Vice City gamers would remember Phil Cassidy as that mysterious one-armed man who hawked weapons in north Staunton Island. For its prequel, it would take that character, add a mullet, Gary Busey and some illegal liquor, and convince us Phil was actually a nutjob out to dismantle the U.S. government. It does a great deal of that exposition in Boomshine Saigon, which explains the disappearance of Cassidy's arm in the 2001-set Grand Theft Auto 3. As Tommy Vercetti (Ray Liotta), you have to drive Phil to the hospital before he bleeds out. Of course, you've sniffed some of the intoxicating fumes of...whatever the hell Phil was cooking, sending you careening into other cars as the timer ticks down. This mission would be higher if it didn't introduce that hazy screen and wonky controls that would make another appearance in San Andreas' Are You Going to San Fierro? and to much more annoying effect in GTAIV and V after a night of drinking.
5. Hot Dog Homicide
Game: Grand Theft Auto 2 (1999)
Mission Given By: Russians
Rewards: $40,000, respect, and a copy of Upton Sinclair's The Jungle
The brilliance of GTA's mission design is not confined to the 3D era. Hot Dog Homicide is another of the inexplicable reasons GTA2 received a "Teen" rating, as you play Claude Speed once again. This time, you're picking up fresh meat for a diner by stopping for passengers at various bus stops. That's not a mistype. You then herd the unsuspecting masses into a meat grinder and drive a hot dog van to the dropoff. Mission complete. But yeah, you probably shouldn't let your middle-schooler read Catcher in the Rye.
4. Vertical Bird
Game: Grand Theft Auto: San Andreas (2004)
Mission Given By: Mike Toreno
Rewards: $50K, respect, a Hydra at your hideout and James Woods' undying love
Mike Toreno (James Wood) has Carl Johnson (Young Maylay) do some ridiculous things in San Andreas. Perhaps the most ridiculous is infiltrate a government warship to steal a high-powered, futuristic jet fighter. "Vertical Bird" had everything that made San Andreas bigger, better and more involved than the gameplay of its predecessors. There was even the opportunity for a bit of stealth as you stalked the Hydra on the off-limits real estate of the San Fierro military base. Some will say they prefer the assault on Area 69, Black Project, is their favorite San Andreas mission because it yields the game-changing jetpack. But Vertical Bird combines all the elements that make the game so fun.
3. Three Leaf Clover
Game: Grand Theft Auto IV (2008)
Mission Given By: Packie McReary
Rewards: $250K, achievement, your roommate feeding you Verbal Kint references
Three Leaf Clover provided the groundwork for GTAV's heist missions, and it was the first (and arguably only) glimpse of what the next generation of hardware could do to amp up the intensity of the GTA mission structure. Packie McReary provided a nice, light-hearted (but still deadly) counterpoint to brooding Niko Bellic, and it was nice to see Rockstar open up its mission structure to provide for some spirited gunplay and a truly impressive bank heist that has its routes as early as Vice City.
2. Caida Libre (or "Freefall")
Game: Grand Theft Auto V (2013)
Mission Given By: Martin Madrazo
Rewards: Achievement, the stunning brilliance of GTAV on full display
As the most recent iteration in the GTA franchise, V suffers from what I'll call "mission envelopment." The story arcs in GTA have become more grandiose through the years, with the game's narrative often supplanting the simple tasks at hand in recent versions of the game. In V, you're always working toward a bigger score, or a heist, or a hit, so that when you do finally achieve your ultimate goal, it feels more of a process than one long, extended chunk of gameplay.
Not so in "Caida Libre," which is a self-contained masterpiece showcasing the best of what GTAV had to offer - character switching, larger-than-life stakes and a trip through the sprawling dustlands of north Los Santos. Shooting aircraft out of the sky has been a feature of GTA since the aforementioned "The Exchange" in GTA3. But whereas all other versions were falling with style, "Caida Libre" showed just how far the series had come.
1. Bomb da Base
Game: Grand Theft Auto 3 (2001)
Mission Given By: 8-Ball
Rewards: $150K, Staunton Island, and 13 subsequent years of GTA gaming
"Alright, let's do this thing." 8-Ball was ready, and so were you, Claude Speed, for the mission that would define the next decade of GTA gaming. Armed with a sniper rifle, you were tasked with protecting 8-Ball as the AI-controlled character moved his way through a heavily guarded tanker to place a bomb. His hands were still pretty messed up, so you had to drive and take that adrenaline pill to slow time down long enough to stop the goons' automatic weapons from riddling your bomb-making friend.
When Rockstar began working on the sequels to GTA3, this was the mission they used as their guide. For good reason. Bomb da Base served as a bombastic (no pun intended) end to the Portland saga, and would have been a fitting end to the GTA3 story. But you had much crime ahead of you, none of which captured those sweaty palms of trying to pull off a headshot before 8-Ball bit the dust.
Many folks learn one thing really well. I've never subscribed to that theory (as my Jeopardy! prowess will attest to). Enjoy a layman's shallow approach to politics, pop culture, dog racing, and whatever else strikes the fancy of a modern-day Renaissance Man.
Showing posts with label angry nerd. Show all posts
Showing posts with label angry nerd. Show all posts
Tuesday, June 17, 2014
Sunday, May 15, 2011
Raging Video Game Nerd-Thoughts on the Gears of War 3 Beta
At about this time last week, I was knee deep in a seven killstreak on Call of Duty: Modern Warfare 2 and clearing out Radscorpions in the Mojave Desert in Fallout: New Vegas. I had no interest, nor desire, to shell out five bucks at Gamestop to play the Gears of War 3 beta. Competitive multiplayer in previous Gears games had always been an exercise in frustrating futility for me. I took a Lancer chainsaw to the gut one too many times in the previous iterations, and as a result I have an oily-residue taste in my mouth for the game. So, when a friend tossed a beta code my way on Monday morning, I downloaded the trial version with a healthy dose of skepticism. My fears were realized immediately upon joining a game of Team Deathmatch. Sprinting for the ink grenades on Thrashball, I was stopped dead in my tracks by a Retro Lancer bayonet sticking me from behind. The gore was beautiful...the language that spilled out of my mouth as I threw my controller across the room in frustration was not.
Yet, as I continued playing, a funny thing happened. I started enjoying myself. And...I got good. I don't mean MLG good (I'm pretty sure a couple twelve year-olds had a headshot Gnasher field day with me on Thursday afternoon), but at least better than your average Grandma. As a result, this skeptic was turned into a believer. I'm definitely looking forward to the fall release date with just as much anticipation as that swelling for Modern Warfare 3 and Batman: Arkham City.
It's not all Milky Way fun-sizes and rainbows, however. There are still some major issues I found with the game. Hopefully Epic employees decide to troll moderately-successful (okay, disappointingly-obscure) blogs for some criticism on their product. If Gears of War 3 competitive multiplayer is going to hold my attention, I demand the following three tweaks:
1. Nerf the Gnasher! There's no reason I should be downed from fifteen feet away with a shotgun that has half the range (on the statistics page) of the Lancer. The addition of the Sawed-Off shotgun, with maximum damage but limited range and increased to levels of absurdity reload time, makes close quarters combat a more interesting affair with two styles of play dependent upon the kind of shotgun. When you make the Gnasher as effective as the Sawed-Off within five feet, however, you negate the subtle nuances you're trying to introduce to the standard roll and fire gameplay. Nerf the Gnasher slightly (you can keep the stupid amount of headshot detection the gun seems to possess!) and you'll make CQC way more entertaining and cerebral.
2. Fix the spawns in Capture the Leader! Thrashball, Trenches, and Checkout all have inexcusable spawn shifts once the leader has been taken as a meatshield. There's no reason five members of the opposing team should spawn directly behind the guy that just made the capture. Even if you have to add additional spawn points at certain areas around the map, in the open, specifically for the CTL game mode, it will be better than having the timer click down to 4-5 seconds and seeing Marcus and the calvary magically appear in the perfect position to stick a Lancer bayonet in your backside.
3. Make the Hammer of Dawn an overtime-only weapon! I mean, seriously, on Trenches the team that can take the Hammer gets a match win probably 85-90% of the time. The first thirty seconds of every match I played on the map from Friday on consisted of every member of the opposing teams sprinting to the middle, wildly blasting their shotguns, and a big pile of human and Locust debris lying everywhere. Normally, really awesome. But once that Hammer was acquired, the rest of the match turned into, DUCK AND COVER! I counted the number of wood splinters on the scaffolding near the spawn on Trenches. 1,273. Count them. They're there. Simply change the spawn time for the Hammer to the end of the round, when there is a clear stalemate going on. That will cause the same amount of chaos, but at the end of the match and keep people from bunkering down in the late stages of a CTL match.
There you have it. My statistical, scientific analysis of a game that encourages you to curb stomp your enemy. I always knew I was destined for greatness. If these changes were to occur, competitive multiplayer could be the cream cheese icing on the delicious cake of gaming awesomeness that Gears of War 3 should be. I've got my fork and dessert bib ready.
Yet, as I continued playing, a funny thing happened. I started enjoying myself. And...I got good. I don't mean MLG good (I'm pretty sure a couple twelve year-olds had a headshot Gnasher field day with me on Thursday afternoon), but at least better than your average Grandma. As a result, this skeptic was turned into a believer. I'm definitely looking forward to the fall release date with just as much anticipation as that swelling for Modern Warfare 3 and Batman: Arkham City.
It's not all Milky Way fun-sizes and rainbows, however. There are still some major issues I found with the game. Hopefully Epic employees decide to troll moderately-successful (okay, disappointingly-obscure) blogs for some criticism on their product. If Gears of War 3 competitive multiplayer is going to hold my attention, I demand the following three tweaks:
1. Nerf the Gnasher! There's no reason I should be downed from fifteen feet away with a shotgun that has half the range (on the statistics page) of the Lancer. The addition of the Sawed-Off shotgun, with maximum damage but limited range and increased to levels of absurdity reload time, makes close quarters combat a more interesting affair with two styles of play dependent upon the kind of shotgun. When you make the Gnasher as effective as the Sawed-Off within five feet, however, you negate the subtle nuances you're trying to introduce to the standard roll and fire gameplay. Nerf the Gnasher slightly (you can keep the stupid amount of headshot detection the gun seems to possess!) and you'll make CQC way more entertaining and cerebral.
2. Fix the spawns in Capture the Leader! Thrashball, Trenches, and Checkout all have inexcusable spawn shifts once the leader has been taken as a meatshield. There's no reason five members of the opposing team should spawn directly behind the guy that just made the capture. Even if you have to add additional spawn points at certain areas around the map, in the open, specifically for the CTL game mode, it will be better than having the timer click down to 4-5 seconds and seeing Marcus and the calvary magically appear in the perfect position to stick a Lancer bayonet in your backside.
3. Make the Hammer of Dawn an overtime-only weapon! I mean, seriously, on Trenches the team that can take the Hammer gets a match win probably 85-90% of the time. The first thirty seconds of every match I played on the map from Friday on consisted of every member of the opposing teams sprinting to the middle, wildly blasting their shotguns, and a big pile of human and Locust debris lying everywhere. Normally, really awesome. But once that Hammer was acquired, the rest of the match turned into, DUCK AND COVER! I counted the number of wood splinters on the scaffolding near the spawn on Trenches. 1,273. Count them. They're there. Simply change the spawn time for the Hammer to the end of the round, when there is a clear stalemate going on. That will cause the same amount of chaos, but at the end of the match and keep people from bunkering down in the late stages of a CTL match.
There you have it. My statistical, scientific analysis of a game that encourages you to curb stomp your enemy. I always knew I was destined for greatness. If these changes were to occur, competitive multiplayer could be the cream cheese icing on the delicious cake of gaming awesomeness that Gears of War 3 should be. I've got my fork and dessert bib ready.
Labels:
angry nerd,
Gears of War 3,
Xbox
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