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Games of 2011: Mortal Kombat

I’ve spent a lot of time in 2011 playing games, but not a lot of time writing about them. Instead of my usual end-of-year game recommendations, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2011 posts.

When it came to fighting games, I have always been more of the Mortal Kombat type than the Street Fighter type. It wasn’t the blood or the violence (although as a teenager, that was certainly a lot of fun), but more that the games felt more accessible. They took themselves a little less seriously. Or maybe it was just that I could never pull off the 360 rotations necessary for some of the Street Fighter moves.

Regardless, Mortal Kombat as a series fell on hard times after MK3 was released. Practically every title since 1997 disappointed, bloated both the gameplay and the world in which it takes place, and messed with a formula that didn’t need messing with. Weapons in Deadly Alliance? The start of a bad trend. The terrible quest mode in Deception? Laughable. The kart game that was inserted for no reason into Armageddon? Ugh. And how about the neutering of vs. DC Universe, taking what promised to be a dark gritty game and making it rated T for Teen?

The franchise has needed a massive kick in the pants for nearly fifteen years, and I am relieved to say that this year’s release of Mortal Kombat (named just that, no modifiers afterwards) is a pitch-perfect return to form.

No matter where you land in relation to fighting games, it feels like Mortal Kombat has something for you. The story mode is surprisingly well written and seamless jumps between cutscenes and battles in a pretty impressive manner. The game looks fantastic and the sound design is excellent as well. There’s a whole range of competitive modes – tournaments and online battles and such. People who like objective-based progression can find relief in the Challenge Tower, which throws 300 different challenges at the player. Those who are into unlocking things will be relieved to still find The Krypt allows unlocking of plenty of concept art and other content. And those who don’t like to take things seriously will love Test Your Luck mode, where a slot machine gives random modifiers and can make fights completely ridiculous in the blink of an eye. Broad appeal is pretty much guaranteed here.

It’s been great to see increased attention given to fighting games over the last few years, with the rise of competitive gaming and the fighting game community really carving out its place in the world. While I have nothing but respect for Capcom giving Street Fighter renewed love for the last few years, to see Mortal Kombat get such a well done revival this year sent me into sheer levels of joy. This was the fighting game I’ve been waiting for all generation.

Mortal Kombat is available for the Xbox 360 and Playstation 3.

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Endured

Games of 2011: Deus Ex: Human Revolution

I’ve spent a lot of time in 2011 playing games, but not a lot of time writing about them. Instead of my usual end-of-year game recommendations, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2011 posts.

The original Deus Ex hit the market in 2000, and it was a revolution unto itself. It combined the first person shooter with role playing elements and strong writing. It offered the player real choice and branching story lines. Adversity could be worked around, fights could be diffused peacefully. The game brought with it an implied promise: first person games didn’t need to adhere to a formula.

Sadly, that promise wasn’t met. The 2003 sequel Invisible War was garbage, the franchise was shelved, and few developers wanted to try and replicate the Deus Ex experience.

But like other historic franchises, this was finally the year that Deus Ex was booted back up. After four years in development, Deus Ex: Human Revolution was released in August. From the moment I touched the game, I felt that familiar rush again. The stealth, the conversations, the gunplay, the lock picking, it was all just so brilliant. I started to mentally mark it down as a clear frontrunner for the best game I played that year.

Then I hit a boss battle, and those thoughts evaporated.

Much has been said by press and players alike about how out of place the boss battles felt. This is a game where you can specialize in stealth and subterfuge, building your character so that you can slink through each level without killing a single enemy guard. And yet this same game forces you into a guns-blazing do-or-die battle with an overpowered enemy. Players who went in with stealth-heavy builds were severely disadvantaged in these fights.

Player choice is a dangerous tool to wield. For every dimension of character construction you allow, you open yourself up to players working themselves into a position where it is difficult to advance. Regular adversity isn’t a problem – players need a challenge, and there shouldn’t be a build you can just blow through the game with. But games should never make it practically impossible for standard builds to advance, and sadly, that’s what the boss fights in DX:HR did.

Eidos admitted a month after release that they had outsourced the boss battles to another company, one that “didn’t know much about the Deus Ex world before the project began.” What a statement that is: to not only add gameplay that people generally disliked, but to farm it outside of the core team working on the game, to people who didn’t understand the history or vision for the game.

Developers, remember this: make the best games you can. Don’t compromise. And don’t add boss battles if they don’t fit into your game.

Deus Ex: Human Revolution is available for Xbox 360, Playstation 3, and PC.

Categories
Enjoyed

Games of 2011: Pushmo

I’ve spent a lot of time in 2011 playing games, but not a lot of time writing about them. Instead of my usual end-of-year game recommendations, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2011 posts.

Nintendo has had a tough year. The Wii U debacle at E3, the “Miyamoto might be retiring” interview, their market share and profits being eroded by smartphones – they come across as a company who’s at their peak and the only way to go is down. One might even say their position looks a lot like Sony did in 2006.

2011 Nintendo is perhaps best encapsulated in the Nintendo 3DS – a new handheld that looks and functions remarkably like their last four (DS, DS Lite, DSi, DSi XL) handhelds. It launched at $250 with no compelling launch titles. It posted decent first days sales before swan diving off a high cliff. A $70 price cut came just four months after launch, which solved one problem – but the software problem lingered until the holiday season.

I picked up a 3DS right after launch despite my hatred of 3D entertainment – practically always gimmicky and an excuse to add cost – and despite knowing there wasn’t really anything at launch worth picking up. I subjected myself to it mainly because my DS Lite was getting run down, and it was the prime time to trade it in. Even with the lowest of expectations, I found myself disappointed, as the features I was looking forward to – the eShow, StreetPass, the camera – all had notable flaws.

And so, I joined the hordes waiting and hoping for that One Game, the one that can justify the cost of the device. And last week, I discovered it – and it wasn’t the anticipated Super Mario 3D Land or Mario Kart 7, but instead a title in a genre Nintendo executes better than practically anyone else: spatial puzzles.

The game in question is Pushmo (or Pullblox if you’re in Europe), a $7 downloadable title. A pushmo is a giant pixelart installation in a park (Pushmo Park, naturally), and children appear to keep getting stuck in them. To climb the pushmo and save the kids, you need to grab, push, and pull the blocks to build ledges and stairs that you can scale.

The gameplay resembles Atlus’ Catherine, which was also released this year and is targetted solely at adults. While Catherine challenges players as both an arcade game and a puzzler, Pushmo is more of a pure puzzler. As such, the game is able to focus more on the challenge of the level rather than you racing against a clock.

If the roughly 250 core levels aren’t enough, Pushmo also features a level builder, and levels can be shared via QR Code. Communities have start sprouting up to share puzzles, like this NeoGAF thread.

I hope that Nintendo can keep focusing on these smaller, well polished titles. If that Miyamoto interview is any indication, my hopes may come true.

Pushmo is available for the 3DS, via the eShop.