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Darksiders and the lack of creativity in gaming

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Thursday, April 07, 2011

There has been a disquieting niggling at the back of my mind when I've played certain video games of late. It's a sensation of de ja vu, of having played it all before. There are aspects of a game that resonate strongly with an experience I've had in the past, and it's not in the good way. It's like a recycling, a constant dredging up of old, successful video game cliches and affixing new packaging and graphics to it in order to make another quick buck.

Now there's nothing wrong with borrowing flavours of gameplay from other outstanding games and mixing it up in a new and different way. Experimenting, while not always a runaway smash hit (see Mirror's Edge) at least shows that developers are interested in pushing the medium forward and are not lazily resting on its laurels. This experimentation is what keeps gaming fresh and innovative. If this creative process is allowed to stagnate, then gaming as a whole will suffer greatly. Just imagine if every lucrative title spawned a yearly iteration of the same basic game in a new skin (see Call of Duty.) I'm not intrigued by the idea of playing a "new" game I finished last year and suddenly realising that that, while it's the latest installment, I'm just funding lethargic game developers who can't be arsed to utilise their imaginations.

Nothing spells out this conundrum better to me than Darksiders. I know this game's been out for quite some time but I've only just got around to playing it and that disquieting niggling that always prodded my cerebellum seems to have given up on gentle poking and decided to wail on me with a tyre iron. Darksiders is ashamedly the perfect example of why gaming's "triple A" titles are often disappointing and unfulfilling, especially for the outrageous cost of a new game in Australia (most will set you back $100AUD or more.)

Thus I will outline the abhorrent trends (read: absence of innovation) that pervade in the latest games and use Darksiders as the posterboy for what to avoid, so listen up game developers.

1. Themes > Character/Story Design - This is one of my biggest bugbears. Games spend exorbitant amounts of time and energy setting out the theme of the story you're in, going into rather impressive aesthetic detail, but completely ignoring character and story design. You're dropped into a world rich in scenery and lore, but it doesn't bloody go anywhere. It's like rocking up to the best restaurant in town where the atmosphere and decor are outstanding, and all of the menu items sound delectable, but all you get is a shriveled husk of meat and vegetables that better resemble dehydrated orange and green mush.

For example, Darksiders features a thick, velvety back story of how Earth could possibly eventuate if Heaven and Hell decided to have a free-for-all on our planet. Buildings are consumed with veiny, vine-like flesh, huge horned spires protrude from skyscrapers and fires smoulder relentlessly. The atmosphere is done exceedingly well, and even the physical design of the characters is rather novel (Samael's inverted wings actually look pretty cool). Humanity is wiped out, so for once you aren't wedged into the handsome, muscular man who is his species' last hope.

Unfortunately, everything else suffers. The storyline is as trite as trite can be. Find X demon, trudge through their lair, kill them. Rinse and repeat. The character design is where the largest disappointment occurs, however. Weak or done-before storylines can be pulled off exceptionally well if the characters themselves are novel, but Darksiders cares not for girly things like love or honour or an interesting conversation. I guess, being a Horseman of the Apocalypse, War is a one dimensional character, but I have no attachment to him. I'm just slinging a massive, overcompensatory sword through demon flesh just because I'm angry. That's it. Surely, with a bit of groupthink, the story writers could have given War a personality? No one else is fleshed out either; everyone is just a representation of authority, or power, or evil. Yawn. With all of this rich context, they just slap in flat, stereotypical characters? It's such a waste of material and goes a long way to deciding if I'll bother to endure the game to see a most likely lackluster ending.

2. Old game, new packaging - Usually common in franchises. A sequel to a wildly popular game emerges, sells thousands (or millions), but is really a rehash. The same game engine, gameplay, weapons, locations and characters are regurgitated into a commercial but risk free product. This is somewhat acceptable when a story is continued on from the last game, since there shouldn't be a huge degree of variation in an honest-to-goodness required sequel (Halo 3 shouldn't have me raising an adorable squadron of UNSC murder-hounds in the gameplay style of Nintendogs) but even then there should be evidence of a commitment to keep the gaming experience fresh. More weapons and more chances to pilot vehicles is not a sign of innovation. If new weapons or vehicles create new opportunities for excelled and interesting game play (Halo: Reach's space ship dog fights were a breath of fresh air) then that's great. That's what should be happening.

Otherwise, if it's just the same game with a few extra additions flung in there to appease the guilt of the developers, then it shouldn't be created at all. If it's not advancing a story, it doesn't need to exist. Apart from some minor party-friendly tweaks to the product, what real need was there for Activision to create Guitar Hero 5? Guitar Hero World Tour was the first step in innovating the series by adding extra instruments to create the band illusion, but can't extra songs and UI modifications be handled through DLC? Why should I fork out another $80 to $100 for the latest iteration if it, essentially, does nothing new?

Darksiders carries this stink all too well. Many liken it to the God of War franchise, which in itself has had a few copycats in its day (Dante's Inferno, Bayonetta, Ninja Gaiden) and you can't help but feel like you've played it before. The combos are pedestrian, the demons always die in the same way and you have to repeat these all the time.

3. Complete copy and paste - This is when a game will dig out almost precisely a mechanic or item from a game that it may not be related to at all and absorb it into itself. Some weapons and items are the bread and butter of an adventurer and can't really be considered as stolen from another game. Swords, bows and arrows, staves, daggers, crossbows, gauntlets ... there's nothing new under the sun when it comes to arming one's self. However, blatantly ripping off an item and dropping it into a game with a new name is just pathetic and not resourceful.

Darksiders is guilty of this sin multiple times. The Crossblade is a redesigned version of The Legend of Zelda's boomerang, even capable of collecting energy and locking onto multiple targets to transfer it (Twilight Princess uses the same mechanic with wind). The Chronomancer allows War to slow time to reach objectives he is otherwise incapable of reaching; he only uses it a handful of times, but how is he doing it without The Prince of Persia's help? By far the worst rip off is the Void Walker, a relic that is Portal's portal gun in everything but name. It even creates blue and orange rimmed portals and uses the concept of momentum to fling War higher.

There's nothing here I haven't seen before. Darksiders is a decent action/puzzle hybrid, but it lacks something, and its absence is palpable. It lacks creativity and innovation, and an identity of its own. If these brand new games are just copies or hobbled patchworks of past games, then why should I play them?

 Originally posted on 8bitopinion.wordpress.com

 
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Comments (9)
Dscn0568_-_copy
April 09, 2011

That Portal gun rip-off is definitely the most egregious example of Darksiders copying from other games. The other two have been in many games already, but that relic just reeks of someone playing Portal and deciding that they need to have that in their game too.

Mikeshadesbitmob0611
April 09, 2011

It may not have been original or ground breaking the way every single game apparently needs to be now to get any kind of love or attention, but it was a FUN game. To me, that's what matters.

My whole counter point to your argument, from one year ago: http://bitmob.com/articles/darksiders-is-an-honest-game

Fo1_hires_power_armour-1-2
April 09, 2011

I am sorry to be nitpicky, but why the hell do you say Bayonetta is a copycat of God of War? Bayonetta is extremely different. Bayonetta is, if anything, a "copycat" of Devil May Cry, specially considering it's made by the same devs.

Avatarheader
April 09, 2011

@Chris: Yeah, that was pretty much the nail in the coffin for this write-up.

@Andres: I haven't actually played Bayonetta, but from what I've understood it was along similar lines. You can take that line for ignorance that it is.

@Michael: It was fun for me until I realised a lot of the above. I can definitely see why people would enjoy it (as your article points out), but for me, I'm really over it.

Mikeshadesbitmob0611
April 09, 2011

@Andres Bayonetta is DMC5, for all intents and purposes, and it makes God of War look like a button masher. You got it.

@Scott Fair enough. I found it an interesting homage to my favorite games, but I can see why some people wouldn't be into it. Honestly, I don't think every game has to be wildly innovative. I like what I like, and I'm fine playing that stuff over and over until something interesting catches my attention. I don't need to be blown away every game.

Avatarheader
April 09, 2011

Yeah Michael, there are definitely some games that I do enjoy the formula to (LoZ, Dynasty Warriors even) but yeah, Darksiders rubs me the wrong way. To each his own.

100media_imag0065
April 09, 2011

I get sorta tired of hearing people complain about Darksiders ripping off other franchises. Usually, when I hear someone go on a mini rant, I simply asked them if they had played it. This has happened on 3 different occasions. One in person, and two over PSN. All three times I was told that they had not played the game. After explaining to them why they should play it, I made them promise they would. I even mailed my copy to one of them.

All three of them changed their tune. Jay, the one I mailed my cop to, now has it in his top 3 games of last year. I myself have it in my top 3 games of last year. Why? Simple. It was innovative, fresh, and had so much variety you couldn't throw a stone without hitting something new you havent experienced yet. And this is why Darksiders is so good.

It takes ideas from other games, and mixes them up in a way you have not seen before. This in itself makes it innovative. Wolfenstein may have been the first FPS, but it was Doom that innovated the genre. And every FPS that follows is just borrowing those core ideas from Wolfenstein. That doesn't mean that all of these FPS's are stale and lack originality. That would be absurd.

Darksiders gives you so much content it can be overwhelming at times. The sheer variety in the things you do, most borrowed from other games, lends itself perfectly to the games core design. One minute you are flying your horse, shooting bad guys. The next you are fighting a giant spider. They next you pick up a rocket launch and being a third person shooter sequence. The next you are creating portals to solve puzzles. The next you are slicing bad guys up and pulling off insance combos. The next you are racing a giant.

It was such a smooth combination of genres, with such polish, that to bash it simply because it did not reinvent the wheel seems a bit unfair. Not to mention, at it's core, Darksiders is Zelda. Has anyone played a Zelda game on next gen consoles yet? Don't you want to? That is what Darksiders gave us. And they did it better than Nintendo. No on cried and complained when Shadow Complex gave us all the new Metroidvania adventure we have been dying for. Konami sure as hell wasn't doing anything about it on next gen consoles.

How is this any different? If a developer sees that we want something, and no one is giving it to us. We should get it. I have been dying to see what a Zelda game would look like on next gen consoles. Darksiders came along and gave me just that, with a ton more variet than any Zelda could ever offer. How is that anything less than awesome?

Pict0079-web
April 09, 2011

I realize that I haven't played Darksiders, but I can understand your complaint. I tried to pick up one of the Halo sequels, but it just felt like a glorified version of the first game. When I pick up a new FPS, I expect it to have a fresh feel to it, like Half-Life 2 and the post-apocalyptic alien world.

Maybe my expectations are far too high, but I'm not willing to play the twenty-billionth clone of Halo unless it's really good. Thankfully, the franchise ended with Reach. Still, I'm gravely afraid that the next FPS game I play is going to end up with a generic Bungie style.

In case you're wondering, I'm really picky about FPS games. I feel like Half-Life 2 and Team Fortress 2 are the kings of the hill and that everything else is going to fail in epic proportions. So I hope someone can recommend some FPS games that prove me otherwise. And I'd especially like to hear which Call of Duty games are actually good.

100media_imag0065
April 10, 2011

@Jonathan

 

The absolute best FPS I have played in a long time is Crysis 2. What seperates it from most shooter is that it gives you choice. It never gives you a gun and tells you that you HAVE to fight this way or that way. It is up to you. If you want to turn on your cloak and just stealth kill everyone, go ahead. IF you want to turn your armor on and just go in guns blazing, go ahead. If you want to climb up that building, take out a sniper rifle and pour fire down from above, go ahead. If you want o jack that vehicle, put some C4 on it, drive it into their front door and blow it to hell, go ahead.

Crysis 2 gives you so much freedom to experiment and so many options that even on my third playthrough I was still finding brand new ways to play it that made the game feel new again. Not to mention it has gorgeous visuals, a 12 hour single player campaign, amazing orchestral score, addictive multiplayer, and silky smooth controls.

Other shooters of the past year or two that I played and loved that was nothing like the cookie cutter Call of Duty games are...

Metro 2033 (Amazing atmosphere. Truly one of the best FPS's in years)

Singularity (Just plain fun. One of the most underrapreciated shooters of last year. A blast from start to finish)

Call of Juarez: Bound in Blood (Awesome gameplay, and a AAA story/characters rarely seen in a video game. It put Red Dead Redemption to shame if you ask me)

Those three games were fantastic. I am picky with my FPS games as well, and all four of these games truly blew me away. That is odd, since normally you are lucky if just one FPS every year takes you by surprise.

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