Monday, January 9, 2012

Most Potential 2011 // L.A. Noire

The "Most Potential" award goes to the game that sounded awesome on paper and had real flashes of brilliance, but could still be so much more. Hopefully this game will get a sequel that can deliver on its promise.

I did not finish L.A. Noire. I made it about halfway through the Arson Desk, which means I'm maybe an hour or two away from finishing the game. But I can tell you right now: I'm never going to finish it.

It completely broke for me after the Homicide Desk, about halfway through the game. I realized how utterly formulaic the game was: You get a case, examine the body, collect evidence that leads to new locations with more clues to find or people to interrogate, and once you've exhausted those, solve the case. Rinse and repeat. Nothing I did felt like it mattered anymore, so eventually, I just stopped.

But until that point, L.A. Noire had been absolutely blowing my goddamn mind. I'd never played anything like it. I was being challenged to think like a real detective, learning how to interpret evidence and use it to either corroborate people's stories or catch them in their lies. I couldn't play it absentmindedly, either, since a sharp eye was always needed to read people's faces during interrogations.

Oh man, those faces.



L.A. Noire broke every other game for me. I simply can't look at other games anymore without thinking about how awful and fake the characters look. The MotionScan technology at work here is astounding, easily single the most impressive thing I saw in a game all year. It uses 32 high-definition cameras to capture every little detail about an actor's face as he performs his part, and the results are stunning. The characters in L.A. Noire actually emote. They look like real people, and that's because they are.

I want that technology in every game I play from now on. In L.A. Noire, it was an essential part of the game since you needed to study people's faces to determine whether or not you should trust them. While most games don't really require this level of detail, they could all benefit from having characters that look and act like real people. It's a huge leap forward in the art of telling immersive stories in games, and I know this term gets thrown around a lot, but I really believe that L.A. Noire represents a watershed moment for games.

L.A. Noire reminds me of Heavy Rain. Both are deeply flawed games, but they're also incredibly ambitious in the way they attempt to push the medium forward. I don't know that I would necessarily want an L.A. Noire 2, but I definitely do want more games like it.

If you want to hear how I chose L.A. Noire, you can download my deliberation process, subscribe with iTunes, or listen to it below:



Runners-up: Earth Defense Force: Insect Armageddon, Red Faction: Armageddon

        

Saturday, January 1, 2011

Most Potential 2010 // Dark Void

The "Most Potential" award goes to the game that sounded awesome on paper and had real flashes of brilliance, but could still be so much more. Hopefully this game will get a sequel that can deliver on its promise.

Dear Dark Void,

Remember the first time we leapt off that cliff together and activated the jetpack? And those UFOs came chasing after us and we had to do some pretty fancy flying to take them out? They were no match for us. We were a great team.

Or how about the time we had to destroy that crazy, rotating cylinder? Where, instead of taking cover behind those moving platforms, I just rocketed past everything, set it to self-destruct, then flew past everything again to escape? Wow, what a rush! Those were some really fun times.

But I also remember you taking me on lots of incredibly generic third-person shooting adventures too. Those were never your strength, so I don't really understand why you did that. We were having such a good time mixing ground and air combat that I just don't get why you insisted on having missions that focused on one or the other. Staying solely on the ground highlighted that you were pretty bland as a third-person shooter, and staying solely in the air highlighted that you weren't a fantastic air combat game either.



When we first started seeing each other, things were really exciting! You're different than the other games I've played in the past. You had some really cool, fresh twists on an established genre; ideas that I still think sound fantastic. And occasionally, they were. But too often, you fell back on tired gameplay tropes we've both seen elsewhere, done better.

Why didn't you stick with the concepts of dynamic environments, vertigo-inducing scenarios, and nonlinear levels, designed to allow freedom of play style with the jetpack? Sometimes, it felt like we were revolutionaries, man. Breaking new ground. Changing the world. But too often, it felt like we were just playing it safe.

But the thing is, I know you can become the game for me. You really impressed me with your creative ideas and visionary ambition. You always felt like you were on the cusp of something wonderful, something truly amazing. With a little effort, I think know you can soar to heights other games could only dream of.

I believe in you, Dark Void. Hopefully I'll see you again soon.

Love,
Thomas

Runners-up: Split/Second, Heavy Rain