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Posted Wednesday, March 28, 2007 12:14 PM

Vs. Mode: MTV News' Stephen Totilo Vs. Level Up on God of War II. Round 3--Fight!

N'Gai Croal

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During Round 2 of the inaugural edition of Vs. Mode, MTV News reporter Stephen Totilo declared that God of War II is one of the first sequels that is unable to outstrip its predecessor because the original was simply too good to be surpassed--and that this represents a step forward for the medium. We responded with a close reading of the game's take on Greek myths, and dared to draw an analogy between the two God of Wars and the first two "Godfather" movies. In Round 3, Totilo came out of his corner rope-a-dope style, shifting the "previously recorded" email conversation to which gaming mechanics he liked and which ones he didn't. We decided to hang back as well, setting aside assertions of God of War II's greatness in favor of a meditation on the importance of tightly binding story to gameplay. We'd like you to join the discussion, so be sure to add your own comments in the message boards.

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To: N'Gai Croal

Fr: Stephen Totilo

Date: March 21, 2007

Re: It's All Greek to Me

N'Gai,

I read what you're saying, but it's all Greek to me!

Oh, how I've been waiting to use that line. Thank you, thank you.

I don't think I was mis-remembering the first game. It was a revenge quest, ultimately involving Kratos' guilt and desire to reclaim his family. I care about that more than the reclaim-the-Macguffin-sword motivation of War II.

And did you see at GDC that Peter Molyneux is talking about the need for gamers to care about the characters in games more as well? Peter's with me, so long as this isn't another one of his acorn stories. We're in the gaming age of Aquarius, man. It's all about feelings.

I would like to continue relishing in this rare victory of an older game to not be surpassed by its sequel. That hasn't happened as often as I think it's going to in the future.

I like your anti-hero reading of God of War II, though I do want to test you on that. To anyone who hasn't read their Edith Hamilton, the God of War II versions of Perseus and Prometheus and their ilk might seem like just another set of grunting evil bosses and helpless NPC's. Do you feel the game does a sufficient job of setting up their mythological, noble characters? Or does it suffice to you that people will only share your reading of the game if they know the lore. Certainly it's clear that Kratos is no class act; I get that when I'm tapping the circle button to make sure he's ramming a guy's head in the door. But the heroic nature of the people he encounters is likely lost on those not steeped in the myths. The solution may have been to include dossiers, cut scenes or some other element that would take you out of the gameplay, and who's a fan of that?

(May I share one possible end-run around that? It's one of my crackpot ones: include some Cliffs Notes on the lore that can be uploaded to PSP. So I play a PS2 or PS3 game at home; and then study up on the back-story while I'm on the road. Hell, (Hades?) I'll even take some story-buffering cutscenes for my PSP and watch them on the go too. Take anything that would bring me outside of the game and bring it to me when I'm outside the game, on my Sony handheld. Are you with me? No? OK. How about using the PSP as a rear-view mirror? Nope. Didn't think that would do it for you either.)

Back to Kratos and game. I'm writing this letter to you on a Wednesday. That's fitting, because, as in an episode of Lost, you've let my pressing questions from last time go unanswered. You did tease me, though, with the notion that you're going to share what you think are the game's big successes and its areas in need of more improvement. I want to join in.

Stuff I've been digging:

  • Player-friendly check-pointing: I like a game that allows me good forward momentum. That doesn't mean I don't like backtracking. I love a good Metroid. But when I die in a game, I don't want to have to do too much over. God of War II respects its player's achievements and rarely forced me to re-play a challenge I'd already conquered.
  • Fast climbing. I appreciate a good climbing animation as much as the next guy, which probably isn't very much at all. So let's hear it for the team at Sony Santa Monica who made their anti-hero the kind of world-beater who can double-time it up and down the sheer face of a cliff. This guy Kratos kicks boxes; he speed-climbs; he climbs-down extra-fast. Next you're going to tell me I don't even have to waste my time angling the camera for the best view of the action. This is indeed a user-friendly game.
  • Good gesture controls. Sources say that the Dualshock controller for PS2 has no motion control. I consider this fact about as solid as the notion that Sixaxis will never have rumble. The first God of War capably demonstrated that the twisting off of a Gorgon's head is rightly triggered by the twisting of an analog stick under the thumb. The second one does too. Whether this is the kind of move you want to feel good about triggering is for another debate. I also believe that sometimes the best gesture control is a good button-mash. Nothing gets a player's body more physically into a tense moment like the requirement to frantically spam an action button while an enemy is trying to muscle their sword past Kratos' guard. My whole upper body's going rigid while I'm crushing that button. Not all gesture control needs to involve swinging controllers to and fro.

Stuff I haven't been digging:

  • Subweapons. I hate when I feel like I'm missing out on something important. I hate even more when I can't tell if the thing I'm missing out on is important. Where some see beautiful choice in the ability of a video game character to have more weapons and subweapons than is needed to finish a game, I instead see wretched over-abundance. Please, developers, give me less! Seriously. I understand that some people actually pay full price for their games. Those people might feel they've gotten their money's worth only if the need to level all sub-weapons via a second play-through extends their overall play-time of the disc to more than 100 hours. But I think Cory Barlog and Co. deliver a full-price experience with that first play-through. I don't feel ripped off. But am I missing something because I chose to power up the mighty hammer and not the staff that shoots pink energy? Why did I need a choice, unless there's some Freudian litmus test going in here that Sony is using to profile my future purchases?
  • Block-pushing. Being able to kick blocks into their proper alignment was a God of War advance. A God of War II advance would have been to kick block puzzles out of the game. They've only been worth having in these games if it leads to a scene in a God of War movie in which the lead actor has to to push a bunch of giant blocks around to open a door. Make that scene 10 minutes. Put it right between big action scenes. Not awesome? Then why's it in my game? Kratos is such a tough guy, I should be able to press L2 and force some minions into pushing the blocks for me or something.

I'm going to keep my pros-to-cons count at 3-2 for now, just so I can seem like the positive one this time around. Take it away, N'Gai.

***

To: Stephen Totilo

Fr: N'Gai Croal

Date: March 25th, 2007

Re: What Porn and Videogames Have in Common

Stephen,

I accept your assertion that you cared more about the reasons behind Kratos' quest for vengeance in the original God of War than in the sequel. And I agree with Peter Molyneux' desire to create more characters that we care about in games. But answer this question for me: how much did you care about Kratos during the gameplay as opposed to during the cutscenes? The challenge that all videogames face, and action games in particular, is that a) the ratio of gameplay to storytelling is 95-5 or higher; and b) what little story there is must be spread over 8-12 hours of gameplay. How much would we care about John McClane in "Die Hard" or Neo in "The Matrix" if the ratio of action sequences to regular narrative was 95-5? (That ratio of action to story reminds me of another medium that Doom creator John Carmack once famously compared the purpose of plot to: porn.) At the same time, people come to videogames for interactivity, so inverting that ratio isn't the solution.

Story is what makes us care about a character, but in the vast majority of videogames, the story is simply the context for the gameplay, rather than the story being woven into the fabric of the gameplay, right down to the game mechanics themselves. A terrific example of the latter is Ico, where one the game's core story value--the chivalry and protectiveness displayed by a boy towards a blind older girl--is actually expressed far more emotionally in the gameplay than in the handful of cutscenes. The designers' use of inverse kinematics to allow the boy to guide the girl ahead at a walk or yank her forward at a run; their cleverly writing her blindness into the story as a cover for the just-reasonably accurate pathfinding that allows the boy to call her to him--all of this is near-perfectly realized in the game. And it's why the majority of the people who played Ico say that they were moved by the game.

The original God of War achieved this only once, but when it did, it was by far the game's most memorable segment. It is, of course, the part of the game where Kratos must protect the souls of the wife and son that he inadvertently slew from an army of Kratos doppelgangers. Here, God of War a) recontextualizes one of the game's well-established mechanics--the Circle button grapple attack--as an animation that pulls his wife and son into an embrace that; b) heals the wounds they've suffered at the hands of his doppelgangers, but at the expense of Kratos' own health, forcing you to; c) continually weigh the health of Kratos against that of his wife and son, because if either dies, it's game over, but best of all; d) it expresses Kratos' moral and spiritual degradation with a compelling metaphor--you as Kratos, defending yourself and your family against an Army of You. It's simple yet extremely powerful, and it's something that more action adventure games should incorporate.

SPOILERS TO FOLLOW!

So far--and yes, I'm still at the end of the first beta disc, which means that I haven't gotten any further since I left NYC for GDC--there hasn't been anything as engaging as that in God of War II. There was one attempt thus far that I'd point to: where after defeating the Colossus of Rhodes, a weak and bleeding Kratos tries to fend off one last foe before being killed and sent to Hades. In this gameplay section, his health bar has been shrunk to half of its previous limit; his animations have him staggering and weaving like a drunken sailor to depict his severely diminished physical state; he's slow to respond to your button presses to show that he can barely fight, defend himself or dodge incoming attacks; and ultimately, he's slain. One of the things that separates the God of War team from most other developers is that they don't put all of the coolest, craziest moves in cutscenes, leaving us gamers wishing we could pull those moves off ourselves. Instead they put as many of them in the interactive part of the game as possible, whether as regular combat or as timed button-press cinematics. The latter are only minimally interactive, but there's just enough skill involved that, when paired with the phenomenal visuals and direction, are just as thrilling as anything else in the game. (Thank goodness the makers of Spider-Man 3 and Heavenly Sword plan to adopt timed button-press cutscenes as well.)

This leads into one the "things that could have been done better" that I alluded to in my previous email. The aforementioned sequence, whose narrative must end with Kratos' death, could have easily been dispatched in a cutscene. I'm very glad that they didn't. But they didn't go far enough with it, and as a result it feels a bit more perfunctory than it should. I would have preferred it if, despite Kratos' mortal wounds, the game's creators had made me feel as though I had more of a chance of somehow pulling off an upset than I actually did. Maybe Kratos could have pulled off every fifth attack in this section at three-quarters speed, then been left winded and vulnerable, or charged himself up for a one-in-five full-speed attack with button-mashing or analog stick-spinning. It's tricky, because I'm effectively asking the God Squad to extend a sequence that must end in failure. But done right, this could have been one of the most riveting failures ever. (Also, because this sequence occurs fairly early in the game and after a hard-fought victory over the Colossus of Rhodes, I'm willing to bet--no, not my dreads, Stephen--that gamers would have granted the developers a lot more leeway. And there's an interesting article on Gamasutra devoted to this very same point.) Furthermore, what if your opponent were pulling off zoomed-in special attacks and button-mashing/analog stick-spinning, timed button-pressing super moves on Kratos? In other words, take the visual and interactive language that has been reserved for we gamers and turn it against our avatar, Kratos. That would have one-upped the Army of You moment from the first God of War, and perhaps even earned it a Stephen Totilo Late-Generation Videogame Innovation Award.

The other major missed opportunity comes right near the start of the game. When Kratos shrugs off Athena's advice to halt the expansionist march of his Spartan army lest he further incur the wrath of his fellow Olympians--hmm, is that a Daily Kos T-shirt I see peeking through Jaffe's clothes?--and descends in Giant Kratos form to help his Spartan brothers lay siege to Rhodes, Athena descends in the form of a bird, steals the bulk of Kratos' divine powers, and bestows them upon the Colossus of Rhodes. Kratos shrinks to human size and must now battle not only the Rhodesian forces, but the angry Colossus as well. But since we ended God of War I with Giant Kratos overcoming Giant Ares, a better choice would have been to have Athena first simply bring the Colossus of Rhodes to life; that way we could have picked up where we left off, with Giant Kratos and the Colossus going toe-to-toe and laying waste to massive portions of Rhodes in the process. Once the gamer eventually gets the upper hand on his stone, iron and bronze adversary, then is when Athena steals some of Kratos' power shrinking him to two-thirds the size of the Colossus. After more mano a mano, she reduces Kratos to one-third the scale of his enemy. And finally, as the game does now, she shrinks him to his original height, and we proceed from there. That would have been a blast to play, and I hope that the Gods of Santa Monica continue to build on their efforts to push more coolness out of cutscenes and into gameplay.

I think that covers everything.

Cheers,

N'Gai

P.S. Just kidding--I haven't forgotten about your questions. Here goes:

  1. The Jaffe Giveth, and the Barlog Taketh Away. I don't have strong feelings one or another on the Metroid-derived approach of starting us off with full abilities, then taking them away and having us regain our abilities one at a time. It helps introduce newbies to the control scheme while giving veterans a refresher course. Also, it provides us mice with the cheese we need to keep running through the maze. Besides, if we started with all of our previous abilities and weapons, wouldn't you be stuck in...
  2. ...The Fresh Hell of Subweapons more than you already are? Personally, I'm more sanguine about subweapons than you are; to continue the lab rat analogy, at its best it's like biting into a nice brie after a steady diet of top-notch sharp cheddar. At it's worst--games where subweapons are simply there to pad the game out, or aren't properly balanced--it's like a bad bottle of Cheez Whiz. It does create a dilemma as to which weapons to upgrade, but this is interactive entertainment, and a properly selected, designed and tuned set of player choices--as I would argue the creators of God of War II have done--can only be a good thing.
  3. Thank the Gods for the Coming Sevenaxis controller. I like rumble in games, and it's used very well in God of War II, from combat to the reprised off-screen threesome mini-game. (As wittily as this one renders its low comedy, I've just thought of another complaint. This is a sequel, where everything is supposed to be bigger, better and cranked up to 11. So shouldn't Kratos be laying siege to three or more women now, since he already had a menage a trois in the original? Cory? Dave? Shannon? Bueller?) As for the Sixaxis, having played flOw and a preview build of Lair, I think there are tons of possibilities for motion control in God of War III, from combat to flight to timed button-press cinematics to, yes, more sexually-themed mini-games. (Could the Amazons be in Kratos' future? Cory? Dave? Shannon? Bueller?)
  4. And the Award for Best Cinematography Goes To....The camerawork in the game, as in the first, is spectacular. There are some people, like my Player Two contributor Rolf Ebeling, who are so used to controlling the camera that they find it somewhat off-putting that the game itself selects angles that are both dramatic and playable. I love it. But it involves a lot of work, and I know a number of developers who just don't want to spend a chunk of their schedule on that. So I wouldn't expect to see more game designers pick up this baton, but I hope that the God of War team keeps it going.
  5. Is That A PSP In Your Pocket, Or...? You're right, I don't think that putting all of the cutscenes on PSP is a good idea. But I do think there's a kernel of an idea that other developers are already exploiting: using other forms of media that are better suited to narrative to expand on the story. A God of War movie (already in development), graphic novel, Web comic or animated prequel (like the Grand Theft Auto San Andreas DVD prelude) are all good ways to enrich the universe that the developers have created. I'm skeptical of novelizations, however, because I'm more into a literary fiction than pop fiction, so novelizations rarely pass muster with me. On the other hand...
  6. ...Kicking It Old School With Block Puzzles really doesn't bother me that much, because I haven't played nearly as many videogames as you have. Perhaps if I'd finished every Zelda known to man, I'd be peeved. But, I haven't, so no. Ta.

 

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