NO MORE
HEROES 2: DESPERATE STRUGGLE |
Ubisoft/Grasshopper |
Action |
|
Let’s pretend
for a minute, shall we?
You’re Travis Touchdown, nerd. No, scratch that… you’re
Travis Touchdown, extra strength turbo-nerd. Your apartment is littered
with cardboard standees for Japanese cartoons. You follow professional
wrestling the way John Hinckley Jr. followed Jodie Foster. Your idea of a date is a
bottle of baby oil and the latest episode of Bizarre Jerry 5, a show
with girls so young and provocatively dressed that it makes Sailor
Moon look like The McLaughlin Group.
Finally, you love
light sabers. That’s
not a surprise considering all I’ve told you before, but what if I
said that you used them as a freelance assassin? Yes, Travis Touchdown, you
are no ordinary Primatine-huffing geek, but a world-renowned hitman,
capable of bringing down targets ten times your size. You’re an expert martial
artist, an unparalleled athlete, and you’ve been known to transform
into a tiger every now and then to even the odds in a tough
fight. You, my friend,
are a god among nerds... or maybe just a nerd among gods.
One night, after
carving up your latest target, you come home to find your best
friend’s head in a bag.
You’re shocked, you’re beside yourself with grief, and you’re
furious. So naturally,
you do what any man would do in that situation… you exercise your
cat. Hey, you were out
of town for a while and she gorged herself on Meow Mix until you got
back! Once you’re done
with feline yoga class, you dive headfirst into your work, slicing
your way through the ranks to reclaim your title as the best
assassin in your hometown of Santa Destroy. Why the cops don’t step in
to stop this competition is anyone’s guess, but hey, that’s not any
less ridiculous than
everything else I’ve told you.
Now that you’ve
started your next mission and are up to your neck in thugs, hoods,
and goons, it’d be a pretty good time to know how to use that light
saber. Just swing the
Wiimote while tapping the A button, and you’ll cut a path through
the human debris. When
one of your enemies is out of energy, just swipe the Wiimote in the
direction shown to slice him into deli meat. If your sword is running low
on Schwartz, you’ll have to rely on punches and lethal suplexes
until you can recharge it either with batteries or the same
technique you used while watching those Japanese cartoons. Seriously, give it a try…
I’ll even turn my head for a while if that makes you more
comfortable.
When you’re not
fighting endless waves of mafia members or doing your best imitation
of Pee-Wee Herman in a movie theater, you’ll earn money with jobs
that suspiciously resemble old Nintendo games. Some of them, like Bug Out,
are good enough to pass for the real thing, while Man the Meat and
Tile in Style are closer to what you might find in one of those
awful unlicensed collections from the early 1990s. You’ll also take an
occasional break and let an acquaintance thin the herd of chainsaw
wielding lunatics for a while.
This includes both your fawning understudy, who looks like a
young Tina Turner, and your brother, whom you’ve affectionately
nicknamed Sir Henry Motherfucker. Gee, sounds like the
relationship I have with my brother…
It’s fun to pretend,
and for the first five hours of No More Heroes 2, it’s a blast to be
Travis Touchdown.
However, after the ten hours it takes to finish
the game, you’ll be relieved to step back into your own shoes. The rough graphics, cryptic
conversations with your panty-flashing love interest, and miserably
cheap boss fights all take their toll, making you crave the moment
when it all comes to an end.
Sometimes, the best part of pretending is that you can
stop.
RESIDENT
EVIL: THE DARKSIDE CHRONICLES |
Capcom/Cavia |
Light Gun |
|
One of the preferred complaints of the Wii's
self-entitled crybabies detractors is
that most of the system's top-shelf titles are light gun
games. I don't see the problem, though, because I happen to
love them. From my earliest memories with the Coleco
Telstar's massive rifle to picking off ducks with the Zapper to
clearing a path through hostile jungle battlefields with
Operation Wolf's machine gun, I've been staring through a crosshair
for as long as I've played video games. Light guns were motion
control before anyone had a name for it, offering a level of
precision, ease of use, and visceral satisfaction unrivaled by any
other input device. You just aim and shoot. It doesn't
get any easier than that... and it doesn't get any better
than the first time you disarm a thug in Virtua Cop, or behead
a zombie in The House of the Dead.
I guess what I'm trying to say is that there's
nothing like a well-designed light gun game. And good
lord, Resident Evil: The Darkside Chronicles is nothing like
one.
I came in with the highest expectations... and
why shouldn't I? Sega had perfected the light gun shooter with
House of the Dead over a decade ago. That trail was blazed
long before Capcom had gotten to it... all they would have needed to
do to make Darkside Chronicles a success was take the Resident Evil
brand down the same path, bringing the graphics up to 21st century
standards and making the voice acting less horrible.
Admittedly, Capcom did meet both of those
requirements. The script and acting are hugely improved over
the early House of the Dead games, with dialog that makes sense and
skilled voice actors who can sell it to an audience. You'll
never catch a character saying something unintentionally
hilarious ("Don't come!") or putting intonation on the wrong
word of a sentence ("No, help ME!"), because this is 2010. With
the video game industry firmly under America's thumb, Japanese game
publishers know better than to half-ass a localization... and the
ones that don't are no longer in business.
There's certainly nothing wrong with the
graphics, either. Critics have praised this as one of the best
looking games on the Nintendo Wii, and if you favor realism over
creativity, that statement is hard to dispute. The opening
scene does an admirable job of mimicking the first ten minutes of
Resident Evil 5, with a brightly lit, sun-scorched town teeming with
the undead. A later stage sends the cast on a
midnight tour through Raccoon City, with flaming cars littering
the streets and a police station that's been turned into an
all-the-brains-you-can-eat buffet for the zombie horde. While
it may not meet the standards set by the fifth or even the fourth
game in the flagship series, the lifelike animation, effective
lighting, and wealth of breakable objects in Darkside Chronicles
make it more than acceptable as a spin-off on the red-headed
stepchild of game consoles.
So the game looks good and sounds good, but
that's just window dressing. What matters most is the
core gameplay, and that's where Darkside Chronicles fails
miserably. The first issue with the game is a camera
apparently held by that cracked out chihuahua of film
directors, Quentin Tarantino. It's impossible to draw a bead
on targets because the lens refuses to stay focused on any subject
for more than a couple of seconds. It sways, it shakes, it
spins... it does everything within its power to interfere with your
aim and make you lose your lunch in the process. What's most
galling is that an on-rails game like this one should take camera
issues out of the picture entirely, offering only the
choicest angles for your shooting pleasure. Taking what has
always worked in light gun games and breaking it is not
the right way to stand out from the crowd.
The next major malfunction
on Capcom's part is senseless inventory management.
This was clearly done to strengthen the bond between Darkside
Chronicles and the standard Resident Evil series, but while
customizing items adds depth to a lengthy action-adventure title, it
makes a lot less sense here. Weapons start off wimpy, and only
improve through a tedious process of mining each stage for gold and
using it to purchase upgrades. This not only takes
the fun out of playing a mission once, but forces you to
repeat it multiple times to bring your firearms up to speed.
Even after several upgrades, your guns still don't tear
through zombies the way they had in House of the Dead 2. Each
enemy has just one weak point that's hard to target- even with a
shotgun!- and does little to reward the effort.
Then there are the boss fights... the
horrible, horrible boss fights. Each of these battles has a
climax triggered by some action that makes sense only to the
developers. It doesn't matter if you've completely drained the
life bar of that giant squid... the only way you can finish the
fight is by dropping a church on him. The biggest slap in the
face is that adversaries you've beaten will come back for more
punishment, regardless of what you did to them in the previous
mission. Even the Terminator couldn't survive a fall
into molten metal... you're going to tell me that the Tyrant
can just shake it off like hot coffee spilled on the
crotch? No. He's dead, dead, DEAD, and fuck you for
saying otherwise. Don't insult my intelligence.
The tug of war between two conflicting genres
is what ultimately drives a stake through the heart of Darkside
Chronicles. Light gun games are designed to empower the player
with a truckload of devastating weapons, while Resident Evil and
other survival horror titles take that power away with a pervasive sense of dread and hopelessness.
House of the Dead worked because despite outward appearances, it was
a light gun game at its core, with all the brainless fun that comes
with the territory. Darkside
Chronicles won't commit to either style of gameplay, and the player
suffers immensely for
it.