Posted October 24, 2017
Just finished two games within two days, Layers of Fear on PS4 and Assassin's Creed III: Liberation HD on PS3.
Anyway, Layers of Fear is... stupid but good. Some things are fundamentally wrong with the game and yet it manages to be a pretty exciting and often-times mindblowing. First off, the two things that are just wrong: It is a walking simulator that kinda pretends that it is not. It's pretty obvious from the start that there is no fail state in this game so regardless of how shocking the imagery and events may be, you get so adjusted to the fact that things are shown to you but can't possibly hurt anything you, that any genuine sense of horror is just gone. Secondly, it becomes too obvious too quickly that nothing you see and no places you visit are real. I mean, if you know that the place does not ever adhere to any sort of logic you stop to even try to make any sense of it and thus all the impressive mindfuckery that the game pulls off becomes pretty worthless. That's exactly what Silent Hill did pretty much perfectly: you are walking through the real-world or some twisted version of it, the stuff that happens matters, your job is to figure out how the world around you works and when it suddenly breaks the rules it's quite a hit in the stomach. That just doesn't work when the entire game makes no sense from the get-go and you're not even required to make any sense of it.
That said, this game's mindfuckery is technologically and artistically remarkable to say the least. The level geometry just keeps changing all the time. You're in a room and can't figure out where to go, eventually you look up and BAM, turns out that this small room goes on forever. You enter a little square chamber with four doors, all of them turn out to be locked, including the one through which you entered, so you want to try another one again and it's gone, no doors, you're locked up in a little square cell, you keep turning around until eventually a door appears, you open it and there's a solid wall behind it. Add some crying ghosts and crazy doll shit and whatnot and you get a pretty impressive and chilling experience. But as I said, there's no actual challenge to the game besides very few puzzles which almost feel out of place considering that like 99% of the experience just require you to go on and on through this twisted stuff. The only challenge the game provides is informal, namely to figure out the plot and I admit, while it's not brilliant it's interesting and unlike anything in the game mechanics and mindfuckery the dosage of information concerning the plot is pretty good, just enough to have you guessing and asking for more answers until the very end. Alas, when it's all said and done and things become clear the big question remains: what the heck was all this horror shit about? I know the answer and will not write it down here but it isn't satisfying and is what makes the game conceptually quite stupid.
And the sad thing is that all these impressive things the game does would have been a million times more impressive if there had been any game mechanics behind them that make you struggle for the answer to what the hell is going on. As it stands the game is not even a rollercoaster, just a museum - a pretty impressive one, though.
Oh yeah, also: the game starts with a popup informing you that it's a "personal experience" that adjusts to everything you do. Frankly to me that's quite pathetic. It's not enough to have me replay the game and it only harms the immersion if I read that kind of thing before playing the game. There's a reason why Silent Hill 2 and 3 had obscure factors affect the outcome but never bothered to officially inform you about that.
As for Assassin's Creed III: Liberation HD: it's pretty mediocre by the series' standards. I don't see the fact that it's a port of a handheld game as an excuse for anything other than maybe the weirdly paced cutscenes and universally short missions. And I'm not sure how many of the game's problems are design-issues or technical ones. Anyway, the progression is totally off, whether it's missions, "economy" or equipment, the game has you spending time on the wrong stuff and it never really makes you look forward to anything. That said: the story is actually pretty decent and Aveline is thus far my favourite protagonist in the series. She has a nice backstory and a more interesting combination of warmth and badassery than Ezio or Connor. The writing feels worse than in most entries in the series and also a big twist towards the end failed to impress me but oh well, I wasn't really expecting more from a spin-off. As for the gameplay: the combat and climbing is pretty much the same as in any other AC game, no surprises here, other than the game feeling a bit more glitchy and less responsive than other titles in the series. The only really interesting mechanic is the ability to switch "personas", basically the ability to use different disguises which have quite an impact on what you can do and how you're treated by the world's inhabitants. Switching personas is a bit tiresome at times but it's a pretty cool mechanic that makes the game distinguish itself from other entries in the series and as a bonus it's interesting social commentary that can actually make you think. So, some nice surprises but all in all disappointing, especially if you've played AC3 from where the game borrows heavily (including a guest appearance of that one's protagonist). In the end I'm actually grateful that it's a condensed AC game with a smaller world and less playtime. It ended just about the time I began to seriously grow tired of it.
Anyway, Layers of Fear is... stupid but good. Some things are fundamentally wrong with the game and yet it manages to be a pretty exciting and often-times mindblowing. First off, the two things that are just wrong: It is a walking simulator that kinda pretends that it is not. It's pretty obvious from the start that there is no fail state in this game so regardless of how shocking the imagery and events may be, you get so adjusted to the fact that things are shown to you but can't possibly hurt anything you, that any genuine sense of horror is just gone. Secondly, it becomes too obvious too quickly that nothing you see and no places you visit are real. I mean, if you know that the place does not ever adhere to any sort of logic you stop to even try to make any sense of it and thus all the impressive mindfuckery that the game pulls off becomes pretty worthless. That's exactly what Silent Hill did pretty much perfectly: you are walking through the real-world or some twisted version of it, the stuff that happens matters, your job is to figure out how the world around you works and when it suddenly breaks the rules it's quite a hit in the stomach. That just doesn't work when the entire game makes no sense from the get-go and you're not even required to make any sense of it.
That said, this game's mindfuckery is technologically and artistically remarkable to say the least. The level geometry just keeps changing all the time. You're in a room and can't figure out where to go, eventually you look up and BAM, turns out that this small room goes on forever. You enter a little square chamber with four doors, all of them turn out to be locked, including the one through which you entered, so you want to try another one again and it's gone, no doors, you're locked up in a little square cell, you keep turning around until eventually a door appears, you open it and there's a solid wall behind it. Add some crying ghosts and crazy doll shit and whatnot and you get a pretty impressive and chilling experience. But as I said, there's no actual challenge to the game besides very few puzzles which almost feel out of place considering that like 99% of the experience just require you to go on and on through this twisted stuff. The only challenge the game provides is informal, namely to figure out the plot and I admit, while it's not brilliant it's interesting and unlike anything in the game mechanics and mindfuckery the dosage of information concerning the plot is pretty good, just enough to have you guessing and asking for more answers until the very end. Alas, when it's all said and done and things become clear the big question remains: what the heck was all this horror shit about? I know the answer and will not write it down here but it isn't satisfying and is what makes the game conceptually quite stupid.
And the sad thing is that all these impressive things the game does would have been a million times more impressive if there had been any game mechanics behind them that make you struggle for the answer to what the hell is going on. As it stands the game is not even a rollercoaster, just a museum - a pretty impressive one, though.
Oh yeah, also: the game starts with a popup informing you that it's a "personal experience" that adjusts to everything you do. Frankly to me that's quite pathetic. It's not enough to have me replay the game and it only harms the immersion if I read that kind of thing before playing the game. There's a reason why Silent Hill 2 and 3 had obscure factors affect the outcome but never bothered to officially inform you about that.
As for Assassin's Creed III: Liberation HD: it's pretty mediocre by the series' standards. I don't see the fact that it's a port of a handheld game as an excuse for anything other than maybe the weirdly paced cutscenes and universally short missions. And I'm not sure how many of the game's problems are design-issues or technical ones. Anyway, the progression is totally off, whether it's missions, "economy" or equipment, the game has you spending time on the wrong stuff and it never really makes you look forward to anything. That said: the story is actually pretty decent and Aveline is thus far my favourite protagonist in the series. She has a nice backstory and a more interesting combination of warmth and badassery than Ezio or Connor. The writing feels worse than in most entries in the series and also a big twist towards the end failed to impress me but oh well, I wasn't really expecting more from a spin-off. As for the gameplay: the combat and climbing is pretty much the same as in any other AC game, no surprises here, other than the game feeling a bit more glitchy and less responsive than other titles in the series. The only really interesting mechanic is the ability to switch "personas", basically the ability to use different disguises which have quite an impact on what you can do and how you're treated by the world's inhabitants. Switching personas is a bit tiresome at times but it's a pretty cool mechanic that makes the game distinguish itself from other entries in the series and as a bonus it's interesting social commentary that can actually make you think. So, some nice surprises but all in all disappointing, especially if you've played AC3 from where the game borrows heavily (including a guest appearance of that one's protagonist). In the end I'm actually grateful that it's a condensed AC game with a smaller world and less playtime. It ended just about the time I began to seriously grow tired of it.