Saturday, August 31, 2013
PAX Prime 2013 - Day Two
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PAX: Today was the second day of PAX Prime 2013, and I’m a
little sad to report that it’s been a bit disappointing.
When I come to the
show, I’m mostly here to check out the games.
This year, it’s been harder than ever, and frustration has been creeping
in. The biggest problem is how crowded the floor is. I mentioned this yesterday, and today was
even more packed.
I eventually got tired of trying to physically fight the sea
of PAX-goers in the Megabooth and moved on, but it was little better elsewhere. Many of the booths had queues with snaking
lines, and some even capped off the lines an hour (or more) before the show was
due to close. Having a string of
appointments with different developers and publishers throughout the day, I
just can’t afford to stand in line for an hour to play something for 5 minutes.
In this regard, special jeers go out to Microsoft for their
booth. Everything is roped off, tightly controlled (NO PICTURES!!!) and every
title has a queue. I tried to grab one
of the PR folks to see if I could arrange for a time to come in and get a few
minutes with a couple of the titles, and the response was “get here when there’s
no line.”
Look, I get that PAX is not specifically for games media,
but give me a break. We’re all busting our asses trying to give coverage to the slew of games at the show, and there’s never enough time for everything. With a response like that, I had no choice
but to write Microsoft off, and I won’t be covering any of their
titles when there are so many other deserving ones.
With this in mind, I found it very interesting that Sony’s
booth was wide open from every angle, and it was quite easy to get some time with
the games on display, even when the crowd was thick. Comparing these two, it seems like some rough
parallels can be drawn between the booth designs and their corporate
strategies, oddly enough…
So anyway, enough bitching and on with the games!
>Max and the Curse of Brotherhood
This was a cute one from Press Play, the same developers who put out Max & the Magic Marker back in 2011. It
took me a little while to make the connection, but when I finally did, the
developers laughed a bit and said that they felt their first attempt at this
concept never really captured what they were going for. They decided to give it a second shot, and I
think they’ve been much more successful this time around.
The titular Max has his brother taken away to another
dimension after making a very Labyrinth-esque wish, and immediately regrets
what he’s done. He goes in after his sib, and
requires the ability to control a (wait for it) magical marker which can affect
the environment in various ways. The
developers promised minimal combat, and a heavy focus on using the marker to
solve puzzles. Although the story seems
to take a slightly dark turn towards the end, it looks like something that
would be a good title for parents to play with their kids, and I mean that in
the best possible sense.
>Legend of Dungeon
This one is a cross between a beat-‘em-up and a Roguelike,
and it looks like a great time. It’s
actually the third title from Robot Loves Kitty, who were also responsible for
Neverdaunt 8Bit and Tiny Plumbers. The
goal is to get to a treasure on the 26th floor of a dungeon, and
then get back to the surface with it.
When asked how difficult this was, the programmer told me “I’ve never
finished it.” With up to four players in co-op, over 50 weapons to choose from,
and a very pleasing aesthetic style, this one looks like a winner.
>Life Goes On
I didn’t get to spend as much time with this one as I wanted
to, but I love the premise: the game is broken up into small puzzles which are
solved by throwing an army of knights to their doom. Can’t cross that it full of spikes? No problem, just have a knight impale himself
on the first section, have another step on the body of the first and then die
on the next section, and then have a third step on both of their bodies and hop
off to the exit. It’s grimly hilarious, and the developers are letting PAX
attendees name individual knights and record their voices for the insane number
of death animations that the average player will experience on the way to
victory.
>Crypt of the Necrodancer
This was the game that everyone was talking about on the show
floor. It’s essentially a Roguelike, but
the twist is that the player must move in time to the beat of an absolutely
fantastic pumping soundtrack. The
synergy between the measured movement of this genre and the bass thumps being
pumped through my headphones was a strangely perfect fit, and the two elements
combined into a memorable experience.
For those who want to play the hard mode, the game is also compatible
with a dance pad!
>Forced
Although I can’t say that the care much for the title, this
top-down Diablo-esque game has a unique twist: up to four players can cooperate
in each level, but the hook is that there’s a special orb that must be used to
complete objectives. While fighting off
enemies, players give this magical orb directions, and try to make it activate
things in the environment like traps or gates.
It can also give the controlling player some ability buffs that the
other three must do without until they regain control, so it was a nice little
layer of play on top of a solid formula.
>Batman: Arkham Origins and Arkham Origins: Blackgate
So, as someone who absolutely loved Arkham Asylum but was
bored to tears with Arkham City, it
seems like switching developers from Rocksteady to WB Montreal might have been the
best possible thing for the next installment in this series. After getting an in-depth walkthrough of two
chunky sections, I was liking what I was seeing.
Although the core of the game is the same (open-world,
gadgets, rhythm-like combat) the developers seem to have gotten the sense of
what went wrong in City and have actively worked to change it. The biggest thing was that they wanted Origins
to have a more organic story, and for Gotham to feel less like a contrivance. To these ends, there are many shifts such as buildings being more vertical, crimes-in-progress picked up as police chatter, and Batman actually using his detective skills
to figure out what’s happening in a much larger way.
As an example, I was shown an event where a helicopter
crashes into a building and the pilot was killed on impact. Batman arrives on the scene and uses his
Detective Vision and the Batcomputer to create a virtual reconstruction of the
events he just witnessed. (It’s possible to watch and rewind this 3D
footage.)
By tracing the fall path, Batman
found the location where some of the wreckage landed, and then did another
reconstruction. At this point, it was
noticed that a sniper bullet hit the helicopter from a distant building, so we
went to that scene and found clues which led to the discovery of an
arch-villain loose in the city.
This sequence was great, and really made me feel as though I
was solving a crime. It was also
incredibly effective as a natural way to introduce a powerful bad guy loose in
the city… After all, not every villain
introduces himself to Batman head-on. The
scene was clearly suggesting that someone was trying to keep his (or her) presence
under wraps, and now Batman was on their trail. The developers told me that there were several sequences
like this, and each one lead to a reveal of a major (and optional) sidequest
that can be done either before or after the main story line is completed.
Other tweaks included some new gadgets like the Remote Claw. This particular piece of tech can be shot to
a target, and once it attaches, it shoots a second claw to another target
somewhere in the room. By doing this, it’s
easy to set up a line near the ceiling where Batman can perch in order to get a
better vantage point on the bad guys, or it can be used to attach two enemies
together. Watching the claw retract for
a double KO when the skulls of hapless henchmen collided with each other was
priceless.
As an FYI, preorders will receive Deathstroke as an optional
character to use in the Challenge mode, and he also comes with a special map
with a hundred-enemy takedown as the objective.
He can’t be used in the story mode, but fans of that character should be
aware that it’s being offered.
In my final bit of Batman for the evening, I also spent some
time with Arkham Origins: Blackgate on the Vita. This installment is a prequel to the console
version of Origins, and features Batman’s first meeting with Catwoman. After that sequence, Batman goes to Blackgate
prison to take down three separate bosses, each controlling their own discrete
area.
I wasn’t quite sure how Batman would translate into being a
2D metroidvania, but the answer is ‘very well’.
Although things were pared down a bit, it looked quite sharp on the Vita’s
screen and going through the environments was quite faithful to what Arkham
fans would expect.
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That’s it for Day Two.
Look for my coverage of Day Three soon!
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