Borderlands

an Agree To Disagree review

TheMorty and FBT take very different trips to Pandora.

While TheMorty gets robbed by the locals and leaves a negative review on TripAdvisor, FBT comes back with a Claptrap figurine and a tattoo from Mad Moxxi.

Vault Hater – TheMorty

Borderlands. Bore-derlands more like. Never have I played a game with so much promise that delivered so little. For a game given a sequel, a pre-sequel and a TellTale spin-off, it must be good, right? At the time of release, there was only really the Fallout series in terms of post-apocalyptic RPGs and Borderlands offered a comedic alternative where you could just have a blast. I was full of hope. Not just from the fast-paced, hell-for-leather trailer detailing an hilarious, action packed comedy, but this was in FBT’s top 5 of all time! What higher honour could be bestowed upon a title? Sadly, the slow and repetitive gameplay, the uninventive antagonists and a variety of weapons that you simply couldn’t use was a major let down and made Borderlands less of a gore-fest and more of a snore-fest.

The game starts with giving you four seemingly great characters to choose from. Your friendly bus driver gives you some god-awful advice that brute force won’t cut it in Pandora and you must be smart. So, I figured, okay, I’ll pass on the walking tank, the hot-shot sniper, the jack-of-all-trades soldier and go for Lillith. The girl who’s about stealth and whose special power is to Phasewalk to go invisible. What. A. Mistake. I had made such an error and by the time I realised how bad her power was, I was hours in and couldn’t stomach a re-start. Borderlands is not a stealth game and what I had was essentially a twilight-tween who glittered whenever trouble was near. In arena type battles her power was useless and put me at a serious disadvantage. By the time I realised how maniacal the game was, it was too late. I needed brawns not brains and I was stuck getting battered like a cod.

Borderlands is so generic with the character choice that bar that one special ability, the differences between who you play as are irrelevant. Sure, there’s the odd one-liner and the QuickTime of you getting in and out of a tank, but otherwise there’s nothing that showcases personality or that tailors the gameplay to the character you choose. The replay value really is minimal. Take Lilith, she’s portrayed as the sexy siren, but not once does she use her beauty or allure to get results and without the 3rd person view of her scantily-clad design, you might as well be playing as Princess Peach. To put it bluntly, would you play a first-person Tomb Raider? No. Because that’s just Mirror’s Edge and no-one wants to play Mirror’s Edge.

Something else that hacked me off was the lack of game saving ability. Sure, there’s a Save option, in which you can bank your XP whenever you quit out. But be warned, the next time you load you’ll be back at the beginning of the level and all the enemies will have re-spawned (oh, and they’ll also have levelled up, just to make it a bit more inconvenient). I lost count of how many times it got to 2am and I was still battling past hordes of henchmen trying desperately to complete the level just so that I could finally get some kip before getting up at 6 to go to work the next day. Borderlands isn’t a game you can just dive in and out of, having a quick 30mins blast to kill some time here and there. Playing Borderlands is a slog in which setting aside nothing less than an entire day to play will cut it. Traversing through a wasteland for hours just to ensure that you get to that heavenly safe spot coveted more than Pandora’s Vault itself is really your true goal – just to avoid tediously re-doing the same level all over again the next time you pick up the controller. While that’s not something new in gaming and you’d expect it from Destiny or any online session game, it’s far too much for an offline Role-Playing Shooter that marketed itself on being “Fun”. The beauty of games like Bulletstorm is that you can dive in, have a blast for as long as you want and then quit out. With Borderlands, it just feels like more work than it’s worth.

Its not just the characters that are one-dimensional, the missions are too and often you find yourself in a state of repetition, having to clear the same areas again and again. Meeting residents of Pandora that give you the same old mission time and time again…

Dr Zed: Alright mate, I need you to kill this bloke in Skag Gully, Nine-Toes

Me [4hs later, tired, covered in blood, all ammo spent]: It’s done.

Dr Zed: Thanks, have a crappy pistol from the vending machine.

Me: You’re kidding… That’s it? What’s the next mission?

Dr Zed: Can you get me this key?

Me: Okay, sure. Where is it?

Dr Zed: Skag Gully

Me: Oh FFS!

Worst part of it is that when you eventually Kill Nine-Toes for Zed, he has the audacity to demand that I buy HIM a drink? The cheeky bas-

There’s 87 bazillion guns apparently, at least that’s according to the sticker on the box. Though, you can only carry a handful. The best of which you can’t use until you level up another 20 times so best to sell everything you find. Meaning that you’re essentially a scrap man, trawling around the streets in your van asking the residents of Pandora if they’ve any old iron. If not, kill a few Skaggs and you’ll find they’ve swallowed a gun that can be ground down and sold for next to nowt. It goes on and on and on, constantly exploring the same bit of map where all you get is guns you can’t use and the same villains to put down. Think it’s a good money-spinner? Think again, it’s rare you’ll survive without a respawn or two which, naturally, takes a tax on your hard-earned cash. The more you have, the more you’re taxed meaning you don’t really get a great deal out of playing the boring missions. Literally, just XP.

The comedy’s decent, I’ll give you that and the comic-book style of gameplay was certainly unique on its release. However, if you’re looking for a cross between Fallout and Bulletstorm, you’ll be disappointed. It’s more Starship Troopers meets Beyond Thunderdome where giant insects and overtly camp topless dwarves in hockey masks run amuck. Maybe one day I’ll dive in, play as Brick and enjoy it, or maybe I won’t. One things for sure, not only are the titles in my Top 5 safe as houses, it’s not even troubling those in my Top 50.

Vault Hunter – FBT

Borderlands separates the men from the claptraps. It’s a leveller, a palate cleaner (with bleach), a reset on every game that ever put a gun in your hand. Go big or go home.

The best way to play Borderlands is the way the raiders in Borderlands play Borderlands – run straight at an enemy laughing. It’s designed to be played with a death wish, every encounter a breathless Second Wind followed by a ‘fuck that was close’. Try playing it like Fallout and you’ll be back at a cloning station quicker than you can say ‘now come on, that was just unfair’. It’s a RPG for those who don’t give a shit – once you get your head out of the RPG space, Borderlands becomes something very special. There’s side-quests and a larger story but really, you’re after fame and riches. TheMorty can sit there planning his approach – do you have a good spread of weapons, are all the elements covered, what kind of shield do you have – and I’ll launch myself into the fray like Leroy Jenkins.

Having a quick save just removes all that intensity; saving is for pussies and it’s about the visceral moment not incremental baby-steps. The creatures only respawn once a day; if you get put back at the beginning and they’re back too, you’re too slow. Borderlands is head-long or head-off. It’s all in the reflexes – you’re Jack Burton and you’ll not get through it without a hefty dose of bravado. A couple of skags aren’t going to stop us. Unless you’re TheMorty

No character? Your lead isn’t lacking in personality, they’re lacking in morals. Lilith often dissolves into giggles after kills or asks “that was it? Well it acted tough”, and she pays no attention to anyone’s plight – even the mission-givers are selfish, like Scooter asking you to save a guy so he can kill him later (he “ruined my mama’s girl parts”) or people stiffing you on the reward – everyone’s out for themselves and life is cheap.

Even money’s cheap. The counter goes up to $9,999,999 and you still earn more. It’s everywhere. Sure, it’s galling to get charged a mill after getting offed because bullshit, but it doesn’t actually matter – there’s nothing to buy except bullets and medkits and they’re like $40. Only cowards buy guns. Play the gun-hand you’re dealt and dig up something better. There’s a bazillion weapons, another bigger, better, madder gun is just around the corner letting you evolve your approach, and winning a high-powered corrosive revolver, a rapid-fire sniper or a rocket-firing shotgun keeps the battles fresh and gets you excited about the next fight; I wanna shoot something with that! Both weapons and missions are locked by XP, so stop fannying about and go out there and get some level-ups. They represent confidence; soon you’re laughing at the Skag Pups you ran from a few hours ago – now you’re facing huge Elemental Alpha Skags like they’re no big thing (They’re always a big thing but the mad fight and huge XP bump is worth the blood). Start building your skill tree, find some brutal weapons and go from Welp to Warrior, pushing until even Lilith can punch out a skag without breaking a sweat.

How can I even be friends with TheMorty, slagging off my girlfriend like that? Lilith is a beauty to behold and to play. She’s not stealth, creeping about like a wuss is not going to impress Lilith. Her phasewalk is only for retreating at first; she is under-powered early on, but that just forces you on the offensive. Get in there, get her hands dirty and once her skill tree start to warm up? Whoa. She goes from Valley Girl to Sarah Connor faster that you can say “I have angel-wings that set people on fire as I pass by?” Lilith’s phasewalk starts killing people, she can strike while invisible, enter and exit with elemental powers, absorb bullets and shot them faster; all automatically – she’s brutal. She’s the most constantly evolving, rewarding lead in a shooter I might have ever played; if you come out swinging instead of sneaking. You become a God, instead of just shooting more bullets than everyone else.

Borderlands is for the fearless, but it’s also just for fun. Once you start seeking out the worst that Pandora has to offer, you really get into the lawless, Tom & Jerry tone of it. Whereas Dark Souls thinks it’s funny to kill you, Borderlands lets you die laughing. You’re not saving the world like in a regular RPG, you’re looking to own it. TheMorty says Borderlands would never land in his top 50. I’m betting he’d never survive level 50 (let alone Mad Moxxi). I could go on but this response is longer than he lasted in Skag Gully. And that’s just the tutorial area; let’s not even tell him about Playthrough 2.

2009 | Developer Gearbox Software | Publisher 2K Games

genres; shooter, RPG, Sci-Fi

platforms; Win, X360, PS3

Max Payne 3

An Agree to Disagree review

FBT and TheMorty need a bullet-time-out arguing over Max Payne 3.

FBT – Needs more painkillers

Max Payne is one of my fave games. Max Payne 2 is one of my fave games. Max Payne 3 is one of my most hated games. Rockstar games usually get it right but this monstrosity is worse than the movie adaption. Least that had Mila Kunis. MP3 doesn’t even have Mona, just me moaning. My main gripe with Max Payne 3 is it’s not a Max Payne game. TheMorty may come up with various nods to the original, argue it’s Max in spirit, that the main plot – Max trying to save a girl – is the Max Payne DNA, that’s it’s a Noir in spirit but no. There’s nothing salvageable here; MP3 is a Call of Duty reskin.

The original was a subtle retelling of the Ragnarök legend in a classic noir setting that played out like a graphic novelization of the actioners we grew up on. The sequel was a more generic shooter but it was all about Max’s survivor’s guilt, and that killing was all he was ever good at. This time Max is a bodyguard working for a shady businessman in Brazil; not exactly a noir setting, I think one of the CoD Modern Warfare series was set there. Okay, that’s a tenuous link but Brazil’s locations, the shanty towns, offices, airports etc. are the bread and butter of CoD, unlike the original’s fleapit hotels and decrepit tenement blocks; the originals seethed with decay and disappointment, reflected Max’s state of mind.

Unlike the originals where Max was a lone man against the world, most of the time in MP3 Max is taking orders from NCPs in flack jackets who look just like Spec Ops guys. He’s not the driver anymore, it’s not a lone wolf, personal mission – a kidnapped Paris Hilton might stir Max, his weakness was always women but in MP3 it doesn’t have to be Max. In the original, Max was an epic anti-hero, depressed and on a death-wish. No one else could do it. This Max is an shooter-cliché, as formulaic and interchangeable as any of CoD’s characters. Name a standout in the CoD series, one who is significantly different to all the others – you can’t, and this Max is just as characterless. If it wasn’t in third person I’d not know I was Max. The original Max was Bruce Willis in his Last Boy Scout days. This Max is Bruce Willis now.

The first was set during a brutal snowstorm, and like the second, took place over one night. MP3 not only takes it’s time, draining that relentless feeling of the originals, but is set during the day. Noir and night, those were key to the Max games, they reflected him; I’m surprised Max isn’t in a Hawaiian shirt. And where the hell are the graphic novel pages? Why instead do we have this horrible double-exposure effect and dialogue flashing on the screen? If the original was Bladerunner, this is the worst of Tony Scott, keeping your attention with epileptic editing and film-stock changes; it doesn’t mean anything. Max is an action hero now; at one stage he hangs off the bottom of a helicopter and shoots down RPGs…

It’s not just me complaining; Max is a moaning old man too – gone are the fatalistic, Bogart one-liners, now he just nonsensically rambles like Homer Simpson’s dad. And when he’s not grumbling, he’s flaying about like he’s on roller-skates. MP3 has a cover system? That’s not Max, that’s CoD; Max goes straight into the bullets – he wants to die, it’s just that no one can stop him. We had shot-dodge and bullettime and that was enough; now we have both of those plus cover, vault, crouch, prone, roll, sprint, 180 turns – I thought he was a creaking burn-out from the NYPD not on tour with Cirque du Soleil. And we have more moment-spoiling with the Last Man Standing, a poor man’s Second Wind plus shot-dodge has been ruined because Max can get hit while jumping. Shot-dodge was pure Joel Silver, now it’s Michael Bay. MP3 is an over-engineered tactical shooter. I rest my CoD case. And I’ve not even played it yet.

It’s not even fun to play. When Max isn’t pirouetting about he’s fussing over which weapon to pick up, which attachments to use and looking for irrelevant clues. It’s just a series of small, linear moments followed by Max downing a whisky and babbling about how bad everything is – yes, it is, because you’re a completely inefficient bodyguard – By the time I reach a scene where a character he’s supposed to be protecting gets Necklaced I’ve had enough. Call of Duty can pull off torture if it wants, but Max was always about him torturing himself. This game’s tortured me enough.

Sam Houser said this incarnation is “Max as we’ve never seen him before, a few years older, more world-weary and cynical than ever.” Did you even play the original? He’s right about one thing, this is Max as we’ve never seen him; this is Call of Duty, the worst kind of populist trend-following nonsense, a cash-in that sullies Max’s good name.

TheMorty – dual wielding

The way I see it there’s two types of people, those who spend their lives trying to build a future and those who spend their lives trying to rebuild the past. – Max Payne (May Payne 3; 2012)

How better to sum up this review? FBT was desperate for Rockstar to rebuild the past, thinking fondly and nostalgically of re-playing one of the greatest action classics of all time. Whereas I am delighted that the genre-defining franchise has moved forward. Don’t get me wrong, on this I agree with him; The original Max Payne is by far the superior game. It’s impossible to refute and saying anything contrary would be short-sighted and brainless. Max Payne had iconic panache that spawned a whole generation of multimedia and gave foundation for games like Grand Theft Auto and Red Dead Redemption. However, where we disagree fundamentally is on the future of the franchise.

I love that Max has evolved and moved away from that dark, 90’s gangster setting and leaped forward to a modern environment with a fresh storytelling dynamic. It’s the only way to keep one of gaming’s greatest heroes alive in a market flooded with poor, slo-mo knockoffs, like WET, Wanted and Stranglehold – all of which dying a death after an unwillingness to evolve.

It’s clear Rockstar wanted to take the game in a new direction but we should be grateful that it doesn’t leave behind Max’s core values. We still have the Bullet Time system and the film noire, snow-laden flashbacks set in a familiar New Jersey to help fans of the original transition into the modern setting and while he might be weary and tired, Max still has that incredible wit and off-camera, one-liners steeped in Hyperbole – “This town had more smoke and mirrors than a strip-club dressing room”. Sure, the story might not have the same darkness and grit of its predecessors but I’m delighted it doesn’t try to force the square peg of the storyboard narrative into a round hole. Instead it boasts an incredible 3½ hours of cutscenes, which suits the new style and makes the game almost like an interactive action movie. It’s a fresh and wholly different take which might not be for the purists, but makes for a fantastically cinematic gaming experience.

FBT argues this Max is an aged Bruce Willis and sure, he has a very valid point. Particularly around the plot similarity of a slap-headed, alcoholic ex-cop jetting abroad to take down a foreign criminal empire. But so what if Max Payne 3 is the Die Hard 5 of sequels, who cares if the McTiernan and Remedy classics are no more and we’re in a modern world of John Moore adaptations. Nothing will ever take away from the originals, they’re still on the shelf and can be watched or played any time you like, but I’d much rather have this Max than no Max at all and the way Rockstar have re-invented the character is so much more palatable than re-making him – particularly considering so many have tried the latter and failed; see Doom 4, Duke Nukem Forever, Mass Effect Andromeda, Resident Evil 6… all frantic attempts to re-create iconic originals and each spectacularly falling flat on their arse in the process.

Rockstar clearly wanted Max to have his Liam Neeson renaissance. Re-booting him into an unexplored role as opposed to having him age ungracefully like Tom Cruise, Harrison Ford and Clint Eastwood who, rather embarrassingly, look like mid-life crisis divorcee grandads in their futile attempts to reprise roles from their 20s. Roles where some of the romance scenes should be ringing alarm bells at Operation Yewtree HQ. There is definitely a market for those nostalgically seeking that type of hero, one that Steven Seagal and Jean Claude Van Damme have cornered with their 10-a-penny, bargain bucket straight to DVD movie releases but that was never the route for Max and Rockstar certainly didn’t want to see him go down that road. Max himself is pretty open about his transformation and alludes to the changes Rockstar have implemented since taking over; “I guess I’d become what they wanted me to be, a killer, some rent-a-clown with a gun who puts holes in other bad guys. Well, that’s what they had paid for, so in the end, that’s what they got”

It’s a difficult torch to carry, but if there’s one company fit for purpose it’s Rockstar. Taking over a successful franchise and making their own mark on it, all while keeping the integrity of the original. For years Rockstar have always been one step ahead. Using filler games such as LA Noire, Red Dead Revolver or The Italian Job as a risk-free way to try something new and get the right feedback before building them into the gameplay of AAA titles. With Max Payne 3 there’s a lot of similarities to the gameplay of GTAV. The cover aspect, the character movement and, of course, Bullet Time were all features tried in Max 3 before taking the plunge in GTA. There’s also a lot of similarities in between the two protagonists as well, gameplay aside, Max and Michael are almost one and the same. Their humour, the focus trait and even their attire are eerily similar. So maybe our remodelled Max deserves a bit of further praise as a trendsetter and perhaps without Max we might not have had such a stellar, near-perfect game in GTAV just over a year later.

Released in a year full of top rated sequels like Halo 4, FarCry 3, Assassins Creed III and Mass Effect 2, it’s very easy to overlook Max as a game of the year contender but I think it’s re-play value will stand the test of time. It has the feel of a classic 3PS action game with enough nods and throwbacks to the originals to really keep the fans content.

Don’t like it, well, to quote the big man himself “you buy yourself a product then you get what you pay for, and these chumps had paid for some angry gringo…”

2012 | Developer Rockstar Studios | Publisher Rockstar Games

genres; shooter, 3rd person, crime

platforms; Win, PS3, X360

Mass Effect 1 vs 2

An Agree To Disagree review

FBT & TheMorty fall out over who has the best Mass Effect

Mass Effect – FBT

This seems like a tough one, but it isn’t. Mass Effect is better than Mass Effect 2. ME3 we’ll leave alone for now, it’s suffered enough but ME2 is a Michael Bay remake of David Fincher’s Mass Effect; it’s all shouty and sexy, missing the subtlety and sinister tone of ME1. In ME2, when we’re not fighting robots (never, ever exciting) it’s oversized midges. When we’re not ignoring the fact that Shep’s thrown in with terrorists, we’re helping our squad get over their daddy issues. ME1 is a slow burn spin through a galaxy that just gets bigger, grander, a true role-playing experience. ME2 is a bombastic, set-piece-driven shooter with too much filler, it’s Independence Day to ME1’s Close Encounters; instead of delving deeper it’s just louder, bigger, shoutier … and it opens with your hero dying but then getting better…

And who are we fighting in ME2? Saren was a complex character aptly supported by the Matriarch, and then there’s the Geth; self-aware machines searching for their God? Brilliant. There was the Thorian and the Rachni, Sci-Fi characters at their purest. ME2 has roaches. We even had a much cooler Reaper; Sovereign. Epic and arrogant whereas ME2’s Harbinger is all off-screen ‘puny humans’ speeches; Sovereign makes good on his threat and rocks up to kick ass, unlike Harbinger, hiding behind a gnat.

And Shep’s taking orders from a bloke called TIM (The Illusive Man’s initials are Tim? Tim?!). We all know Tim’s a villain but what does Shep do about it? Just contemptuously folds his arms at him. Did they forget to clone his balls? This is why I play as Femshep. Cerberus were ultra-evil in ME1, now they’re just misunderstood? Did he forget what they did to General thingie, the experiments? ME1 Shep woulda nicked the new Normandy and hightailed it back to Anderson. And what’s with the Alliance anyway? Shep; ‘yeah, I was dead, I’m not now. I am working with a supremacist group who tortured my own squad’ / Alliance; ‘Oh okay, here’s some side missions’. Shep basically signed up with Britain First ‘cos they gave him a new ship. And Joker too, the voice of sarcastic reason throws in with Cerberus cos he was grounded while Doc Chakwas joined a terrorist group cos she missed serving on a spaceship? There’s a few others knocking about in the Alliance. And Liara sells Shep’s body to them. It’s because I chose Ash isn’t it.

There’s no Ash in ME2! She has one scene before grumping off – it’s great that she refuses to join Cerberus because of the Commander’s influence; She had pro-human leanings, perfect for Cerberus but the cap inspires her to see beyond it and yet here he is; without Ash – Miranda is no substitute for being called Skipper. I can’t even be swayed by her catsuits. I can’t. Totally not swayed at all. Oh, hey Miranda, just stopping by again … so are we flirting yet, cos if not Jack’s looking kinda hot. As is Tali, Kelly, Samara… ME1 is intimate, personal; with six companions, you spend time with them whereas ME2’s frat-party means most get completely sidelined – they’re all great and that makes it worse. You end up going ‘Oh I’d better take Grunt, he’s not been out for a while’. The closeness of ME1’s crew lends itself to the story, this small band taking on the universe – and the relationships that develop feel more natural. In ME2 everyone’s getting jiggy; that place is like Porky’s.

And how does Shep chose to fill his spare time in ME2 when he’s not skulking around Miranda’s office? Scanning planets. He has a ship full of people and an AI onboard, can’t anyone else fire the probes?! Even EDI sounds fed up with it. And what the hell is Joker doing? Why am I piloting the ship about?! ME1 made it all about your command decisions; surprised Shep’s not on latrine duty in ME2. And there’s Mako-time. Granted, most of the time you’re just rolling back down the mountain again and the planets are sparse, but it’s a change of scene and an occasional Thresher. Admittedly, Shep needing to do a hack on a lump of gold you found makes no sense though.

ME2, flying ants aside, is a great thrill-ride but it’s a game trying to be a movie whereas ME1 is a great game, period. Some serious shit goes down in ME1 – you earnt that determined hero-walks-offscreen final shot. ME2 is just padding until a final boss reveal. Okay, I’m not even convincing myself; I’m arguing my Ferrari is better than TheMorty’s Lambo. ME2 is pretty darn close to perfect. But ME1 does get a little closer.

Mass Effect 2 – TheMorty
ME2…or as I like to call it, The Magnificent Seven in Space. Good ol’ Commander Shepard strolls into Dodge to take on the seemingly impossible task of preventing a vicious band of outlaws from enslaving the townsfolk. Of course, he can’t do it alone and immediately sets out to recruit his own band of expendable misfits. His McQueen, Coburn and Bronson are Turian, Asari and Krogan but pack an equally weighted, heavyweight punch in an incredible final mission where one wrong move and it’s more like you’re playing Massacre Effect.

How anyone could dispute that ME2 is by far and away not only the best of the trilogy but also one of the all-time greatest games ever is baffling. Firstly, your squad is over double the size, meaning you can tailor your arsenal to suit the mission – unlike ME1 where you’re pretty much just going into every fight with Wrex and *insert love interest here*. Having the same conversation no matter who you choose and going into cut scenes knowing that they’ll repeat the same Renegade/Paragon drivel like the classic angel and devil on your shoulder. Give me ME2 any day where you have to think carefully about who you take so that Jack doesn’t kick off in the Cerberus base or that two girls you want to sleep with aren’t going to get wise to your polygamous plan.

When you’re not doing very linear missions that are pretty much just a copy and paste job of the last mission you did, you’re travelling in the Mako – the most pointless and boring vehicle in gaming history. I mean, it’s the year 2183, we’ve discovered faster than light travel, have fully aware synthetic AI and can scan an entire planet using a fancy holographic wrist watch. So why in this age are we riding around in a 6-wheeled, saloon version of the 60s moon-landing buggy? It’s so dull but not as dull as the planets you’re driving round at snail pace. I preferred wasting 20 minutes of valuable gaming time trying to take a shortcut over a mountain because it was infinitely more interesting than the unattractive, soulless journey around it – even if that trip would have taken half the time. Never have I played a game where driving felt more slow and painful than the M25 at rush hour. ME2 though, blew that boring piece of scrap out of the water when it gave us the Hammerhead. A hovering jet that was faster, quicker and more agile and manoeuvred with a distinct panache.

Don’t even get me started on the antagonists. A firefight with Saren on Virmire has him running for the hills like Bowser at the end of every Mario level ever – hardly putting the fear of God into the gamer. The Matriarch battle has the most pointless of endings where she dies no matter what choice you make and as for the Rachnii… it just reminded me of fighting radroaches in Fallout. In ME2 you take down a half-human half-reaper. yep REAPER. I mean, beats a bloke possessed. When you take down Sovereign, it’s pretty much just a mind-controlled husk…hardly comparable.

Thank God there’s no Ash in ME2. How on Earth are you supposed to save the universe with a nagging wife over your shoulder… imagine every time you pick Miranda or Jack having her moan “oh, you’re going out with HER again are you?” and making you feel guilty just because you need someone with the Shockwave biotic skill. No thanks. That’s all she did in ME1, whine. About how she got Kaiden killed, about how her father always wanted a boy about how she’s not good enough for you. Have some self-respect woman. I’m the first human spectre, lack of confidence isn’t exactly a turn-on. In ME2 though, you have to work for it as everyone plays hard to get. Much better than fishing in a very small pond where you pretty much have the choice – white or blue…?

Having this argument is like saying Alien is better than Aliens or Judgement Day is better than Terminator. In reality you couldn’t have the action-packed sequel without the taut, suspenseful original that sets the mood. Maybe ME2 is better but even if it is, and it’s a BIG if, it’s only because it had an almost perfect game to pick apart and try it’s best to improve on. At least there’s one thing FBT and I agree on – both are a million times better than ME3.

Mass Effect 1, 2007 | Mass Effect 2, 2010

Developer BioWare | Publisher Electronic Arts

platforms; win, PS3, XBox360

Bioshock

An Agree To Disagree Review

As 2K’s FPS turns a decade old, FBT & TheMorty go head-to-head as they replay the original deep blue, sci-fi classic.

Rescue by FBT

There’s a lot of games I love, but Bioshock is as close to my favourite as is possible. At its core it’s nothing new – We make our way through relatively linear levels killing anything that moves; It’s a shooter and conforms to shooter standards. But that’s just FPS DNA and Bioshock DNA can be altered, changed, spliced … The setting, a city beneath the sea called Rapture is more believable than most ‘real-world’ game environments and the enemies are as much victims as villains. Most of all, it has a complex plot that you get tangled up in; a story that like a good book, you disappear into. All in, Bioshock adds up to an experience that transcends its medium – like all good art.

FPS as a genre is just digital Cowboys and Indians and usually you have the same emotional attachment but Bioshock got under your skin like a plasmid. It has adult inferences, plot plots and themes – it’s a grown-up’s game; you ponder the values and philosophies while surviving a complex horror that evokes the uneasiness of Stephen King and the sickness of cinema’s Seven as much as Ayn Rand’s Atlas Shrugged, from which Irrational took their inspiration. While many games are adult due to their content or appropriateness, Bioshock is just thematically mature, intellectual.

Andrew Ryan, a Howard Hughes-style industrialist created Rapture as a place ‘where the great would not be constrained by the small’; namely the ‘parasites’ (government meddling, religious belief, the less fortunate) – only the Self mattered. Freed of morals and regulation, Rapture made huge if questionable advances in the pursuit of art and invention – but those geniuses needed someone to pick up after them, to serve them drinks, to stop the place flooding and that created a class-struggle comparable to Metropolis. Along with those who failed to succeed, a destitute and disregarded under-class formed. Into this mix was thrown ‘Adam’, a DNA-splicing substance found in sea-slugs which was used to create Plasmids, tonics which gave the users remarkable abilities. The denizens of Rapture abused this latest fad as a distraction and edge on competitors while others turned to religion to help contend with the isolation, but the biggest change was the success of Fontaine, who owned the docks bringing in the slugs. Fontaine’s power rivalled Ryan’s (who knew a conman when he saw one) – he responded by ‘removing’ Fontaine and nationalising his industries; an act of government and the beginning of Ryan’s slide towards the dictatorship he once despised. Meanwhile a working-class hero rose in the shape of Atlas. Supported by the under-class, Atlas declares war and Ryan seals his own fate. He orders Adam be infused with a pheromone so he can direct those addicted to it against Atlas – compromising his one belief; the Self. And it’s just as Ryan and Atlas are at a stalemate that our Silent Hero lands. Now that’s a backstory. And best of all, none of that is in an opening cut scene. Instead, we’re deposited into Rapture via a plane crash. Gasping for air surrounded by fire and debris, we spot a forlorn lighthouse and start swimming. As we piece it together, we realise Rapture’s story isn’t over yet.

Arriving in Rapture is like being dropped into Paris in the midst of the Nazi occupation. Underneath all the decay is a beautiful world at the height of art and refinement. Picking your way through the rubble there’s a persistent sense of horror – the kind you can’t see, the kind you build up in your own mind, the best kind – it rotted on the inside as well as out yet you can picture upper-class Rapture folks enjoying cocktail parties and taking in shows; it’s so real Rapture could actually be out there, somewhere. There’s water leaking everywhere, it groans and creaks and gives way; it feels like an incredible achievement and a folly, built through sheer will. The light from the city gives us glimpses of the seabed but it’s not the Great Barrier reef or warm blue tones with god rays from the surface; it’s dark, dank and cold – there’s nothing, no escape, no leaving, nowhere to go. You start to feel contained, claustrophobic and understand why the Rapture citizens eventually fell into abuse and extremes; under the art-deco façade is an oppressive, pressurised place. Audio recordings reveal the struggles and it feels as if most people lived in fear it would collapse in on itself at any second; instead it was society that couldn’t handle the pressure. Splicers (those deformed by Adam and controlled by Ryan) were just caught in the middle and we’re in the middle of it too; this isn’t just a case of a heroic ‘you’re the only one who can do this’ as we cut a way towards a boss battle, turns out we were always the only one who can do this.

As we fight our way past those wretched addicts to reach Ryan, locked away in his office as his Rome burns, Bioshock is revealed as a solid shooter. The Splicers attack on sight but they’re sorrowful creatures crying out for lost loves, apologising for horrific acts (‘I found her like that’), clinging to some memory of a better time while they search desperately for their next Adam fix. Dressed in 1940s attire with masquerade party masks to hide their deformities, they leap, scuttle and in later levels, clamber on ceilings to ambush. They fire guns and use plasmids too but they also attack with fish hooks, pipes, anything they can find. And then there’s the little sisters.

Roaming the corridors, playfully singing and dancing, the Little Sisters were once young girls now brainwashed into drinking the Adam-infused blood of corpses littering Rapture’s corridors. If that wasn’t sickening enough, they do this to feed the slugs implanted in their bellies, filtering the Adam for collection. That makes them invaluable. And that’s why they have Big Daddy. Hearing one clumping about fills you with a mix of dread and excitement. They’re horrible, sad things. Somewhere inside that stinking hulk is a man, stripped of his individuality and driven only to protect little sisters, moaning and calling out for her. Seeing them be gentle with the Sisters just breaks your heart, and seeing them tear apart Splicers also breaks your heart. I have to kill that thing? Once you’ve put him down though, you have the most infamous moral-choice decision in gaming. Kill or save a little girl. Seems like a no-brainer and the first time you face it, with her cowering in the corner it’s effecting. We’ve been told there’s still a little girl in there somewhere; we’ve also been told the girl is just a husk and killing her to get the Adam is the only way you’ll survive down here. It’s you or them. That’s not cowboys and Indians.

The weapons we use are familiar but the real shooter selling point is the Plasmids. Electro Bolt to stun or electrocute Splicers, Incinerate to chargrill them or melt ice. We also get to launch swarms of angry Bees, hypnotise Big Daddies and so on – they are a variation on any fantasy game’s spell casting but they’re hella fun and seeing adverts for Plasmids as life-aids and health tonics you realise how desperate this war became with everything, including people weaponised.

By the time we reach Ryan, we have mixed feelings – our Silent Hero has seen a lot of loss, horror and sadness, and it is completely Ryan’s fault. We should be ready to murder him but as we find him holed up in his office playing golf, both resigned to his fate and unbowed we feel some pity, and a little intimidated by this giant of a man. Ryan’s control of the Splicers seemed like his final mistake, but there was one more. It’s the biggest twist in gaming and Bioshock carries it off with such class that Ryan’s words -a man chooses, a slave obeys- haunt you. Partly because Ryan was right. I’ve never been angry at myself as a character before. I am a slave.

It’s true that this scene is as incredible as the rest of the game is a let-down, experience-wise. It continues to be a great shooter, a beautiful environment and an unsettling journey but it’s much more generic after this. But the ending saves it; easily one of the most moving, satisfying cut-scenes of all time – assuming you took the ‘Good’ route. If you took the bad, it’s amazingly dark. Bioshock is as close to art as gaming ever has gotten, that it’s a great shooter as well just makes it perfect. At the start, we descend to the city and hear Ryan’s pre-recorded welcome ‘with the sweat of your brow, Rapture can become your city’ – it has.

I’ll be in Rapture forever.

Harvest by TheMorty

2007. A year when gaming just kept releasing more of the boring same. Call of Duty 4, Halo 3 and Half-Life 2 were the top sellers as the market drowned in a flood of sequels. As developers went for the tried and tested money spinners, no-one was brave enough to release anything remotely unique in the FPS genre. That is, until Bioshock came along. At last we had an FPS that was diverse enough to move away from the traditional setting and immerse you in an unexplored location under the sea. One of the biggest mysteries of Planet Earth regards what lies beneath – with over 70% of the it being water and around 95% of that yet to be explored – absolutely anything could be down there. Until Bioshock the closest we’d ever got to exploring the blue was SEGA’s Echo the Dolphin some 15 years previous. So it’s fair to say there was nothing like this game in the FPS genre – or in any genre of gaming at all. With my hopes high I headed into the first playthrough, but was bitterly disappointed with what I encountered.

It starts with a fantastic opening sequence where a plane crash sends us tumbling into the drink (a fitting example of why it’s against the law to smoke a mile high). As we surface, an Art Deco lighthouse, miles from civilization greets us. Inside, a strange orb awaits which plunges us into a world beneath the waves. At first, I was astounded by the lure of what resembles a 40-fathoms deep Las Vegas but that’s all smoke, mirrors and an unhealthy dose of make-up. The hidden truth is that Rapture is a rundown world full of nothingness. With the exception of the odd scripted moment where of a shark swims by one of raptures many dirty windows, we never truly get to experience life on the ocean floor. All bar one level you’re indoors and even that brief flirtation with the water is just you trying to get from one building to the next. The entire game could be set in a rundown motel and you wouldn’t really notice the difference – as you spend most of your time going room-to-room in the hope you’ll find a shred of ammo, a half empty Adam refill or an Audio Diary to give you a resemblance of backstory.

See, the well-hidden Audio Diaries are very important to your gaming experience since Bioshock is not driven by cinematic cutscenes. Rather frustratingly, there’s a couple of Quicktime moments at inopportune times and you really have to rely on your own discovery to advance your understanding of the plot. Many first-person games have taken the collectible route, classics such as Doom, Half-Life and the recent Fallout sequels are advocates of this technique, but in Bioshock, this doesn’t have the same effect and instead makes the story feel stale. When you have to stop to search every room in the building to make sure you don’t miss a second of the story, it prevents you from feeling fully immersed in the survivalist nature of the game. This might work fine in an RPG where you there’s a slower pacing, or you can return at a later date if you miss something, but in a linear FPS the collectible aspect really feels out of place.

Mechanically, Bioshock isn’t a bad first person shooter but what makes it feel stiff is the lack of dual wield functionality. BS2 clears this up, but theirs a gaping hole in the first game that the plasmids alone can’t fill – as your ability to react to deadly situations is severely limited. The choice between going into battle with a plasmid or a pistol often leaves you frantically switching back and forth as quick as you can to avoid ending up dead. This is particularly annoying when fighting Splicers that love close quarter combat – by the time you switch over to your gun, you’re already dead.

Mind, I shouldn’t really complain about the difficulty of this, especially when you consider how easy Bioshock is to complete. Even playing on ‘Hard’ difficulty, you know that the worst case scenario post-death is waking up in a Vita chamber with no re-spawned enemies or reloaded checkpoints. Getting out of your chamber and carrying on as you were doesn’t have the same impact as the Borderlands model where one wrong move and you’ll have half of your wallet wiped out – now that’s a real fear of death!

Despite the lack of slots available for your plasmids, forcing you to choose the few you want to carry at the annoyingly scarce vending machines throughout Rapture, I concede the biotic weapons are pretty cool. Sadly, the more these plasmids level up the more you realise just how easy they make the game. Those cold, dark alleys where you would usually approach with caution become a breeze if you fire off the Insect Swarm and send a hive of Bees off to attack any of the targets in the room. That particular strategy gives you the heads up of who is hiding and creates ample time to prepare for your assault. Checking out the terrain in Bioshock is an indication to whats ahead and gives you fair warning of what’s to come. If ever you see a pool of water on the floor, you can be guaranteed to encounter some villains up ahead – so best get the Electro Bolt ready and prepare to zap the floor. The copy and paste nature of the environment in Bioshock makes the game too predictable and you become lackadaisical, often ploughing through each level with an air of invincibility, hardly breaking a sweat. What should be a taut, suspenseful thriller ends up feeling like a joy ride and while that can be enjoyable in the right setting (a la Bulletstorm) Bioshock just isn’t that kind of game, often it feels like that movie that you end up laughing all the way through, not realising it’s supposed to be a dark drama.

The little sisters are an eerily odd touch. They’re designed to play with your morals and emotions. You can waste an entire cache of ammo defeating a Big Daddy protector, only to be presented with an obvious choice. While killing a child or rescuing her might seem like a no-brainer, this isn’t a straightforward Paragon/Renegade decision. Atlas tells you to kill them, after all, they’re just husks masquerading as children and they’re no different to your average splicer. They even have this evil Gollum look about them to try and push you to making the right decision. Atlas also informs you’ll be heavily rewarded for harvesting them and have a shed load more Adam at your disposal. So at this point, why wouldn’t you kill them? You’ve trusted Atlas implicitly to now – so why would you go against him? He’s your ticket out of here… your voice of reason… What Bioshock fails to tell you is that IF you follow him – you’ve made one major wrong move and it’s effectively killed your game. Sure, you can still carry on to complete the game – but harvest one Little Sister’s power and you’re condemned. There’s no majority winner, there’s no chance of redemption. No matter what you do after this point you may as well just kill them all. The only way to get the good ending, is to Rescue every single Little Sister you meet and making even one ill-informed or uneducated choice kills any chance of that for you. It’s feels a bit unfair…

Their Big Daddy bodyguards are seen to be ruthless, killing machines. You’re shown not to mess with them very early on as you see them mercilessly take down a group of splicers through the safety of some unbreachable glass. However, in reality, they’re not all that hard to defeat. Firstly, a Big Daddy will only respond when provoked or when his Little Sister is under attack. If you have a few villains on your tail then, fear not, just lure them toward a Big Daddy and take the easy way out as he’ll destroy them without opening fire toward you, allowing you to hide behind them like it’s your big brother on the school playground. When it’s time to kill them, you get time to set up the room and catch them off guard. You’re given free reign to set traps and hack turrets to make stabbing the Daddy in the back all the easier. Again, this makes the game very easy to beat and takes any suspense out of the level. You’re even given a warning the first time you encounter one which I absolutely hated. The first encounter could have been magnificent and been a trial and error of terror, where you brick it and open fire without realising what you’ve done. Instead, the mood is well and truly killed!

The antagonists are quite frustrating and neither are really Raptures Darth Vader. For the first part of the game we’ve been solely focused on killing Ryan. Sure, we’ve had our head filled with conflicting stories from both him and Atlas which does add a bit of mystery to the plot, but when you finally encounter him it’s all a bit pointless and surreal. After an astonishing plot twist, Ryan gives you a command that you can’t not obey. While this is certainly apt and helps the story to pick up some much needed pace, it’s incredibly frustrating not being able to pick a side. Despite his cries of “a man chooses – a slave obeys” you end up obeying regardless and you are unable to do anything about it – even though you know your impending actions are inherently wrong. It’s such a pivotal moment that sends you off on a revenge driven rampage, but being given a choice and only having one option seems a very dated mechanic. It would have been much better had we acted without knowing the truth and only discovered it afterwards.

As FBT argues, Bioshock is as close to art as gaming gets – and that’s certainly hard to disagree with. The art-deco paintjob throughout the halls mixed with a 1920’s soundtrack is certainly something we’d not seen in shooters before and has undoubtedly inspired games which have come after it. It won a number of high profile awards and it does have a distinct style that is very unique in the marketplace. However, like all art it’s true worth lies in the eyes of the beholder and one man’s Picasso can easily be another man’s Damien Hirst. So for FBT, this game is a timeless classic that he looks on with great fondness. For me, it’s a glass case of maggots feeding on a rotting cow’s head.

2007 | Irrational Games | 2K

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