Showing posts with label Metal Gear. Show all posts
Showing posts with label Metal Gear. Show all posts

Wednesday, October 24, 2012

Zone of the Enders: A Retrospective and Analysis at the End of the Universe

[Note from Jake: As I expand the stable of A Capital Wasteland writers, I introduce the affable, all-seeing Austin Lucas!]

In 2001, a demo for the highly anticipated Metal Gear Solid 2: Sons of Liberty was released. Oh, and a game came with the demo… Zone of the Enders, a self-described “mecha anime simulator featuring never-before-seen aerial gameplay.”  After the breakout success of Metal Gear Solid, creator Hideo Kojima’s status as one of gaming’s great icons was solidified. Not to diminish from his earlier  forays into the medium, but things were forever changed after MGS. So when Kojima was set to produce a new non-Metal Gear game, people took notice.  The inclusion of a demo for a new MGS really grabbed attention though and would drive sales for Zone of the Enders.  I was just a Kojima neophyte at the time, so clearly my purchase can be attributed to an infatuation with giant robots. 

High Speed Robot Action

Don't worry you'll get to play as Snake too
Gameplay-wise, Zone of the Enders was on the cutting edge as much as the titular Enders were at the end of inhabited space. Z.O.E. was fast, and it was fast before the party really started getting crazy later that year with Devil May Cry. Altitude control, another unique feature, might have seemed unnecessary when you could simply lock-on to enemies.  However, it is a key part of the aesthetic of the game and one that works in conjunction with Z.O.E.’s high speed to give a true sense of movement and a degree of energy to the combat, which stylistically fits in with the sleek mechanical designs of artist Yoji Shinkawa.

FOXHOUND
Instead of a game and a demo, those who purchased Zone of the Enders really just got two demo discs.  One for the previously mentioned MGS2 and one for the yet to be announced Zone of the Enders 2.  It doesn’t take a thorough examination, a moderately quick glance will suffice, to determine that Z.O.E. is essentially nothing more than a proof of concept for future iterations of the franchise.  That might be overly critical of Z.O.E. but anyone who has managed to make it through the final boss encounter can probably attest to this.  It is not that the game is incredibly unpolished or that there are glaring issues that need to addressed, but instead that Z.O.E. as a standalone game just seems to be a taste of things to come.  Despite playtime being padded by cutscenes, Z.O.E. still manages to be a rather short experience, even with a bit a backtracking.  The anticlimactic manner in which the final fight plays out doesn’t help Z.O.E.’s case either.

Tuesday, October 16, 2012

The Importance of the High Score

[Note by Jake: This is my first step towards expanding A Capital Wasteland to multiple writers. Introducing Jordan Parker!]

What is better than the high score?
The pursuit of the high score.

Good, but I can do better.

I applaud anyone who has run through a Call of Duty campaign on the Veteran difficulty.  For the non-initiated, the tag-line for this extreme difficulty reads: You will not survive. The tag-line is 100% accurate, and almost to a fault. Anyone who has done a Veteran run in any Call of Duty game will tell you that there are certain areas that you end up dying, reading a famous quote and respawning, over and over again. 

My personal favorite from Call of Duty: Modern Warfare 2:
“In war; truth is the first casualty”
-Aeschylus
This cycle of game overs and respawns continues as you push up through the hail of enemy gunfire to trigger the next checkpoint, only to be maimed again and again as you trudge through the endless corridor of combatants.  There is no style in a Veteran run in Call of Duty. There is no glory in a Veteran run of a COD game.  There is nothing about it that will make you replay that last level. The only thing you feel when “Checkpoint Reached.” appears is relief, and you are thankful that you will not have to do that again.

Finally...
If Call of Duty was a test, there would be no right answers, the teacher would merely ask you to fill in all the blanks and give you full credit for finishing. The only way to further your experience is to play through the game on a harder difficulty. A game like Call of Duty doesn't ask you to correct your wrong answers and get better at the game; it doesn't encourage you to discover strategies for getting past tricky parts  It just lets you respawn until you manage to trigger the next checkpoint. Here's the rub: after you've beaten the game on the hardest offering, what else can you do?