Wednesday, October 31, 2012

Happy Halloween! Have Some Spoilers

Halloween is here, and Hurricane Sandy has passed my home, leaving it at least 99% intact. Meanwhile, I haven't much to write, since I already posted this week. So maybe I'll do what a lot of other bloggers do and comment on the news.

Where do I start? Well, Assassin's Creed III came out yesterday... for consoles. For some reason, PC players have to wait until November 20. Suddenly I feel like a second-class citizen. No doubt, if asked about this, the publishers would mutter something about piracy. But even if they were being sincere, I'd have no sympathy for them, since they've already gotten more money than they likely deserve.

Remember when I mentioned Assassin's Creed III in my tirade against the entire concept of pre-ordering video games? I can't shake the feeling that you've all let me down, since the game has broken Ubisoft's pre-order records. I can see why this might happen; it's a highly anticipated sequel in a popular franchise. Furthermore, by offering a "season pass" for upcoming downloadable content at a modest 25% discount, Ubisoft was clearly doing its best to make "buy it now and ask questions later" sound a lot less crazy than it is. But it's still crazy, especially when Ubisoft refuses to release a playable demo.

And then there's news that the game will feature microtransactions (which, in this case, seems to mean trading real-life money for in-game currency which may or may not provide players with an unfair advantage in multiplayer matches). The same people who pre-ordered the game at full price without even trying it first, and then pre-ordered a bunch of DLC packs without even knowing what they would contain, probably won't be able to resist partaking in this final moneygrab... that is, unless they very quickly become disappointed in the game after they've played it.

The critics' reviews are mostly positive, of course, but when the game's ending was (predictably) uploaded to YouTube as early as two days before the official release date, a lot of potential customers found at least one reason not to buy the game. Some fans of the series, even without taking the time to play through this final act, seem to be upset about how the story turns out, and there are plenty of comments along the lines of "wow, that sucked, I'm so glad I didn't spend $60 on this."

For the record, I haven't watched the video below in full, because I might yet decide to play this game (once all the reviews are in and a bribe-free consensus on its quality has been reached, once the price has dropped to a reasonable level, and perhaps once there's some kind of special edition for PC with all that silly DLC included). Needless to say, however, it does contain spoilers.


The conclusion of Desmond Miles' story arc has prompted not only a lot of complaints, but also some comparisons to the ending of Mass Effect 3... which, by the way, was poorly received, largely because the game's multiple endings were so similar. (The video below explains the frequent jokes about the different endings being the same except for the choice of color.)


From what I've heard, Assassin's Creed III doesn't have multiple endings, and the reasons that some people hate its singular ending are accordingly much different. Although (as I've pointed out) I haven't watched the ending myself, it sounds like part of the problem is another ridiculous plot twist out of left field. In a way, this isn't surprising. When a story like that of the Assassin's Creed series relies so heavily on plot twists and cliffhangers, two things happen. First, the story ends up feeling too random or inconsistent, usually after some "grand-finale" plot twist employed in a last-ditch effort to truly surprise players; second, the writers get so attuned to raising questions and leaving things unresolved that they forget how to answer all those questions without resorting to some stupid cop-out.

The one constant here — besides, of course, each game being the conclusion of a trilogy — is that hardcore fans of each franchise felt cheated. After sinking so much money into a series, that hurts.

A similar thing happened recently with Halo 4, whose ending wound up on YouTube a couple of weeks ago, despite the game's official release date of November 6. Microsoft has been scrambling to take the videos down for obvious reasons, and it looks like they've been somewhat successful, because I can't seem to find a high-quality version. (The videos below, which I found and embedded in a playlist, are likely to vanish soon.)


An allegedly sub-par ending, combined with the most banal and corny tagline of all time, has drawn a lot of laughs at the expense of this futuristic shooter. (An Ancient Evil Awakens? Seriously? Correct me if I'm wrong, but that was a cliché long before the Halo 4 marketing team got a hold of it.) I'm not sure if I can fully grasp just how good or bad this ending is, because I haven't played a Halo game since the second installment, but some fans were upset about it. (Perhaps too upset, considering that, with Halo 5 and Halo 6 supposedly in the works, it's not really an ending at all.)

Ultimately, none of this really matters, as long as the bulk of the gameplay is enjoyable... at least, that's the theory. But video game sequels are almost always advertised as continuations of a story, with cinematic trailers featuring minimal gameplay footage. Perhaps the assumption is that we already know what the gameplay is like, since we played the previous game, or that we shouldn't need to ask about the gameplay because any product with a sufficient amount of hype is worth pre-ordering, no questions asked. In any case, the result is a game advertised on the basis of its plot, and purchased primarily by owners of the previous titles, who want to know how the story ends. A bad ending, therefore, is pretty hard to ignore.

So how does the industry avoid disappointing fans with bad endings? Simply to write better endings might not be the answer; that's easier said than done, and the quality of an ending is ultimately a subjective thing. (A vocal minority, at least, will always complain, no matter what.) I think a better solution is to stop making so many sequels — to create more stand-alone games to be judged on their own merit rather than allowing so many new releases to ride on the hype generated by their predecessors — and, by extension, to stop making games that end in cliffhangers in anticipation of sequels that haven't been written. They should stop deliberately writing stories that span multiple games, thereby forcing players finish an entire trilogy (tetralogy, pentalogy, hexalogy, etc.) to find out if the final "ending" to a given story arc is any good.

They won't listen to me, though; cliffhangers are a fantastic way to make money.

In other news, Painkiller: Hell & Damnation is out today. Unfortunately, given that it's just about the newest game on Steam, it hasn't joined the rest of the Painkiller series as part of their Halloween Sale. That's not really a big deal, though, since they've set the standard price at a reasonable $20 instead of jumping straight to $60 regardless of quality like most publishers/developers do.