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Sep. 23rd, 2008

Clear Sky Review

S.T.A.L.K.E.R.: Shadow of Chernobyl, the prequel (sequel?) to S.T.A.L.K.E.R. Clear Sky was a rare gem of a game. The original concept; the sprawling radioactive, physically psychotic wasteland replete with factions, reactive, concious AI and terrifying mutants was half-realised, yet proved easily one of – if not the most atmospheric shooter of 2007, even against the likes of Bioshock or the Orange Box.

 

Clear Sky from the outset has be purported as the salve to SoC's many sores, yet somewhere along the line, it has clearly fallen short, and feels antiquated even compared to its predecessor. The story, which just about held together in the previous game, is disjointed and unsatisfying; and there are obvious gaps in it, especially towards the gut wrenchingly awful final act. There are some moments where you will genuinely feel as if GSC just didn't bother implementing scenes that are written into the story, and as a consequence, the pacing is just totally ruined. Characters range from the believable if poorly scripted to the detestable. The dialogue just does not fit with the bleak atmosphere of the game's setting.

 Don't want to kill this guy's scripter?
You're a better man than I.
 

The faction wars, so proudly advertised throughout the game's development consistently disappoint, the AI tripping over itself as well as hundreds of other faction squads that constantly spawn. The Zone too has taken a hit, and the unstable, volatile world promised has become little more than a tour of the wastes, with dangerous areas clearly marked out on the tragic new PDA, and anomalies relegated to (admittedly fascinating looking) spots quite outside of the areas you're most likely to traverse. The balancing is atrocious, bouncing from absurdly hard; throwing situations where your equipment and hard earned cash is stolen or where Zeus himself is targeting you with a machine gun; then suddenly, the game hands you a bullet proof suit and weapons so powerful you'll find yourself taking on whole bases solo. One moment you'll be on the verge of death via hordes of enemies, the next you'll be giggling as you take down a helicopter with a shotgun. This game was simply not play tested to any degree of modern quality.

 

The game has its moments, and re-entering the Zone is a genuine thrill at times, with some excellent locations, but there's not enough. Combat occasionally excels, and the ballistics model makes for some brilliant ranged combat. Then the AI hurls a heat-seeking grenade your way. Clear Sky just cannot excel long enough to impress. In a way I can't help but feel I played through to the end just out of loyalty to the series.

 

It's half-finished, and without enough goodness to make up for the shortfalls. With the leviathan figures of Fallout 3 and Far-Cry 2 on the horizon it's soon to become a gaming dinosaur as well I suspect. Looking back on SoC too in hindsight, you can't help but feel that GSC almost got lucky with producing such a game. I can't help but wonder if GSC's ambitious release time scale doomed Clear Sky from the get go. By all means buy it if you truly can't get enough of the zone, as I couldn't. But after this, I think you'll find yourself jaded as to GSC's ability to carry the series in the future. Unless of course they take on some of the excellent modding community who kept the first game engaging for me right up until the release of Clear Sky.

 

Score: A disappointing 65%

 


Sep. 12th, 2008

Spore Review

  Will Wright is possibly the closest gaming can get to a god. Other's have come close, but normally let themselves down at one point or another. Black and White 2 comes to mind. Peter Molyneux, you muppet. Will Wright has never really had this kind of failure; he's kept that aura of brilliance and mystique that keeps them up there between Buddha and Jesus. And like and kind of prophet or deity, he has those who perhaps don't quite see the products of his vision in the way he does. Only some will like the Sims, but no-one will deny its impact for example. Thus, Spore has for its protracted development been a different game for anyone who has read previews or watched videos of its pregnancy. The ultimate result of this, is that upon its release, a lot of people are going to be disappointed. And this does in no way affect what is a fundamentally innovative and engaging game.

 

    Depending on what you were expecting from the game, each stage - or maybe all – will come off as being banally simplistic or utterly brilliant. The first, the Cell stage plays out like Pac Man with spikes in primordial soup. Its brilliance lies in its fluidity. In order to advance, it's kill or be killed. Eat or be eaten. This is survival at its most basic; apt for the stage of evolution it represents. On the downside, there is a limited number of combinations – but then again, how many variations on it can you really get when you're dealing with such tiny, simplistic organisms? It's a stylised, simple, streamlined introduction to the game. Great so far.

 

    The next stage, the Creature stage was a disappointment for me. I was personally hoping for a more detailed ecosystem – less like a set of cat-walks for peoples creations; however excellent some of them are. For me, the problem in this stage was not a fundamental lack of complexity, since I think any huge amount more of controls or tasks would have been overkill for a game with such an open target audience, but it lacks depth. It would have been excellent to see flocks of peoples herbivores interacting with one another, with carnivores skulking the plains. Instead the creatures for the most part simply sit at their nests, waiting for me to sing to them or slap them in the face till they fall over. Over and over and over. The interface is way too much like every other game too – it felt hard trying to express a creature when its personality comes down to a choice of buttons. I'm not going to defend this stage as being part of Wills vision, I truly did think it was awful. It – or rather the nature of the rest of the game – does somewhat redeem itself by show casing some genuinely brilliant player created creatures in game. Particularly the puppet master. Easily my favourite creature so far.




 

    Okay. Next. The Tribal stage. A marked improvement, and for me, it's a satisfying departure from the overly interface ridden creature stage. Here your tribe's personality is governed by actions rather than tool bars, and it feels on the whole a lot more natural. Watching your tribe of frogs holding other frogs attempt to take down a giant beer tankard is infinitely amusing too. It's also genuinely interesting how your creature's attributes govern the way your creatures go about their tasks. You gave them wings? They'll glide about. Stealth masters? They'll manoeuvre themselves into position carefully before striking or raiding the enemy. Where before the creature stage manifested its procedural generation features in fairly basic terms, quite simply dictating what weapons or social tools a creature had, the tribal stage takes the creature and its attributes, and gives it personality. Brilliant.

 

    Once again however, the Civilisation stage is a bit of a mixed bag. All the developments in the previous stage is reduced to simply dictating which superpower you are assigned on the get go, and the type of “attack power” the units of your first are assigned. Imagine a world where the whole of human development produced nothing more significant than a single invention by which the whole of civilisation is determined. That's essentially what you're given. On the other hand, you are given chance to define your creations in new ways of expression. The building and unit tools, like the creature tools, offer immense variety. Using these tools you make up for the lack of depth of involving game mechanics, by simply creating your own societies. I'm particularly proud of my aforementioned Tall Frog race. Between the various editors, I've created a society where by the rich are literally carried by the poor. The poverty stricken class are mostly paid by the rich to carry them about. As a consequence the rich have evolved differently; their legs having withered and become incapable of carrying them. Their buildings are similar; the administrative centre being “Tall Street”. Their houses? High rise blocks of flats where the rich live in penthouses, the poor in squalor below. Now tell me a game where you have the kind of power to let your imagination fly?

 

    Finally, we reach the Space stage. I've complained throughout till now that the game tends to throw out all your development in the previous stage in introducing the new. The space stage is no exception. But it simply does not matter. The universe is vast. Skipping from planet to planet, collecting equipment, you unlock the potential to let your imagination run wild in creating designer societies and planets. There's restrictions – planets have to be terra-formed in order to attain the correct “terrascore” to support increasingly higher numbers of life forms, but once you get the hang of this, it becomes a joy in itself. There are balancing issues; and the empires you build, thanks to some disturbingly high numbers of attacks (I've since downloaded mods to lessen this), it can be a pain to administer, and just enjoying the sandbox style features can be hard as a result. The level of depth in this stage entirely makes up for it though. Creating an empire in one game allows you to visit them in another – maybe even reduce them into the ground if you can bring yourself to destroy your children..

 

    What I would say of Spore, is that it is not for the unimaginative. I would say that those looking for a game with complexity and depth all the way through will simply not find it if they don't know how to fully appreciate the tools at your disposal with regards the editors and various community functions – and I'm sure many of those I've heard being critical at it are those who never actually bought it, thus lacking these features. Many will also find some of the stages as I did, somewhat lacking. But honestly, you simply cannot appreciate the game if you do not appreciate what the game's vision really is: To give the player the tools to create their own societies from the Cell to Space. If you can, you will love it, despite some distractingly disappointing stages or balance issues.
 

Score: 89%

The Tall Frog race.

With full command of the editor's toolset, you can build a massive variety of creations. Such as my giant walking beerbottle, and recreation of the Mobile Oppression Palace of Futurama fame.


For anyone interested, my Sporepedia account name is "StalinsGhost"
 

May. 9th, 2008

Nine Inch Nails : Ghosts I-IV Review

Lazy I know, but I've not got round to doing any new reviews the past couple of days due to uni commitments, so I thought I'd post my old Nine Inch Nails - Ghosts I-IV review I'd done on Facebook up on the blog. Also started reading Asimovs Foundation series, so that'll probably be something I'll be reviewing in the weeks to come.


Nine inch Nails - Ghosts I-IV


Nine Inch Nail's last release Year Zero was a failure for Trent Reznor. Undoubtedly a good album, the label's marketing sickened Trent to the core; fans being forced to pirate or pay far more than the average price in many stores; Its viral marketing campaign and complex themes and concepts being perhaps somewhat overlooked in the face of industry profits. It was surely with this in mind that Reznor has decided to not only finally reject his label, but come out with his most challenging release yet.

Ghosts was released on the 2nd of March with as much warning as a news update a couple of weeks ago informing us... of an "update". While I was sure we'd probably have a release; and one with a unique marketing strategy too, I certainly expected something perhaps less grand, and more simply a continuation of the Year Zero project (though I imagine many will be looking for links all the same.) The basics of the release are simple yet grander and more positively pretencious than any of Trent's work yet. 36 songs, 9 totally for free - and officially uploaded to those nasty "industry damaging" torrent sites; the rest for $5 online, $10 plus shipping and handling with a physical copy; $75 for a veritable treasure trove of different formats with various other bonus items; and finally a now sold out $300 collectors edition with all kinds of extras signed by the man himself. This is quite simply the most important digital distribution release to date. Radiohead may have started it off, but Trent is doing the important part; carrying this revolution in music through to the future.

So. The music. First off the bat, it's all instrumental. No potential for Trent's quite regularly somewhat uninspiring lyrics then. What it does instead is take the hauntingly beautiful soundscapes that have been desperately trying to break out of Trent's work for years now. It's got all the staples of previous Nine inch Nails. Fuzzed out synth bass; chilling guitar noise; electronic meandering; biting drums. It's all there. The more instrumental songs of Year Zero were perhaps but a taste of things to come; or the unborn child well over due.

It's quite hard to say what the good songs are in a way, particularly given the lack of titles; though this for me separates it from the popular musical mindset. The songs truely feel like a a drifting expanse of sound. Trent describes it as music for "daydreams", with a strong emphasis on visual aesthetic in the music, and it shows. And it's brilliant. Freed from the conventions of popular demand, open to explore, with variety and excellence of production, Ghosts is a dark, beautiful, and atmospheric.

The production is consistent and excellent; a testament the team assembled. I definitely hear the effect Alan Moulder has had on the album; a regularly under-rated producer, who I've always felt deserves far more acclaim. You can certainly feel the dynamism of this very different kind of band. Nine inch Nails has consistently found itself in a peculiar position with regards to its division between live and studio performance, and listening to this and Year Zero, it is clear that the production team is getting more and more consistent yet evolutionary with each release. It's a band who has well and truely forgotten all the usual conventions.

The download comes with high quality images - essentially the stuff of album artwork, that I presume comes with the physical releases. And they are beautiful; perfectly summing up the tone of the music song by song; each image corresponding in fact to a song. Like the music, they have a strong sense of isolated beauty. Taking a look at the images as you listen certainly gives it a coherency of vision and assortment; each track an identity of its own. It's clever, powerful, and a refreshing break from the need for lyrics to give music character.

With this music in mind, it is absolutely clear that ditching the label was the best move Trent Reznor has ever made. Pitching this idea to label executives would have been deliciously impossible. You can imagine the bosses crying for lyrical hooks, or talking multiple releases, or demanding that radio friendly hit. Trent and the studio team have done something special here. Not everyone will like it. Anyone with a strong opinion on the role of music as art should seriously consider the implications of it to the industry. Musically I have to say, while unique and brilliant, it perhaps doesn't cover ground explored by other electronic artists, but none of these will quite capture peoples imagination like this most revolutionary release.

Buy this. If you care about music, buy this. If you like to think you have anything resembling taste in music, buy this. It's more important than any other big name release so far this year. This is what music is about.

It costs less than a London pint anyway.

May. 6th, 2008

Nine Inch Nails : The Slip - Review



Nine Inch Nails - The Slip


    Trent Reznor truely is a man on a mission; and one that he has deftly maneuvered his way throughout, giving the music industry labels the Slip they so rightly deserve. His last release,  Ghosts I-IV was a truely inspiring move for the maverick musician: Where other artists have been dabbling in digital distribution, most notably Radiohead as the ostensible mainline flagship for the truely independent  distribution method, none have come nearly as close as Reznor has to defining what it means for art, artist and admirer alike.

    Ghosts was incredibly artistic, spontaneous and utterly spectacular; and importantly did not find itself marred by the monetary unpleasantries that accompanies nearly every other music release in the industry. It was all about the fans, and the Slip not only continues this tradition but perhaps even eclipses it. This is the most fundementally important move in the industry, coming from the same source as before, and within mere months of his last revolutionary release. The new single for example, "Discipline", was distributed to the airwaves within a day of completion. It's unprecedented. It's reached the top tiers of musical charts without selling a single copy. The logistics of distribution have changed forever.

    Moving on from the ramifications to the industry, lets consider the art itself. The Slip is admittedly perhaps less so musically innovative that the last work, but is what I consider the perfect summary of what Nine Inch Nails and Trent Reznor are about. Sonically it sums up Nine Inch Nails excellently, and has a mix of songs encompassing the various sounds that have pervaded its career. The opening tracks slam home the message immediately, "1,000,000" giving us the loud thumping fuzz bass Nine Inch Nails have honed over the years. The "naturalistic" drumming production is a particular aspect most fans have highlighted, though I feel it is perhaps only its positioning within the opening of the album that belies rapid fire electronic snap of the pacy, punchy "Letting You". "Discipline"  and "Echoplex" hark back to the dark pop buzz of Pretty Hate Machine; while the subtle touches and nuances that augmented Year Zero so excellently doing so here; they're smooth, rolling; you'll actually want to get up and move to them. 

    At the point, the album does seem to lose its coherency somewhat; the pace and movement is lost in favour of the haunting ambience made Ghosts so awe inspiring. It doesn't quite work here. It's a little jilting; having gotten amped up, the reduction feels disjointed. At the same time, I don't think the songs are particularly inferior; but I would be happier sliding them up the playlist to join their progenitors earlier in the discography. This said, "The Four of Us are Dying" is probably my favourite song on the album; having settled down after the awkward placement represented by "Lights in the Sky" and "Corona Radiata", "The Four of Us are Dying" represents Trent at his best; abandoning more conventional song structure and manipulating noise; stretching it and playing with it to create an ethereal, arcane soundscape. Closing with "Demon Seed", it perhaps, ultimately ends slightly uninspiringly; perhaps a little too repetitive, while lacking the punch of the earlier tracks, while not really capturing any of the other sounds available in any interesting fashion.

    Ultimately, musically it's nothing Nine Inch Nails' fans will not have heard before; it's actually a refreshing take on an introductionary or greatest hits album perhaps; giving fans a taste of the various landscapes one can expect from their other albums. It suffers accordingly to one who listens to it as a whole since it lacks a coherent movement between style and composition. There are some great songs on there; highlights being "The Four of Us are Dying", "1,000,000" or "Letting You".  In terms of art and industry though, this is proof that Reznor truely is one of the driving forces of change, and quite simply a top class guy who cares about his fans. Sure he may have already made enough money for it not to be an issue, but at least he's earned it right? This isn't about music as a product. It's about music as an art form.

Download the album free, legally, under the creative commons license at: www.nin.com

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