Category Archive for ‘games’ rss

Uncharted 3

I really am spoiling you lot with the level of posting on this blog as late.  It is positively snowing high quality bloggage around here.  Let us see whether this continues into – I don’t know – the second half of January?  Anyway, to the matter.  The latest game wot I have played is Uncharted 3, and it’s a humdinger.  I’d have to place it 2nd in the games of 2011, which was an excellent year for games, as it goes, just behind Skyrim, although the two are difficult to compare, in a way, since Skyrim gave me about 100 hours of pleasure and Uncharted 3 gave me, well, perhaps 20.  I don’t feel sore about that, particularly, it’s just an observation.  In fact the comparison between Uncharted 3 and Skyrim is an instructive one because they are in many ways polar opposites in their design and approach.  Skyrim presents a massive open world and lets you do as you will.  Uncharted 3 presents a strictly limited world and you have to do what it wants you to, with the occasional illusion of choice.  Skyrim’s gameplay is a little bit hokey, lumpy, and jerky round the edges.  Uncharted 3 is slicker than Slick McSlickerson.  Everyone’s experience of Skyrim will be utterly unique.  Everyone’s experience of Uncharted 3 will be utterly the same.  Skyrim is filled with hundreds of rather bland and unmemorable characters with slightly rubbish dialogue and no sense of humour.  Uncharted 3 has a few beautifully designed and animated people with sparky and believable relationships and cheeky one-liners.  Skyrim is as long as you want, but it can get kind of repetitive.  Uncharted 3 only has so much to offer, but that’s packed with incident and event.  You see what I’m saying, or must I labour the point some more?  It doesn’t happen often, so once I’ve found a point I really like to give it a hammering.

Anyway, Uncharted really does exude personality, and captures that devil-may-care, Indiana Jones light adventure vibe better than anything else going.  A lot of that is in the beautiful animation of the lead character and the way he interacts with apparently unimportant parts of his surroundings just as you run past, the offhand quips and panicky noises he makes during combat, it all creates a magnificent sense of involvement with the world.  And the character work, acting, cut-scenes are pretty much industry leaders to my mind.  You get some truly stunning set pieces, fleeing through a burning chateau as it collapses around you, or through an ocean liner as it capsizes, poseidon adventure styley, camera swooping cinematically to cover the desperate action.  I found myself frequently chortling with delight.  Possibly even more so than when organising my inventory on Skyrim…

Batman: Arkham City

I really liked Arkham Asylum, thought it was one of those games where every detail has been polished until it sparkles, that provided some clever and innovative gameplay, and that, above all, managed to make every aspect somehow quintessentially batman.  Certainly disarmed, knocked the absolute crap out of, snapped the wrists of and left handcuffed any direct-movie tie-in games I can think of (yeuch!).  It’s sequel, well, I dunno, still a great game in many ways, still has some great design, some interesting gameplay, good voice acting and good feel, some excellent set pieces, but it somehow didn’t seem as tight and effective as its predecessor.  I daresay some of that is just familiarity – the basic gameplay mechanics, the fighting, even a lot of the adversaries, are pretty much the same – and they’re never going to have quite the same punch second time round.  Some of it is maybe in the setting – a few city blocks converted into a massive prison worked well at times but didn’t have quite the atmosphere of the crumbling asylum, and there wasn’t the same level of head-fucky investigation of batman’s own psyche, there wasn’t that nasty little edge of madness the first game had.  Some of it was in the shape of the game – they’d gone for more of an open world approach than in the more linear and scripted Arkham Asylum, and I don’t think it worked as well.  It all looked nice, but I’m not sure there was much gained – most of the actual action occurred in more limited single locations anyway, and the city really only served as a set of high towers to swing between in getting from one set piece to another.  Some of it was in slightly muddy plotting – where Arkham Asylum felt tight as a drum, Arkham City had too many villains competing for attention, some of whom would drop in and out without much introduction or explanation.  In the end it all just seemed to peter out a little.

Still an enjoyable, atmospheric way to spend a few hours, but less so than Arkham Asylum for my money.

2011 In Review

37 today, and another year flows beneath the bridge.  Go quick, don’t they?  From a personal standpoint I moved back into my house and continued the long building project, only now lurching dysfunctionally to a close.  Had a third baby.  Published a fifth book.  The good thing about babies is that they’re actually quite good fun to make, the hard work and expense starts after.  The good thing about books is that, while they’re quite hard work to make, once they’re published they require minimal maintenance and with any luck actually make you money.

A YEAR IN BOOKSELLING – Yeah, I really can’t complain.  Well, I could.  As a venomously ambitious sociopath without the emotions of guilt, shame or regret, it galls me deeply that anyone in the world sells more books than me.  But I really shouldn’t complain.  The Heroes came out in January, made no. 3 on the UK Hardcover bestseller list and stayed in the top ten for four weeks, which makes it by far my fastest selling book.  Didn’t do too badly in the US either, especially in ebook format, which is rapidly becoming a significant slice of the pie, especially from an author’s standpoint as royalty rates can be five, six, even ten times higher than on a heavily discounted paperback.  Various translation deals were done for various books of mine, including first deals in Brazil, Italy (which had been strangely stubborn), and simple and complex Chinese.  I think that puts the Blade Itself in about 25 languages now, though don’t ask me to list them.  All 3 of the First Law books have now sold over 100,000 copies in their various UK editions.  You’d be amazed how hard it is to get reliable sales figures, especially from overseas, but in all languages and editions of all my books we reckon we’re at well over a million sold.  And all this for a load of nonsense I dreamed up in the middle of the night purely for my own amusement.  I really shouldn’t complain.

A YEAR IN BOOK WRITING – I will admit, not my best.  I’ve written about two thirds of the first draft of A Red Country so far, and I reckon it’s going to need a fair bit of work when it’s finished.  Indeed a couple of chapters near the front might well need total rewriting from scratch, which will be the first time I’ve ever really done anything along those lines.  Why the slightly disappointing work rate?  The house was a mess when we first moved in and serious work didn’t end til April.  Then my new baby appeared, the eldest started school, Skyrim was released … so many distractions, so many excuses, and attempts to routinise the working day haven’t really panned out yet.  Hard to believe I wrote Last Argument of Kings in about 14 months while still working more or less full time as an editor.  But then I had no kids (or just the one baby towards the end) and a long-established plan to work from.  Full time authorship is a bit of a different deal, with an awful lot of additional stuff to do.  But I’ve had a good few days since Christmas, as it goes, and I’m hopeful I can hit my stride a little better next year.  We shall see…

BOOKS – This year I have been reading mostly fiction and non-fiction related to the American West.  Non-fictionally I’d say the best thing was actually Ken Burns’ TV documentary series on the subject.  A lot of the non-fiction books have been a little dry and specific – if anyone knows of any really good western non-fiction do comment below.  Some of the fiction’s been great, though.  Pete Dexter’s Deadwood, Elmore Leonard’s Western Short Stories, AB Guthrie’s The Big Sky and Richard Matheson’s Journal of the Gun Years were some of the highlights.  Call me ridiculous but I don’t think I’ve read a single fantasy or sf book this year.  Just haven’t really had the time.  One of these days, probably when I’ve finished the latest book, I’ll have to sit down and crack through a few recent genre classics that I might pontificate at length about just how far short of my stuff they fall…

TV and FILM – I may have interviewed George RR Martin about Game of Thrones for Sky TV, but I haven’t actually got to see the series yet.  How indescribably lame is that?  The televisual highlight was probably the first two series of cynical Danish procedural The Killing, with Spartacus: Blood and Sand providing some gore-daubed entertainment in the background.  Film wise I can’t think of much new that really floated the boat for me this year.  The Conan re-imagining sucked.  X-Men First Class was surprisingly good.  Otherwise I shrug my shoulders and concede that Unforgiven, Lonesome Dove and Deadwood are as brilliant as they ever were.

GAMES – Excellent year again.  Skyrim was my game of the year in the face of tough competition, and redefined fantasy roleplaying.  Dragon Age II didn’t.  Rage was kinda rubbish.  Deus Ex was kinda alright.  Dark Souls was fascinating but so, so hard.  LA Noire was fascinating but so, so flawed.  InFamous 2 and Arkham City were both excellent but perhaps lacked that special spark.  Resistance 3 I thought was very impressive, I don’t think I’ve seen so original and atmospheric a first person shooter in a long time, not that it’s my genre of choice mind you.  Uncharted 3 I’m playing now and all I can say is those guys can do a grandstand sequence like no one else.  It’ll probably be my no. 2 for this year.  Very much looking forward to the new Mass Effect in the new year, though…

BEST REVIEWS – There was a fair amount of praise for The Heroes even if I say so myself.  In the UK I managed to pull off the not inconsiderable feat of uniting The Guardian (“it’s imbued with cutting humour, acute characterisation and world-weary wisdom about the weaknesses of the human race. Brilliant.”) and The Sun (“Don’t miss it or you deserve to be gutted like a stuck pig, your entrails left to feed the crows.”) in enthusiasm.  Time magazine called it, ‘a magnificent, richly entertaining account of a single three-day battle’, while SFX said ‘an action-packed novel full of brutality, black humour and razor-sharp characterisation,’ and gave it all the stars they had.  Five, in case you were wondering.  I could go on.  No?  Oh.  I’ll leave the last word to Sci-Fi Now, who in their latest issue have declared The Heroes their best book of 2011.  No, seriously, they have: “Some books successfully capture the geist of the times and speak to the evolving expectations of the genre’s readers … this cynical, gritty, and realistic fantasy homage to the epic war movie is character-driven writing of the highest order.  It’s bleak and thoroughly modern view of human nature through a dark fantasy lens is a showcase for how much the genre has changed, and why Abercrombie holds his position at the forefront of British Fantasy.”  Zing!

BEST WORST REVIEW – The usual crop of amazon one-starrings, blog-lashings, accusations of overratings and offhand chat-room pastings, but one meaty slice of criticism bestrid the others as ’twere a colossus over pygmies, and it was, of course, Leo Grin’s fire and brimstone assault upon modern fantasy or, as he had it, “postmodern blasphemies against our mythic heritage” and “Abercrombie’s jaded literary sewer” in particular.  And a proper storm in the internet teacup ensued, didn’t it, though?  My own response became my most commented-upon post of this year or, indeed, ever, by some considerable margin, with 224 comments and 26 trackbacks.  I cannot imagine that I have ever seen so many people resolving to buy and read my work as I did in the wake of that article.  Proof, if any were needed, that there is truly no such thing as bad publicity.  I can only hope that I continue to “shock, outrage, offend and dishearten,” critics everywhere in the months to come.  I’d say it’s a virtual certainty…

Happy new year, readers!

Viking Stylings

Leif Johnson interviewed me recently for an article over at The Escapist about the use of Viking culture in Skyrim, and indeed the relative underuse of Viking themes in computer games.  Well worth a look for those many of you who’ve been playing it over the last few weeks.  I thought I might as well reproduce the whole interview here since, you know, otherwise my precious words will only go to waste.  That would be unforgivable.

Do you think readers (or players, for that matter) respond well to Viking elements in traditional fantasy literature?

I suppose I’d say that readers or players respond well to any elements that are vivid, coherent, and well thought through.  But Norse and Anglo-Saxon elements have been firm favourites in epic fantasy for a long time.  Obviously those myths were a big part of Tolkien’s inspiration, and through Tolkien have become common throughout the genre.  I suppose one thing that’s interesting lately is that a lot of the savagery, sex, treachery and moral ambiguity that is so much a hallmark of genuine Norse myth (and a lot of other myth, for that matter), and that Tolkien tended to minimise in his work, is leaching more and more back into mainstream fantasy.

So you’re playing Skyrim–what do you think of it, especially in comparison to similarly themed video games? And why? 

So far I think it’s magnificent, I must say, and the setting is a big, big part of that.  I’ve always had a bit of a love-hate relationship with the Elder Scrolls games.  On the one hand there’s no bigger, more free-form and more immersive fantasy roleplaying experience out there.  On the other hand the gameplay can be a little hokey and in the past I’ve found the worldbuilding can be an incoherent mass of fantasy clichés.  Having a much narrower theme with Skyrim seems to have allowed for a much more convincing and atmospheric setting, and that percolates through to every part of the experience.  Compare the blandness of the Fighter’s Guild in Oblivion – they’re a bunch of fighters who meet in various non-descript fantasy buildings – with the Companions in Skyrim, who seem to have a whole ethos and personality and live in an upended longship.  The more scripted central plots – dragon attacks and so on – also seem to have become a lot more impressive this time around, and there’s a lot less repetition of bland, identikit dungeons filled with a random creature chosen to match your level requirements.

Do you think Viking elements (such as ambiance, characters, and even mythology) add anything special to traditional fantasy literature and settings? Or do they lack that same, hmm, magic?

There’s certainly something about the Viking mindset – the intense manliness and violence, the obsession with honour and disregard for death – that lends itself to heroic storylines, and indeed when that way of thinking is convincingly laid out it can seem far more alien than many fantasy stories do.  As with any other story element, though, it’s all in how you use it, picking out those details and working them into a greater whole that seems vivid and arresting.  You can have a tedious, obvious, clichéd Viking setting, all horned helmets, battleaxes and songs about mead, or you can have one that looks for something a bit more alien, unusual, and inspiring.  I’d say that in the past the Elder scrolls tended towards the obvious with their fantasy settings, but Skyrim is a mighty stride in the right direction.

Do you think that Skyrim’s success will start a string of Viking-inspired novels and games? Why or why not? And will this be a good or bad thing for the fantasy genre?

Well there’s always been a strong current of Viking inspired novels, both historical fiction (like Robert Low’s the Whale Road), fiction that mixes historical and fantasy (like MD Lachlan’s Wolfsangel), and out-and-out fantasy in invented worlds.  And Skyrim is far from the first fantasy roleplaying game to tackle the area.  I fondly remember the hugely flawed but very atmospheric Gothic 3, though it had nothing like the detail and grandeur of Skyrim.  Probably there’ll be some extra interest in the area, in the way that anything successful encourages imitation, but what I applaud about Skyrim isn’t so much that it uses Viking influences, as that it uses them with care and imagination.

Ever consider working elements of Viking lore more heavily into your work? Why or why not? (I know Logen and the Northmen have a strong Viking/Anglo-Saxon feel about them, so feel free to elaborate on that.)

Well one of the cultures in my work takes some of its cues from Viking and Anglo-Saxon culture, a sort of strange combination of Norse fatalism and Yorkshire common sense with a big emphasis on warring, feasting, death and honour.  But I don’t know that I’d ever want to go more self-consciously Viking.  I tend to be more interested in the mindset than the scenery…

Skyrim

OK, so it may sound like a sex act you’d perform to get into the mile-high club, but it’s an absolutely brilliant game.  Nowhere in RPGs will you get anything that comes close for scale, grandeur, variety, content, immersiveness.  It’s magnificent.

To a degree that’s always been true of the elder scrolls games – their aspiration to produce huge, open-ended worlds that you could explore in your own way and at your own pace was always impressive – but I’ve had some big problems with them in the past.  Huge and sometimes lovingly detailed though they were, the game worlds of Morrowind and Oblivion never felt that convincing to me.  They lacked theme.   They too often felt like a bunch of fantasy cliches randomly stuffed together into one disunified whole.  Here’s a guy with a lion for a head.  And here’s some roman legionaries.  And here’s an evil necromancer.  And oh, look, some demons.  And an ancient statue.  And just next to it a guy with a snake for a head peddling potions.  And it didn’t help that after trawling through thirty caves, twenty evil temples and a dozen abandoned fortresses you’d start to see a really dispiriting level of repetition in the levels.  The same u-bend of corridor, the same big chamber with the split level and the pond in the middle.  The very open-endedness which is such an advantage could become a real problem as well, with strange interactions of different questlines creating moments of hilarity.  I vividly remember one moment in Oblivion when, while standing next to an arcane gate to hell which had appeared, debouching demons across the landscape and threatening the very fabric of existence, a farmer ran up and asked me if I’d found those three fish he asked me to get way back near the beginning of the game.  Since you might come to different quests and areas at very different levels of power, it’s also necessary to have a mechanic that balances out play and continues to make things challenging.  But this was sometimes handled very lumpily – when you reached high levels every wolf would become more testing than a dragon, every group of thugs would be outfitted in diamond armour and wielding weapons suitable to a mighty hero of yore, begging the question, if you can afford an ebony greatsword of withering, why do you need to lurk in alleys robbing passers by?  There was a sense that there was masses of stuff but none of it was really special.

The good news?  There’s loads of it.  While keeping what was best about it’s open-ended forebears, Skyrim triumphantly overcomes the drawbacks.  Well, most of them, anyway.  And it’s in the setting that it really scores BIG.  Skyrim is a nordic, viking-y sort of a place and it’s concentrating on that theme that has really drawn everything together.  Armour and weapons have nordic swirls, houses have dragons carved on the roofs, mammoth-herding giants roam the tundra and dragons haunt the skies.  The fighters guild in Oblivion were some fighters.  In a house.  Who fought stuff.  The Companions in Skyrim are a load of Valhalla obsessed nords who sit round a firepit in an upended longship.  They’ve got an ideology, man.  The politics of the place even make a rough sort of sense, and there’s much more of a feeling that your actions impact on the world, that you’re a part of what’s going on.  And it looks amazing.  I mean, fantasy has never looked so good.  Frozen forests, snow-capped mountains, forbidding fortresses, subterranean rivers, ancient cities carved from the mountainside, waterfalls gleaming under a sky blazing with strange constellations.  The dragons, for that matter, are pretty amazing to look at, soaring in the distance and perhaps strafing the odd sabre toothed tiger as they pass.  People and faces, well, I guess you could say you’ve seen better but they’re perfectly serviceable.  I suppose the graphics in detail aren’t always amazing, but the cumulative effect, of some of the great vistas from a viewpoint, for instance, can be incredible.  It feels like there’s vastly more variety here than in previous outings, vastly more detail.  You do occasionally get a bit of a sense of deja vu in your fifth ancient barrow or subterranean cave system, but pretty much every one I visited had something unique going on, and a lot of them had a theme – a bandit outpost built around a vast natural chimney, a poacher’s cave where they’d been killing mammoths by herding them down a spike-lined pit, an ice-bound fortress built by a madman.  The range and attention to detail is pretty amazing.

And the sheer quantity of it.  I’d consider 30 or 40 hours a good amount to get out of a roleplayer.  Sixty hours picking the bones of a real beast.  I put over 100 into Skyrim and I completed the central questline and a couple of others, knocked off fifteen or twenty smaller quests and a host of little challenges.  There were three or four questlines I didn’t even start, vast swathes of the map I scarcely visited.  I could put in another 100 hours, easily, and that without starting on the scores of ruins and dungeons one can stumble upon by accident.  It’s truly, staggeringly immense, and quite apart from the sheer value for money that gives you, it lends a sense of scope and grandeur, a sense of being free within an immense and beautiful environment, a sense that your character and your playthrough will be unlike anyone else’s, that I just don’t feel you can get anywhere else.

Downsides?  Nothing that isn’t eminently forgivable given the tremendous upsides.  Play balancing is occasionally still a little bit lumpy but vastly improved over previous outings.  The system for quick-changing items is surprisingly and unnecessarily rubbish and limited given how well thought-out most aspects are.  Character development is much neater thanks to a Fallout-esque perks system that means you can’t excel at everything but have to pick a little more carefully what your approach will be.  I ran across a couple of broken quests, a few nonsensical lines of dialogue given events, the odd bit of ropey voice work, a few graphical glitches, but given the scale and immense variety of permutations that’s hardly surprising.  And a very stable game, as well.  In that 100 hours it only properly crashed twice, which is welcome compared to, say, Fallout:Vegas which was crashy as all hell.

So, overall, it sets a new benchmark.  When looking at recent competition in the arena of Fantasy RPGs, there just isn’t any.  Final Fantasy seems to have run out of steam.  Dark Souls, for all its undoubted good qualities, looks petty, dingy, clunky and meagre by comparison.  I liked the first Dragon Age but the second one looks truly feeble next to this.  Dungeon Siege III?  Puh-lease.  I’ve got to go way back to Baldur’s Gate I and II to find anything so huge and immersive and that, clearly, was an entirely different era.  Mass Effect 2 (and, one hopes, the forthcoming 3) is probably the only RPG that’s coming close, and that scratches a much more limited, arcade-y itch.

Right.  I’m off to wait for the DLC.  And play Arkham City.  Could be worse…

Skyrim (so far)

Oh, this is really good.  Tools down.  Cancel Christmas.  You will see me in three months.

Dark Souls

I can’t take this…

Yes, more strange, inscrutable gothic fantasy with the difficulty level ramped right up to INSANE from the folks who tested your sanity with Demon’s Souls.  In many ways this game appears a big improvement over the last one, which was certainly interesting itself.  The upsides?  The game world is pretty amazing, the combination of medieval euro-style fantasy 101 with loopy japanese lateral thinking makes for a dark, weird, fascinating, and certainly original experience.  Also the design and the way in which everything interconnects is pretty damn impressive – you’ll see a ruined tower on a hill in the far distance and think, huh, nice scenery, then four days later you’ll be standing on a ruined tower on a hill and think, ‘hold on, is this that tower I saw from over there?  I think it is, you know…’  On the whole the bizarre, incomprehensible mythos is alluring and atmospheric rather than feeling like a bunch of ill-explained mumbo-jumbo.  Then there’s the difficulty level, of course.  Few, if any games, come anywhere close to the savage unforgivingness of this one.  On the whole it felt somewhat fine-tuned, though, there are more shortcuts than in Demon’s Souls, which mean you’re not as often asked to negotiate a long-winded and extremely difficult build up before being instantly killed by an impossible boss.  Twelve times.  Now you have a much shorter route to run twelve times before being instantly killed by an impossible boss.  Which is something.  And on the whole patience and care reap their rewards.  Sloppy players will be crushed to dust.  Instantly.  The upside of all this difficulty is that when you do finally overcome the boss, it’s a feeling of triumph like no other in computer gaming,

The downsides?  Well, there’s that difficulty level again.  I mean, it wears you down, it really does.  Painstakingly working your way through half an hour’s worth of traps and pernickety fights in order to be crushed by a boulder you couldn’t have known was coming and knowing you’ve now got to do that painstaking half hour again?  I play computer games to relax, you know?  I admire the test, I do, but I’m not sure I’ve got the time or energy any more to be tested this hard, and the unrelenting, punishing, hurting darkness and pessimism of the whole thing, unlit by any apparent spark of positivity doesn’t help in that context.  Graphically?  In some ways great, in some very so-so.  Distant vistas can look absolutely incredible, bursting with atmosphere and visual imagination, especially when you know that strange bridge in the far distance is sure to be one you’ll be edging painstakingly across later.  Probably screaming.  But close up the textures and so forth are pretty ropey, which makes a lot of the enclosed spaces feel really dank and dull.  Plus animation on the main character is clunky and cumbersome, and this does translate to some pretty clunky and cumbersome gameplay, which wouldn’t be so bad if total precision weren’t being demanded so often.  I could live with the really narrow swaying walkways if my character wasn’t prone to woodenly topple off even wide stable bridges when you press the attack button.  Fighting isn’t really a reflex affair.  It’s a grind of careful planning, working out how to draw out one enemy at a time, knowing exhaustively the timings and ranges of your (and their) attacks.  Lovers of fluid, devil-may-care character control such as you’d find on Mario 64 or Prince of Persia need really, really not apply.

So mixed feelings, all in all, and there are just so many great games coming out around the end of this year that, having put some thirty or forty hours into this one and being, I’m sure, no more than half way through, I’m just going to have to mothball it.  Maybe that means I don’t have the guts, I don’t know, but it feels more like I don’t have the time.  I’m just not enjoying it enough.  So I started playing Rage yesterday, and when I saw a common-or-garden pessimistic apocalyptic wasteland my heart just sang like a bird released.

DARK souls indeed…

Infamous 2

Yes, very good indeed.  Electric superhero Cole McGrath has the choice of aiding the citizens of New Marais in their struggle against plague, fascist militia and mutant freakoids, or cackling evilly while he visits a new reign of terror upon them, and it’s all implemented very nicely.  The New Orleans style setting is big, varied and detailed.  Gameplay hits a good balance between originality and intuitiveness, and you’ll soon be swarming up tall buildings and zipping along overhead powerlines faster than a speeding car, zapping enemies from range, exploding them with electro-grenades, or sending them spinning skywards in a helpless vortex of smashed cars and debris, all of which looks fantastic and makes you feel a big man.  There are some spectacular set pieces and some very nicely made comic-book cut scenes all in keeping with the overall style.  The characters have character, faces are good, voice-acting is nice, especially on Cole and sidekick Zeke, and it even takes a good grab at the twin holy grails, so rarely even approached let alone seized upon in computer gaming – emotional involvement and laughs.

The one criticism I’d make, which isn’t even a criticism, really, more of a personal reaction, is that it never quite utterly gripped me in the way computer games sometimes can, and that I might have expected to be given how well executed every aspect is, and it’s hard for me to put my finger on exactly why.  I had a somewhat similar reaction to the first Infamous, which I played quite a bit and then just never quite got round to finishing.  But this is a big improvement, and overall you’d have to say it’s brilliant.

Deus Ex: Human Revolution

Near future dsytopian cyberpunk gruff-voiced first person shooter stylings with an emphasis on stealth and lateral thinking.  Well, kinda.  As with the first Deus Ex which came out some years ago on the PC and is one of those there classics of the genre, in theory the game offers you all kinds of ways to play and you make the choice as to how you will approach it.  Invincible cyborg battering ram or ghost in the machine?  Computer whizzkid or martial artiste, the choice is yours.  Well, kinda.

I like it, in general, certainly I played it all the way through.  On the upside the worldbuilding is very nice, the general look is great, and it makes a decent fist of working on several different levels – as a stealth-em-up a la Thief, as a cover-based first person shooter, as a game of exploration and thinking your way through problems.  It manages this combination a lot better than, say, Metal Gear Solid.  There’s also quite a nice line in different ways you can resolve certain situations which may or may not have results downstream.  It’s particularly good early on, when you have to choose your upgrades carefully and hence pick the style of play you’re going to follow.  Will you improve hacking or stealth or opt to run faster or jump higher?  After a while, though, as you rack up experience and unlock more stuff that element fades somewhat.  If you’re anything like me you start playing in a more slovenly manner and getting away with it.  Plus the lateral thinking is never all that lateral.  It nearly always consists of finding a grating somewhere and crawling into an air vent that, miraculously, brings you out in an advantageous position.  They’ve got some pretty damn labyrinthine air vents in some of these places, believe me.

I think if there’d been a much bigger and more extensive skill tree, so you really could keep specialising, it would be a better game, allowing for radically different approaches.  As it is, if I played it through again I’m not sure what I’d really do differently.  Plus the character work was a tad mediocre.  It’s hard to get to involved on a personal level with anyone.  I can scarcely remember one laugh or affecting moment, really.  So I guess I’d say it’s a solid game all round, but lacking that little sprinkle of fairy dust to really put it up there with the greats…

My Favourite Game and Other Stories

It positively snows interviews with me lately, for Edge Magazine have conducted one for their regular piece, My Favourite Game, in which some major celebrity, pillar of the community, hero to the common man, or entirely unknown fantasy author hold forth on video games.  It’s in the print version too, in case you still read that paper stuff.

In other news, I note in passing that Melody & Words have listed me among their top ten rebels in literature.  Not in edgy yet humorous fantasy, mark you.  In literature as a whole.  This should be no surprise, since I have outraged the forces of conservatism at every turn with my revolutionary nihilism, college-educated attempts to flush western civilisation down the metaphorical crapper, and soiling of our shared mythopoeic building blocks in my jaded literary sewer.  What I’d like to know is what the johnny-come-lately middle of the road literary conformist likes of Jack Kerouac, Cormac McCarthy and, er, Jesus have done to share a list with such dangerous anarchists as what I am.  Huh?  HUH?