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Owning Your Mechanics


On 05/07/2013 at 02:10 PM by daftman

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Why Uncharted 2 feels like its own game and Lords of Shadow does not

(WARNING: I totally spoil the ending of Lords of Shadow in this blog but if you paid any attention to the buzz around Mirror of Fate earlier this year, then it’s already been spoiled for you. But you have been warned regardless.)

There’s a passage in the Bible that says there is nothing new under the sun and that certainly holds true for games. Very rarely does a game do anything that feels truly innovative. Most games are content to rehash ideas put forth by others, and that’s not necessarily a bad thing. Both Uncharted 2: Among Thieves and Castlevania: Lords of Shadow rely on the mechanics seen first or best in other games, but Uncharted 2 establishes its own identity whereas Lords of Shadow feels like a Frankenstein’s monster of ideas from other games.

Uncharted 2 has two major gameplay systems: platforming and gunplay. (It also has hand-to-hand combat, which as far as I know is not taken from another game, but its impact on the game is negligible since you can play through the entire game and hardly touch it.) The platforming is taken from Prince of Persia (Sands of Time and following) and what an experience it is! The Prince would be proud. Not only does Nathan Drake handle wonderfully but the excellent level design also keeps enough variety in the situations and challenges that it never feels like a chore to get from point A to point B. As for gunplay Among Thieves borrows the cover-based system from Gears of War, like so many games this generation. It dials back the ridiculous number of shots the grunt enemies can take and varies the terrain to keep each firefight fresh, thus dealing with the two major complaints with its predecessor.

Bang bang!

Bad time to reload, buddy

Castlevania: Lords of Shadow also has two major gameplay systems: platforming and melee combat. (It also has a couple of titan boss battles that totally crib Shadow of the Colossus but they’re very infrequent and, well, more frustrating than fun.) Like Uncharted 2, Lords of Shadow takes its platforming cues from Prince of Persia and does it fairly well. There isn’t as much variety as U2 and melee combat cannot be freely mixed with the platforming like gunplay can, but you could chalk that up to the nature of the game without doing much damage to LoS. The combat is from God of War and is easily the highlight of the game. Your character, Gabriel Belmont, controls well and has a varied moveset and the enemies are interesting without being overly repetitive.

Lords of Shadow

Gothic beatdown!

So if both games borrow their mechanics yet make good use of them, why does Uncharted 2 feel like its own game and Lords of Shadow does not? There are two things, in my opinion, that can give a game its identity. The first is gameplay, which we just covered and determined that neither game is original in that department. Games by Treasure are generally good examples of identity-through-gameplay. Look how your ship polarity is the game in Ikaruga or how Mischief Makers is built entirely around grabbing and throwing. What’s going on in the stories for those games? Who cares! They’re fun to control and play.

Ikaruga

Saving the world...?

But that does raise the question of story, which is the second way a game can identify itself. Uncharted 2 excels here at making a cast of likable characters and putting them in situations that keep the player engaged. There are so many twists and turns and cliffhangers (sometimes literal!) that it’s hard to put the controller down. You come to care about the characters and want to find out what happens in their wild treasure hunt.

Unfortunately, this is where Lords of Shadow stumbles. Things start well enough. A man trying to find the power and means to resurrect his dead wife. But where U2 builds an ensemble of personalities around your central character, LoS sends Gabriel on his journey alone. This narrative choice would be fine given the nature of the game but the developers attempt character development by means of the narrator’s distant observations of Gabriel and it falls flat. He’s constantly saying how Gabriel is increasingly driven by rage and is being consumed by darkness and as the player you simply do not see it. You would have no idea if the narrator didn’t tell you. So when you get to the easy-to-guess reveal in the epilogue that Gabriel became Dracula, it feels very arbitrary. You’re told he’s been going this way but you never see it. Using no overt character development and leaving the player to infer the changes in Gabriel would have better served the game. And it certainly didn’t help that it threw everything Castlevania-y out the window. With Dracula’s existence now established, perhaps the sequels will make better on the moniker Castlevania, though Mirror of Fate was not a strong step in that direction.

brooding

"I am consumed by rage and darkness because...well, just 'cause, okay?"

Good games may not necessarily establish their identity but great games do. Uncharted 2, unlike Lords of Shadow, makes judicious use of story and characterization to draw its gameplay mechanics into its world and melds its disparate parts into a cohesive whole. There’s hope for this Castlevania reboot, certainly, but it must establish what sort of game and series it is, not just in mechanics, but also in character. As things stand right now, though, I know which one I’m more likely to replay.


 

Comments

Matt Snee Staff Writer

05/07/2013 at 02:20 PM

as I'm thinking of getting back into indie development, I'm considering these things myself.  I'm thinking: how can I make a double dragon clone that has its own identity? that learns from the past, but looks toward the future? 

daftman

05/07/2013 at 06:26 PM

Those are very important and very tough questions that will determine whether the game feels like a rip off of or an homage to those classic games. And there aren't any easy answers Undecided

BrokenH

05/07/2013 at 02:26 PM

I have to kind of disagree. To me Uncharted seems like an action adventure movie from the 80's and 90's made into a game. It also has game mechanics very similar to RE 4 and Gears Of War. Where it excels at is the characters but being I loved Indiana Jones and the comic Danger-girl I can run parallels between Nathan Drake,Indiana Jones,Abby Chase, and even Lara Croft as well. (I can't put Tomb-raider in that same "love" department because beyond Guardian of the light and Anniversary, I never was huge into the franchise)

On the other hand, LOS is very much the cousin of God of war and Dante's Inferno. All the games are "old world", somewhat gothic,mythological, and very brooding. They also deal with tales of redemption and falling from grace. However, "cousin" is misleading because CV has been around longer than either GOW or DI so it can be argued those games aped off CV before CV turned around and aped off them. In essence CV is truly "the father" of God of war and Dante's Inferno. Additionally CV games never had "stellar character building". Granted, a few twists in SOTN and Dawn Of Sorrow were memorable. But when you get passed the "cool swag factor" or "tragic pretty boy allure" of most CV protagonists, they've been rather shallow from start to finish. (Additionally, Simon Belmont used his chain weapon to traverse the surrounding terrain long before Kratos let fly with his blades of chaos!)

But who cares,right? Nothing is new under the sun. lol. A great game is a great game regardless of its' inspiration! (Hoping I didn't come off as an opionated asshole,Daft. Just trying to engage in friendly conversation!)

daftman

05/07/2013 at 07:38 PM

I think we agree more than you think. My point was that even though Uncharted borrows everything from other properties—the Indiana Jones-like story, the Prince of Persia and Gears of War gameplay, etc.—it doesn't feel like a knockoff. Lords of Shadow doesn't seem to have anything to really unify its world. It doesn't feel like Castlevania, certainly. And I wish they had stuck with the shallow main character typical in the series because their attempts at developing him only emphasize how flat he is. The lack of logical flow at the end of the story, for me, is the last nail in the coffin (haha). Normally I wouldn't get worked up because a game fails to live up to my expectations but I just love Castlevania so much.

And don't worry, I didn't take your tone the wrong way. Thanks for commenting. I like getting a little discussion up about these things Smile

smartcelt

05/11/2013 at 11:26 AM

Lords Of Shadows is failing if it strays too far from the Castlevania game elements. It definitively is not as strong on story as Uncharted 2. Both games are good,but the characters in U2 are what hooked me on it.

daftman

05/12/2013 at 06:52 PM

If U2 didn't have great characters, then it'd just be a fun Indiana Jones knockoff. Lords of Shadow feels like a buffet knockoff, plenty of ingredients but no main dish.

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