Saturday, May 18, 2013

Zrbo Reviews: BioShock Infinite (Levine, 2013)


Let's get it out of the way up front: BioShock Infinite is a flawed masterpiece. Arriving with enormous hype, the game was meant to be creative director Ken Levine's crowning achievement. Expanding and iterating on 2007's BioShock, BioShock Infinite was destined to tell a grand story. Set in 1912, Infinite promised to explore everything from American Exceptionalism to turn of the century Christian revivalism. Where BioShock showed the disaster in Ayn Rand Objectivism, Infinite promised it would have something to say about America's past. Booting up the game for the first time I was excited to see how these themes would play out, to see how Levine would use the BioShock template to explore issues rarely addressed in gaming. Instead I found a game that utilizes those issues as little more than window dressing, delivering serviceable game at best. At least he bothered to include an absolutely amazing ending.

Set in an alternate universe version of 1912, you play as Booker DeWitt. Deep in some gambling debts, he's enlisted to go to the flying city of Columbia to retrieve a certain girl. "Bring us the girl, and wipe away the debt" you are told over and over again.

Arriving in the secessionist flying city of Columbia, the player is treated to an idealized version of turn of the century American life. Columbia is obsessed with America to the extreme, with the founding fathers seen as saints, and George Washington as the second coming of Christ. The entire city is the plan of self proclaimed prophet Zachary Comstock. As you explore the city, and eventually find the girl, you come to witness that all is not as bright and cheerful as first appears. There's dark undercurrents to this white-washed version of America.


But back to the girl. Her name is Elizabeth, and curiously she's kept apart from the rest of the citizens of Columbia, locked in a tower. Ken Levine spent years developing her character, and Courtnee Draper gives a great performance. At times Elizabeth veers dangerously close to becoming a Disney Princess, but I'll at least give it to Levine that she never quite crosses that line. However, I feel there's a lot more they could have done with her. Though we get to know her fairly well, there's times where I just wanted Booker to ask her some basic questions, like, what are your feelings about being a locked in a tower for your entire life? Elizabeth is also gifted with a strange power, able to open rifts in space-time, often resulting in glimpses of a strange future, one where movie theaters are showing something called Revenge of the Jedi and where automobiles drive around playing strangely familiar music.

After finding Elizabeth most of the rest of the game involves Booker and her trying to escape Columbia. While the opening of the game is spectacular as you are introduced to this idealized America floating in the sky, the middle of the game suffers. Basically you end up running around Columbia, running into various characters and struggles, but all in all not much really seems to happen. All of these amazing ideas are right there for exploration, from America's treatment of Native Americans, to slavery, to Reconstruction, to religious zealotry... and the game does very little with it all. To tell the truth I was fairly bored. The entire middle 50% of the game almost feels like filler. It's not until about three quarters of the way through do things pick up again.
Almost a Disney Princess... almost.

But when they do, oh boy do things get interesting. I really don't want to ruin anything here because the ending is wonderfully executed. I didn't quite believe the game reviewers when they said the last 30 minutes were some of the most extraordinary they've experienced in modern gaming, but I will admit that my jaw hit the floor, accompanied by a huge grin on my face when I finally got there. When the credits rolled I had to rush to the Internet to discuss the ending with others. It's like the first time you saw Inception or the Sixth Sense where you leave the theater discussing with others all the different layers of dreams, whether Leo was still in a dream at the end, and wow, so I guess Bruce Willis was ghost the whole time! So at least there was some pretty good payoff at the end, but it was a bit of a slog to get there.

Ken Levine certainly drew upon a slew of popular influences when crafting Infinite. The opening scene at the lighthouse practically screams Close Encounters of the Third Kind, while the floating city of Columbia seems influenced in part by Jules Verne and cloud city from The Empire Strikes Back. Ken Levine has cited 1944's Meet Me in St. Louis as an inspiration, drawing upon it's classic Americana look.

Then there's the more curious influences. Throughout the game the player comes across moments where familiar yet out-of-place for the era songs can be heard, but all done in a very unusual style. Everything from a pipe organ version of Girls Just Want to Have Fun, REM's Shiny Happy People, to Fortunate Son. What makes these musical pieces all the more interesting is that they're not inserted into the game Baz Luhrmann style, unnecessarily crammed into the game to get us to smirk fondly. Instead the reasoning behind their placement is explained through plot and makes surprisingly sense once you understand what's going on. Upon completion of the game one realizes just how much the lyrics speak to the characters and the story. Girls Just Want to Have Fun takes on a tragic meaning, while The Beach Boys' God Only Knows becomes a summation of the entire game. It's actually rather ingenious once you've played through the entire game.



So here we are. What do I think of the game? I'm divided. One of the first pieces I read upon completion was this bit by Daniel Golding and I instantly connected. Where was the nuance, where was the moral dilemma? I'll just let Mr. Golding speak:
In taking the game seriously, I want to be as clear as possible: BioShock Infinite uses racism for no other reason than to make itself seem clever. Worse, it uses racism and real events in an incredibly superficial way—BioShock Infinite seeks not to make any meaningful statement about history or racism or America, but instead seeks to use an aesthetics of ‘racism’ and ‘history’ as a barrier to point to and claim importance. BioShock Infinite presents a veneer of intelligence—with wholly unexplored and mystifying asides to complicated concepts like Manifest Destiny and the New Eden—without ever following through. Without any deeper exploration of these ideas, BioShock Infinite’s use of American history and the Columbian Exposition is illusory, and already puts the lie to the claim that by engaging with these themes, BioShock Infinite is the place to find substance in mainstream videogames.
Over at the A.V. Club's Gameological Society, John Teti points out the false equivalence present in the game's message:
Levine sets up a conflict between American exceptionalism and rabble-rousing populism, but he punts by casting practically every prominent figure in Columbian politics as an irredeemable asshole... The takeaway is that anyone who seeks power is a scoundrel... The intellectual dodge of calling everyone a loser excuses Infinite from having a meaningful political point of view.
It's true, the game, like it's predecessor, promises to show us the danger in following a line of thinking too far, in the original BioShock it was Objectivism, here it's more or less American Exceptionalism, but unlike in that first game, the game leaves the player with nothing to takeaway except "they were all bad people". Levine seems unwilling to take a stand, and the game suffers for it.

However, I just can't get over that ending. It was fairly brilliant, and managed to wipe away most of the bad taste the rest of the game left in my mouth. If The Usual Suspects had been a poorly directed movie but still included the same twist ending, you'd probably think "damn that was a boring movie, but wow, who woulda thunk Kaiser Soze was him??" I was prepared to give the game a fairly low rating, but the ending actually turned me around somewhat. If anything, now that I know the twist, I'd like to play through it again so that I can enjoy all the hints and foreshadowing. Until then, I'll leave you with my score.

4/5 Zrbo points

Saturday, May 4, 2013

The Music of Bioshock Infinite

I recently completed playing Bioshock Infinite, the long awaited successor to 2007's Bioshock, regarded as one of this generation's gaming masterpieces. There's a lot to say about Bioshock Infinite, which I'll get to in a proper review. For now you just need to know that the game takes place in 1912, in the flying city of Columbia.

But everything's not quite what it seems in this turn of the century steampunk wonderland. As you make your way around Columbia you might overhear a little music playing in the background, perhaps in a shop, or coming from someone's record player in their home. If you stop and listen you'll notice there's something familiar about this music. That song playing as you stroll down a Coney Island-like boardwalk... is that? Yes, it is indeed my friend. Let's take a listen perhaps some of the most strangest renditions of songs you assuredly know.

Lou Albano playing the pipe organ?


Tears in the key of Fears?


It ain't me who turned this into a negro spiritual.


Ed Cobb in a skimmer hat?


And perhaps the most impressive...


I'll try to get my review up soon.

Tuesday, April 16, 2013

The Small Games of 2012 (Part 2)


Pardon me, it took a bit longer to get through some of these games than I anticipated. Well, really, that's not entirely true. My gaming life has been taken over by another game recently, but I'll address that one soon enough in a separate post. Here's a link to part one if you wish to go back and take a look. For now let's get back to the other small games of 2012 that I played:

Mark of the Ninja (Klei Entertainment)

Mark of the Ninja is a game of stealth. It borrows heavily from other stealth games while implementing clear visual mechanics to create a remarkably good game. You play the role of a ninja, with the story told through beautifully animated cutscenes. As you traverse through the world on your way to various objectives (sometimes it's to secure an object, other times an assassination) you rely on stealth to get accomplish your goals. What makes the game work so well is that the mechanics are implemented so well. Each patrolling guardsman has a vision cone (just like in the original Metal Gear Solid) so you know exactly how far he can see, each footstep you take emits a ring of sound so you know exactly how loud you are, and each light shows you exactly whether you are able to be seen or if you are tucked safely in the shadows. The game gives you a whole arsenal of weapons and tricks that encourages multiple playthroughs. Want to get through without ever being detected? Utilize your distraction items. Want to be a ruthless murderer? Sneak up on a guard and slit their throat. Mark of the Ninja is a great little game that gets stealth just right. It's available for PC and Xbox 360.

Skrillex Quest (Jason Oda and Skrillex)

Now here's a game out of left field. Skrillex Quest is a free-to-play browser game that's surprisingly good. Your character, "P1", is on a quest to save the world by removing the glitches. You see, the glitches are there because there's dust on the cartridge. The entire game is a great deconstruction/amalgamation of old videogames. With a great 8-bit aesthetic, the game crams so many references it's difficult to keep track of them all. At one point it's straight up the original Legend of Zelda, at times the original Dragon Warrior, then there's a bit of Goonies II (the semi-sequel to the movie that was only ever a videogame), and even some random 80s movie references (I know I caught some Neverending Story dialogue in there).

Designed by Jason Oda, who also did the amazing parody Perfect Strangers game (also free-to-play in your browser) not too long ago, the game is basically a marketing vehicle for dubstep artist Skrillex's latest album (who makes a cameo in boss form near the end). The game is set to the song "Summit", which is actually pretty good. The game only takes about 15 or so minutes to play through. I highly recommend giving the game a whirl, you can find it here.

Superbrothers: Sword and Sworcery EP (Capybara Games)

Now for something similar yet very different. Superbrothers: Sword and Sworcery EP uses a similar retro 8-bit look to Skrillex Quest, but instead of an action game, gives us an old fashioned point-and-click adventure. I'm divided on this game. I absolutely loved the visuals - and the music, by Jim Guthrie (who the game seems to want to continually remind you did the music), is really well done.

The way the story and dialogue are delivered are fun as well. The game starts out by having an 8-bit cigar smoking man introduce us to the "experience" we are about to undertake, very much in an homage to Half Life's G-Man or the X-Files' cigarrette smoking man. Then we're off on the adventure, with the dialogue delivered in a sort of ironic self-awareness, employing the royal "we" (sample dialog goes like this: "We continued on our epic quest, though we were feeling hella tired"), and with characters named "dogfella" (a dog) and the lumberjack "logfella". My problem with the game is in the puzzles themselves. Maybe I'm just not skilled in point-and-click adventures but I often had to consort a walkthrough in order to get through the game. It's not that the puzzles themselves were necessarily difficult, it's that their presentation was difficult. Occasionally there appeared to be a puzzle when there really wasn't, thus wasting my time needlessly clicking around when there wasn't anything to be found. What it comes down to is that I really just didn't like the "game" aspect of the game. It's a shame too, because the rest of the experience was really good. It's available for PC and most tablets.

FTL: Faster than Light (Subset Games)

FTL: Faster than Light came out last year, but I didn't pick it up until about a month ago. Sometime last year all my favorite game blogs and reviewers started to gush about this game and its addictive properties. I didn't pay it much mind at the time because of the type of game that it is: a roguelike. If you're unfamiliar with roguelikes, Wikipedia describes them as "a sub-genre of role-playing video games, characterized by level randomization, permanent death, and turn-based movement". I'm typically not a fan of roguelikes, I find them too hard and not very satisfying as they're typically based around how long you can survive before dying, and not about any sort of plot or character development. I generally prefer my games to have some sort of story. But I decided to pick up FTL when it went on sale on Steam and I've been hooked since.

The premise is that you're piloting a little spacecraft, trying to navigate through space to reach the end and warn your people about some sort of incoming invasion. Rather than dealing with Star Wars-like dogfight combat you instead are in command of all the various subsystems of your little spacecraft. One of the designers said he was inspired by Star Trek where the captain yells out orders like "man the torpedoes, divert power to the main engine, seal the hull breach!" In FTL you're constantly juggling your resources while trying to survive. Every time you "jump" into a new system you are met with a randomized event. Sometimes it's space pirates, sometimes a friendly merchant, sometimes a ship that needs help, sometimes nothing. The randomness of it all is what makes it fun, though occasionally frustrating. I've had a game end in as little as three minutes, I've also had a game go as long as an hour. FTL: Faster than Light is really a great little game and very worth picking up. It's available on Steam/PC for ten bucks.

The Year of the Indie Game
It feels like there's a shift happening in games right now. There's a surge in small indie games and it seems that people are taking notice. After the recent Game Developer's Conference in San Francisco I read several online journalists remark that they could notice a change at the conference, that the small indie games were being taken more seriously than ever before, and that the gulf between small game developers and big AAA title corporate behemoths was becoming much more noticeable. The quality in small games is quite high, with these games often delivering interesting and creative experiences, while the AAA game industry is pushing out the same old stuff (mainly shooters) and suffering for it (the recent "Tomb Raider" sold over 3 million copies but the company behind it is saying the game was a failure - maybe they need to rethink their priorities). Maybe that's why Sony is specifically courting a lot of indie developers for the new Playstation 4 which should be out later this year. While I still dig playing those big budget AAA titles, there's a lot of good competition being offered up by the small guys. Hopefully I've helped you find some good ones.

Monday, March 25, 2013

Here ye, here ye! Steam Sale is about!

I've been proselytizing these videogames to you, dear readers, for years.  Now you have the chance to get some of these games for dirt cheap. As Steam is want to do, it's currently in the midst of its Indie Spring Sale, with most of the following games 50 to 80 percent off.  I won't bother you with any more fuss, here's what's available and a link to my opinion:

To the Moon - $3.99
Terraria - $2.49
Limbo - $3.99
Braid - $3.99

And two games I've played but yet to review:

FTL: Faster than Light - $4.99
Dark Souls (sequel to Demon's Souls, my favorite game of 2009) - $19.99

And as a final note, it was recently announced that Fez, a game I adored, will be coming to Steam/PC sometime in May. Enjoy!

Tuesday, January 29, 2013

The Small Games of 2012 (Part 1)

2012 may not have brought about the apocalypse, but it did produce a slew of excellent small games. So excellent in fact that multiple media outlets have awarded the small games Journey and The Walking Dead game of the year. Journey comes from thatgamecompany, who brought us 2009's Flower. The Walking Dead, based on the comic/TV series, comes from Telltale Games. Unfortunately, I haven't played either (my Playstation 3 broke this summer so I haven't played Journey, and no matter what good words people say about The Walking Dead I'm just not that interested in zombies, even if those zombies are used as a metaphor for the human condition). Instead, I'll discuss here those small games that I did manage to play in 2012.  Ready?

To the Moon (Freebird Games)


To the Moon was a game with a great premise. You play the role of two scientists who have been summoned to a dying man's house. The man has a last wish, he wants to go "to the moon". These scientists have the means that will allow the dying man to accomplish this. Using a fancy machine the scientists are able to enter the dying man's mind and relive his memories, subtly altering them so that the dying man will have the memory of going to the moon. One part Inception, and one part Citizen Kane, the premise and overall idea of To the Moon is brilliant. The game utilizes a retro 16 bit art style, so it looks like an old Final Fantasy game from the 90's. While the gameplay itself isn't very deep- it's basically a point-and-click adventure- the story draws on a lot of emotional strings, from the gentle piano pieces that it uses, to the secrets the two scientists find in the dying man's memories. Even the idea of going "to the moon" may not have meaning it initially appears to.

Unfortunately much of the emotional impact the game is undercut by one of the scientist characters. Nearly every time something poignant happens, he's there to make some sassy or sarcastic comment. It's like watching the end of the movie Titanic with Rose about to say goodbye to Jack forever with the whole theater on the verge of tears when some guy blurts out "Hey buddy why don't you just get on the flotsam with her, ya big dummy!".

I kept thinking that the creators of the game thought up this grand emotional tale but didn't want to be seen as sissies by their guy friends, so they made sure to have a completely annoying and unnecessary character ruin several moments of potentially great emotional impact. Despite this, I guarantee that you will probably find yourself in tears as the final scene plays out.


Fez (Polytron)

I've already discussed my love of Fez and needless to say, I still think it was an absolutely fantastic game. A perfect homage to videogames of the 80's, Fez managed to make me feel like a kid all over again.


Alan Wake's American Nightmare (Remedy Entertainment)

A semi-sequel to 2010's Alan Wake (which I wrote about), this small downloadable title continues the adventure of the titular author who finds himself trapped in his own nightmares. Breaking free of "the dark place" from the first game, Alan Wake- ahem... wakes up in a semi-real bit of Arizona, having surrendered some of his memory in order to do so. The game tasks Alan with recovering those memories in a style reminiscent of Groundhog Day. While it continues with the same style of gameplay as the original, American Nightmare introduces a real nemesis, an alter-ego version of Alan named Mr. Scratch (whose name, in a small bit of brilliance, is never actually pronounced, with only the sound of a scratched record whenever anyone says his name). Mr. Scratch is an excellent foil to Alan, a womanizing douchebag who knows Alan's plans since he essentially is Alan.

Like the original, the game has excellent voice acting. Alan Wake really does come across as a real life horror novelist stuck in his own story. On top of this, the entire game is taking place inside an episode of "Night Springs" (think Twilight Zone) which is sold well by having the game narrated by a Rod Serling soundalike. While the gameplay itself isn't very challenging, the game has just enough flair and humor to recommend it. You can watch the first few minutes here to get a taste of just how self-aware this game is (for example, I love how the episode of Night Springs is "written by Alan Wake").

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That's it for now, as soon as I finish up one last small game I picked up during the holiday Steam sale I'll be back with part 2.

Monday, December 17, 2012

Zrbo's Five Favorite Songs of the Year

It's nearing the end of the year, so it's time to start rolling out those year-in-review lists.  Here's my selection for my favorite songs of the year.  And yes, just like last year, you may notice that some of these songs aren't necessarily from 2012.

#5 - Psy'Aviah - "Timor"

My fifth favorite song of the year is a Shakira song. No, really! Belgian duo Psy'Aviah (not to be confused with that other Psy who dominated 2012) deliver a fresh take on a song from a completely unexpected artist and genre. While the song has a completely different structure and delivery than the original, the underlying political themes still come through. Psy'Aviah's album "Introspection-Extrospection" is also my favorite album of the year. Oh, and hey, look who uploaded that video!

#4 - Pepsi & Shirlie - "Heartache"

In last year's list I included a song that was most definitely not from 2011, and this year the trend continues. It may be 25 years old, but Pepsi & Shirlie's "Heartache" is like True Blue-era Madonna musical gold. While this version is fine, I've actually been listening to the extended remix more often.

#3 - Armin van Buuren featuring Sharon den Adel - "In and Out of Love"

I realize it's just a trite piece of euro-trance, but there's something about this song that has me hooked. Maybe it's that piano riff that gets stuck in my head, or maybe it's because I'm somewhat in love with Sharon den Adel (who was also on this countdown last year). Considering that it's one of the most watched videos on Youtube though, someone else out there must also be hooked. Like the previous entry, I've been listening to the extended/album mix more than the original.

#2 - The Gregory Brothers - "Oh my Dayum"

I was seriously tempted to put this song at number one I love it so much. I've probably listened to it an average of once a day since I first heard it. I've already discussed my love for it here on this blog. I'm not sure what else to say besides DAYUM!

#1 - Covenant featuring Necro Facility - "Lightbringer"

The album this song is from came out late last year but I didn't appreciate it until I saw Covenant live in San Francisco a few months ago. Covenant continue to turn out some great tunes, and Lightbringer is no exception. Turn up the volume for maximum danceable effect.

Monday, December 10, 2012

Zrbo Reviews: Halo 4 (343 Industries, 2012)

Reviewing Halo 4 is no easy task. As the first in a new trilogy of an already storied franchise, reviewing Halo 4 is perhaps a good exercise for what critics will face when reviewing the new Star Wars movies when they inevitably arrive. Developer 343 Industries has the weight of a massive franchise to carry, with huge expectations to meet, and they mostly succeed.

It's nearly impossible to review Halo 4 without taking a look at it's reason for being. Franchise creator Bungie has moved on to develop its own new franchise (codenamed Destiny), leaving Microsoft, the owner of the Halo franchise, to find a new developer. Instead of hiring an established development studio Microsoft went ahead and created its own. Enter 343 Industries (named after 343 Guilty Spark, one of my favorite characters of the series). Microsoft was not stupid in doing this: Halo is its multi-million AAA premier franchise, and the folks there knew they had to get everything just right. They made plenty of good decisions. First, they brought on former Bungie member Frank O'Connor as the Franchise Development Director. Frank, or Frankie as he's generally known to the Halo community, has been deeply involved with the integrity of the franchise since Halo 2, the keeper of the never-seen "Halo Bible", ensuring story cohesion and integrity throughout the games. Next Microsoft poached some of the best talent in the game industry, bringing people in who worked on the highly acclaimed Metroid Prime games, former Bungie staffers, and as Halo 4 Executive Director the amazingly named Kiki Wolfkill to helm the project.

Seriously, that really is her name

On top of the burden of assembling a new team, there was the problem of finding a story to tell. At the end of Halo 3 the war had been won; Halo 3: ODST was a nice, moody side story; Halo: Reach was a prequel. Everything was wrapped up nice and tight. Again, going back to the Star Wars analogy, creating a new trilogy in the Halo universe must be what it's like over at Disney right now, trying to come up with a new story while honoring what came before. Luckily for 343 Industries, Bungie left them an out.

I've spoken before about how I thought the end of Halo 3 was a brilliant move. As in many blockbuster trilogies there's the question of what to do with the hero at the end. Do we have him (or her) make the big noble sacrifice, securing freedom and safety for the world through their death, or do we have them overcome the odds and win, coming home to a hero's welcome and living happily ever after? Bungie did neither. Series protagonist Master Chief saves the galaxy but instead of making it home to celebrate with everyone else, he's in a sort of limbo, adrift on a derelict spaceship thousands of light years from nowhere, sleeping in a cryosleep tube, with only his holographic Artificial Intelligence companion Cortana to watch over him. Those who were willing to go all the way and complete Halo 3 on its highest difficulty (or who were lazy and just went to Youtube) were treated to a tease of the derelict ship approaching some sort of planet. And that's exactly where 343i picks up the story.

We're not in Kansas

Halo 4 does two things incredibly well: the core gameplay is nigh perfect, arguably the best it's ever been in the series, and second, for the first time a Halo story has a strong emotional core.

Instead of opening on the adventures of Master Chief, the game begins with an exceptionally executed cinematic. We're treated to a scene of Dr. Halsey, the ethical boundaries pushing scientist who created  the supersoldier 'Spartan' program, of whom Master Chief was one of the first. Halsey is being interrogated by someone unknown. The scene has arguably more depth than anything in the Halo franchise before it. It not only gives us an understanding of who the Spartans are and why they were created, but provides the thematic thread of the story by questioning these soldiers' humanity. Are these Spartans saviors or brainwashed killing machines? Lastly, I want to point out the technical achievement of this scene. It may not come through on a Youtube quality video, but the CGI in this scene is incredible. I would swear that Halsey is an actual actress, not a digital creation. Simply phenomenal work.


The game proper picks up with Master Chief being awoken in his cryosleep tube by Cortana (who has never looked so well defined or... sexy). The derelict ship is being boarded as it drifts towards this unknown planet. Cortana, who has served as the series way of guiding you and providing details and insight, is going a little crazy. In the established Halo fiction Artificial Intelligences begin to deteriorate after a certain amount of time, entering a state known as 'rampancy' where they essentially think themselves to death. This provides the impetus for the rest of the story.

This is where things get interesting, as that motivation is kind of odd. While the first two entries in the series portrayed Cortana as your computer sidekick, Halo 3 began hinting that there was something more between this blue hologram and the cybernetically enhanced Master Chief. Halo 4 pushes this even further, moving the relationship towards that of a love story, though never quite going so far as to verbalize that, leaving players to ponder just what the relationship is that these two have. It's actually quite well done, and there's something about that never-actually verbalized love makes the relationship, and Cortana's deteriorating situation, that much more powerful. And it ties in wonderfully with that opening scene. While Master Chief becomes almost robotic in his killing, Cortana's increasingly volatile state seems to make her more human - after all, in order to be crazy you have to exhibit some sort of emotion.

They're in love... I think?

Eventually Master Chief and Cortana are sucked inside of the mystery planet, known as Requiem, which turns out not to be a planet at all, but a completely artificial hollow world built by the ancient long-vanished civilization dubbed 'the Forerunners'. The Chief fights his way through new and interesting foes, uncovering ancient secrets and mysteries. The game is quite fun, though at times the encounter design isn't quite up to par with previous games. Also, the story and your motivations become a little muddled, though I've found this to be an issue with all Halo games.

And a little muddled is probably what someone would feel like if they hadn't played a Halo game before. If you aren't familiar with the fiction, you would rightly feel confused as various elements are brought to light. In fact, the entire plot of the game is pulled from these hidden computer terminals you could find in Halo 3. These terminals provided a backstory that was arguably better written and more compelling than the surface story. They detailed the fall of the Forerunner civilization by simplifying that downfall in the form of two lovers, the Librarian and the Didact, penning letters to each other as a soldier might send letters to his wife from the front lines. There's a fairly exceptional scene in Halo 4 where this story is brought to the forefront, but, if you hadn't played a Halo game or read the terminals from Halo 3 you would have no idea what's going on. Even if you had found the terminals you might not understand what's going on as they progressively revealed more story as you played on higher difficulty levels, so you could only get the full story if you played through Halo 3 on the highest difficulty AND found all the secret terminal locations.

This leads me to a few of the game's faults. The story presented involves knowing the Halo universe in detail and often involves the player having to go outside the game to get more of those details. An example: once again there are hidden terminals in Halo 4 that provide access to short cinematics that fill in some of the backstory. But in order to view these you need to go to the 'Halo Waypoint' app or website, log in, and view them. Why these cinematics aren't on the game disc itself is beyond me.


Most of my other gripes are mainly concerned with technical issues. 343 Industries has revamped Halo 4's multiplayer (where most players spend most of their time anyways) to be more competitive with the juggernaut that is the Call of Duty series. While many of the changes are controversial (essentially adding in the perk-unlocking system that the Call of Duty series is known for) I have actually come to enjoy them. But in the process they trimmed some of the options that have become staples that the Halo franchise was known for. For example, 1-flag capture the flag has been removed (where one team is defending the flag and the other is trying to get it), precision editing in the Forge level editor has been stripped out, and the campaign theater mode is missing (which allowed you to rewatch your story-mode games, edit movies, and take screenshots). These features have become such a reliable part of the franchise that they've become known as 'legacy features'. There's been some talk that some of these features may be patched in later, but for now they seem like oddly missing gaps.

Another misstep is in the music. As I mentioned recently, Marty O'Donnell and his music are out, Neil Davidge of Massive Attack fame is in. The music works decently, and it does have a few memorable moments, but all in all it's just somewhat lacking. As one reviewer noted, the music seems much too reactive. I'll just go ahead and quote him as I think he says it best:
The music gets sad, exciting, or ominous in all the right places. But it is reactionary. It builds upon feelings I am already feeling. In previous Halo games, O’Donnell’s music would actually change the way I played. As The Silent Cartographer [level] begins, O’Donnell’s thunderous drums and pounding cello lines prepared me for a battle that wasn’t even on the screen yet. By the time my [ship] touched down on the beach, my adrenaline was already pumping. I hit the ground and slammed head on into the awaiting Covenant forces with everything I had. I played aggressively, because the music made me aggressive. This is the power Marty O’Donnell’s music commands, and it is noticeably missing from Halo 4.
The second thing of note with the music is how hard it is to hear. Someone in the audio department had a field day adjusting volume sliders. Mainly, the guns in the game sound loud, really loud. It makes them feel visceral and powerful. But no one bothered to turn up the music, leaving the score often times obscured by the sounds of really loud guns going off in your face. There's one brief moment when the classic Halo monks can be heard, while it's not until the credits that we at least get a reworking of the classic 'Never Forget', though it's oddly and unfortunately not included on the official soundtrack.


This is what we came for Neil

Overall, Halo 4 is a fairly amazing accomplishment. The team at 343 Industries had the unenviable task of being a new studio working on an established franchise with a devoted fanbase. They not only managed to create a game that feels like a Halo game, but they arguably created a much more emotionally engaging story than any previous Halo titles. On top of that, they created an exceptionally good looking game, pushing the boundaries of current generation console hardware. Seriously, those opening and closing cinematics would make Pixar jealous. There are some odd missteps however, mainly in the technical and audio department, though there's some hope that these can be rectified through patches.

Ultimately Halo 4 provides a terrific foundation for the new trilogy. The world has more surprising stories to offer, and I'm excited to see where they go with the work they put into character development, and most importantly, I can't wait to see where they take the Master Chief both physically and emotionally. Disney - the bar has been set, your move.

4.5/5 Zrbo points