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A few
years ago, I used to live right next to a nice Chinese buffet.
That fact is usually nothing special but this particular buffet
was reputed to be very good. In fact, it had received a four
star rating out of five from a popular tourism handbook. Not too
shabby for a buffet. When we wanted to celebrate a special
occasion or when friends came to visit my home, it was the place
to go. You see, my gang and I could have easily gone to any
restaurant in town. This buffet was one of the many spots in
town that was both popular and good. The thing is that, when it
came down to choosing the kind of food we all wanted to eat,
there were many dissonances between our tastes. One wanted
something light and easy on the stomach; another wanted
something spicy and massive because he was hungry; another one
didn’t know what he felt like and didn’t care about the place
but he didn’t want to eat pasta because he had already ate that
for diner. The buffet was the perfect compromise. When we
finished our meals, paid the bill and walked back to my place,
the conversation regarding the food was typically something as
follows: “yeah, it was good, nice place. There was a lot of
things there, lots of choices. However, it was good but not
great. I wish they’d made that thing I ate better.” Our bellies
were full but our taste buds were barely satisfied.
Brütal Legend, the latest game from
Double Fine,
published by
Electronic Arts, feels to me exactly like that Chinese
buffet. Good reputation, satisfying but in the end, you need to
run around the place to find what you want, there’s just too
much different things in there and the whole thing ends up being
a big compromise rather than a game that excels at everything it does. |
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Tim who? |
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Brütal Legend is notorious for being the latest
brainchild of game creator Tim Schafer. For those of you who
might not know who this fellow is, don’t feel bad about it. Mr.
Schafer’s popularity is increasing steadily as years go by but
he is mostly popular among North-American PC gamers of the
nineties. Mr. Schafer started his career at Lucasfilm
games (now Lucasart) and worked on many celebrated
adventure games such as Secret of Monkey Island, Day
of the Tentacle, Full Throttle and Grim Fandango.
In 2005, his very own studio, Double Fine, released the
PS2 and Xbox game Psychonauts. Mr.
Schafer’s design style can be easily recognized by three main
traits: humor, strong storytelling and game mechanics geared
mostly on exploration and puzzle solving. The two previous
Schafer games, Grim Fandango and Psychonauts, were
both critically acclaimed but commercial failures. Grim
Fandango's failure became an icon of the fall of adventure
games in the industry; Psychonauts’ failure to reach out
to the masses, despite the fact that it was released on popular
gaming platforms and that it featured an incredible original
theme and presentation, left the industry wondering how a studio
like Double Fine could survive in the gaming jungle. When
the studio announced a new action-adventure game staged in a
world of heavy metal music, the industry was curious yet
suspicious toward a new Schafer-esque daring title. Would it
break the commercial losing-streak of Mr. Schafer or would it
also suffer from the same fate? Brütal Legend had
pressure on its massive studded, leather-covered shoulders.
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Eddie Riggs, the protagonist of Brütal Legend, rockin' out. |
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First impressions
There’s always something magical happening when popping a
Tim Schafer’s game disc in your console or pc. From the moment
that the game starts loading, you simply don’t know what is
going to happen next. You can anticipate but really can’t
predict what will pop on-screen. Everything and beyond is
possible. It’s one of my favorite feeling: I love surprises and
Schafer’s games are always full of them.
Brütal Legend is no exception. The sheer amount of originality in this
game’s theme is staggering and thrilling. The presentation is
spotless and has a strong personality. The character design is
quite effective and the story is not only funny, it is also
entertaining and interesting. The whole game does feel heavily
influenced by the lead voice actor Jack Black, who is the main
inspiration for the design of the protagonist Eddie Riggs. His
influence on the game’s comedy is palpable but blends very well
with Schafer’s style. It’s also important to mention that all
the voice actors, including metal rock legends such as Ozzy
Osbourne and Lemmy Kilmister, did a very good job and gave their
characters great personalities. However, when we look at the
game from the player’s gaming experience angle, the title lacks
that layer of chrome the theme and presentation received. The
game mechanic system feels more like a mash-up of popular
mechanics from the past five years than like an original take on
game rules to transmute the game’s story and theme into player
actions and interactivity. The pacing of the game is uneven and
doesn’t follow the story’s own pace. The difficulty and the
ergonomics feel as if they struggle between the “old school,
little help” and “modern hand-holding” philosophies. This makes
the experience rather bland; functional perhaps but nothing out
of the ordinary.
Brütal Legend is a game that you want to play to find out the course of
the story, know how the characters evolve and see what the
imaginative minds behind the game came up with; it is not a game
where you play with the mechanics for fun and satisfaction. The
Multiplayer mode does help to enjoy the strategy game mechanics
but the main game mode cannot say the same thing.
Brütal Legend is a game that is much more accessible to the broad public
than previous Schafer’s games but it’s still far from being a
masterpiece. Double Fine did a great job and concocted a
nice entertaining game but failed to extend their attention to
details when designing the gameplay. |
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Beautiful. Smart. Rough
If I were to describe
Brütal Legend’s presentation using a single word, I would have to use “clever”.
It is wonderful to see a game with a theme so well exploited and
developed, so clever and intelligent, so coherent and original
that it’s hard not to praise it. I am not a big fan of classic
heavy metal music, I am more on the industrial and Goth side of
metal (I would be a drowning doom according to the game
world), but the game’s presentation and theme is so well
executed that I actually started liking this world of seventies
and eighties metal. Without a single shadow of a doubt, the
visuals, the audio and the settings are the game’s most brutal
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Eddie Riggs
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strength.
I must note that, to truly enjoy the game, you must have some
knowledge of the metal culture and it’s a big plus to have
actually lived during the seventies or eighties. I’m afraid that
individuals who are about twenty years of age today and that
don’t know much about the metal culture won’t find some of the
jokes quite as amusing as those who were teens when classic
metal ruled. The writing played a major role in making this
metal world come to life, but the main plot however, didn’t feel
as intelligent and original as the rest. The plot does deliver a
few surprises, but once the two main characters are presented,
the end of the story and their relationship become obvious. The
main character, Eddie Riggs, is the perfect roadie: he’s fast,
he’s intelligent, he’s tough, he’s courageous and he gets what
he wants to. He starts the game like that and ends it the same
way. The character doesn’t evolve at all during his voyage. He
does learns terrible secrets about his past but he doesn’t care
and it |
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doesn’t
affect him at all. This caused me to be less attached to the
main character. He’s cool, he’s awesome, but he doesn’t feel
human. The secondary character, Ophelia, suffers from a similar
fate. Her character is rather flat. She doesn’t show much
emotions and is practically the same character from beginning to
end. The only time where the character changes, it turns out it
wasn’t even her. Ophelia might just be the less lovable
character of the story. She doesn’t have a sense of humor, she’s
always serious and when its time to feel sympathy for her, it
doesn’t work. At some point in the story, her boyfriend Lars,
leader of the Ironheade army, which Eddie works for, is
murdered right before her eyes. Only a few moments earlier,
Eddie and Ophelia shared a forbidden kiss; Ophelia decides not
to tell Lars right away that she loves Eddie now and that he’s
yesterday’s news, even if he is madly in love with her. As the
limp body of her ex-lover is tossed off the killer’s lance, she
doesn’t seem to react at all. Maybe it’s poor animation, maybe
it’s poor writing, it’s hard to say. Once the killer is offstage,
Lars’ sister is the one in pain and tears. Ophelia seems rather
relieved as if this event was quite convenient. It felt like if
she was thinking “Oh good! I don’t have to break up with him!
Phew! What a relief! That takes a load off my shoulders.”
The guy that did everything to save her life and loved her and
whom she loved back only a few hours ago, had been impaled on a
demonic blade, in front of her and she didn’t shed a single tear.
In my tour book, that is called being cold.
The
general plot is interesting but lacks the comedy found in the
first missions. The story begins with good jokes but it soon
vanishes, never to come back. Which is a shame; a break from
comedy is always good but it has to come back during the
experience, and in Brütal Legend, that didn’t
happen. A good note goes for the writing due to its ability to
hook the player from one mission to another. Once you finish a
main mission, there’s just enough cliffhanger to want to see
what happens next right away. This makes the pace of the main
plot very fast. Everything seems to happen quickly and within a
few days. This fast pace doesn’t fit with the generally slow
pace of the game though. Exploring and traveling a large world
takes time. Melee battles, even the short one, are also slow due
to the focus on strategy combat. The stage fights are also
relatively slow paced, which is quite understandable since it is
using real-time strategy game mechanisms. It would have been a
nice touch if the main plot would had occasionally slowed down
the player to give him time to look around and explore.
As far as the |
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rest of
the cast, they get a good share
of spotlight at the right time. Some steal the show even if
they are not part of the action nor are playable. For instance,
the comical guardian of the gods and shopkeeper, played by Ozzy
Osbourne, takes the entire spotlight when he’s there. He’s only
present on the screen when you are shopping making him a fun and
interesting character with just the right amount of depth for
his role. Also, shopping becomes quite funny instead of being
annoying. In fact, I found myself, going back to the shop when
new items were unlocked even though I
had no
fire tributes to spend |

The guardian of the metal god and your
humble shop keeper.
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simply to
listen to his comments on the new items.
The visuals of the game are top-notch. The mature cartoon
look is exquisite and fits the game like a finger-less, spiked
leather glove. All the visuals are stunning. To be honest,
there’s not much to say about the visuals other than the art
team at Double Fine know what they are doing. The
character and environment design are simply sublime. The only
thing that bugged me visually, in the entire game, is the small
waterfall effect found in the jungle temple, which looks like a
close-up of water flowing out of a faucet. And that’s it.
Everything else is a feast for the eye. This game makes me wish
I had an HD television set. The audio of the game is very well
done but has a few technical glitches. It seems that the sound
engine has problems calculating sound distance and volume. When
you leave your car, Deuce a.k.a. the druid plow, the music in
the radio keeps playing. Turning the camera while standing still
makes the sound fade away, sometimes cutting it abruptly, even
if you are at the same distance from the car. Other times,
enemies located far from the avatar emit sounds as if they were
standing next to the main character. On a few occasions, I
thought I was being attacked or close to an attack when it
wasn’t the case. It didn’t stop me from playing nor distracted
me enough so I was confused but I still noticed it. Maybe it’s
an issue only found on the PS3 version but it is a
noticeable bug when playing which breaks the immersion a bit.
Speaking of immersion, the game does a very good job to keep the
player inside the game. The direction taken regarding the
removal of health gauge and other similar information on screen
works very well but it could have been pushed a bit more.
Knowing when you are about to be defeated is clear enough but,
for example, some enemies loose body parts after receiving a
certain amount of damage while other stay the same no matter
their health. It would have been nice if all enemies would have
had at least three states of health to indicate the player how
badly in shape they are.
Overall,
the game manages to deliver a great presentation and uses its
theme very well. Every single corner of the map is filled with
small details and clever elements that makes the metal world
believable. The story and character development on the other
hand are not as spotless. The main characters are flat and the
story becomes predictable and looses its comedy along the ride.
Still, you want to know what happens next. The story remains fun
and interesting despite being predictable. |
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To roam the world as a free man
Brütal
Legend shares many traits with numerous modern games.
Glancing at Brütal Legend for a few minutes might
remind you titles such as World of Warcraft, Grand
Theft Auto 3, Overlord and Shadow of the Colossus.
And don't forget the many guitar rhythm titles. The game offers a vast exotic world where you can explore freely
in search of your next goal or side quest. A few beasts roam in
the wild, sometimes enemy patrol pass by and you can fight them.
A large beacon of light highlights your main goal and you can
surround yourself with minions to protect you and attack enemies
using simple unit commands. You can drive around with your car,
looking for places you’ve never been before. The world is vast
and rather empty. Sometimes it feels deserted and as if you need
to drive very long distances before you can reach your next
goal, especially when looking around for secondary missions.
Special moves, called solos, can be performed by using a
Guitar Hero reminiscent mini-game. The
theme of exploration and discovery in this game is quite present
and the designers seem to have focused a lot on it to fill up
the solo game mode. Throughout the world map, the player can
discover motor forges to shop, tab slabs to unlock new riff
powers, buried relics for extra music, artifacts of legends for
extra background storyline, bound serpents to raise Eddie’s
general power, landmark viewers to see the landmarks under new
angles and lighting plug jumps to get extra fire tributes when
performing long ramp jumps with Deuce. Needless to say, there’s
a lot of things to discover out there. But there’s an issue with
the exploration focus in the game’s design. The rules around
exploration send mixed message whether to favor exploration or
not.
The game
offers a lot of treats for those who have the patience to search
every little corner of the world. Patience is a keyword in this
game. For example, there are a hundred and twenty hidden bound
serpents to discover. A hundred and twenty elements to discover
is quite big. I have personally found about eighty serpents
through my twelve-hour game. In this run, I have completed 92%
of the entire game and finished the main campaign. I’m through
with all the challenges and now all that is left for me to do is
to go in every little corner of the map and search for power-ups
I will never use. It is always important to give the right
motivation to the player in order to carry out certain task. In
this case, it’s even more crucial since exploring is not a
challenge in itself. During the entire campaign, you drive
around and discover new grounds and explore them. Once the main
missions are completed all you do is visit the same locations
again. Also, there are no more stage battles once you defeat the
last boss so anything you unlock regarding Eddie feels wasted.
If the game gave the player proper motivation, it would have
been a lot more interesting to have so much exploration to do in
order to fully complete the experience. It doesn’t take much
either; if the game had featured one single stage fight side
quest that could be taken numerous time, the game would have
given enough motivation for the player to fully upgrade his
avatar. The game already has a large crew of characters, it
would have been simple to take one and create a side storyline
with them to make these side quest events more interesting.
Unfortunately, since the game doesn’t offer something to truly
motivate the player to find all the hidden goodies, exploration
becomes a chore.

Ridin' the druid plow
Raising
buried relics and releasing serpent statues without proper
motivation is not the only issue regarding the explorative
direction of the game design. The movement mechanisms are fairly
simple and allow the player to move on the ground by controlling
Eddie on foot, in his car or riding an animal. The mechanisms do
not allow the characters to jump, meaning that they are glued to
the ground. To climb slopes, it must be gently inclined. If it’s
too steep, you can’t walk on it. That means that some steps,
even if they are lower than Eddie’s knees, cannot be climbed.
This causes many collision bugs where the character becomes
stuck. The car collision also has some similar issues. Many
times, as I was exploring the world, I fell off small cliffs and
found myself stuck behind pillars, in corners of buildings or
between trees. For example, while climbing stairs in the temple
of the nearly completely nude kiss girls (well they have a name,
Zaulia, but hey, my name suits them better in my opinion), I
ended up walking over a tree root, about the height of Eddie’s
ankle, in a corner of the temple. I found myself stuck behind
that root since the collision on it was only working on the side
from which I came. I was genuinely stuck there, and couldn’t
jump out. Luckily I was able to summon Deuce close enough to be
able to jump in the car. Otherwise, I would have had to restart
the game from the last checkpoint and travel all the way back to
the temple to finish my exploration. Checkpoints are established
by the game once you finish a certain task. The game saves
progression on a regular basis but not checkpoints. Every time
you finish a main mission or a side quest, a checkpoint is at
the location of the success. This works very well in theory but
in practice there are a few issues. For instance, if you are
killed during your explorations, you respawn where you last
saved the game. Dying at the hands of enemy troops that are
overwhelming you is acceptable but there are events where it’s a
lot more irritating. There are many places where the player can
get killed by driving off a surprise cliff or being attacked by
roaming monsters you never even bothered. Yes. Surprise cliffs.
The design of the environments are very bumpy and wild, so
sometimes while driving, you cannot tell if you are going to
fall off a bottomless pit or just going over another bump in the
road. So let’s say you finish a side quest and then you want to
explore the vast
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world. You
spot a location that that looks like it could have something
interesting, which happens to be pretty far away from your
checkpoint. As you drive to it, you find out that the bridge has
a whole in it. You fall to your fiery death, respawn and now you
have to drive all the way back there. This, at first, is a minor
inconvenience since missions are close. But if you start doing
secondary missions and more thorough exploration, it can become
quite irritating. Secondary missions can be far apart and
exploring can lead the player in places pretty far away. On top
of that, the game features beautiful landmarks. Some are used in
missions, some aren’t. Those unused in missions look as great as
the others look but sometimes have bugs or don’t fully favor
exploration. For example, in the tainted coil section of the map,
at some point you can stumble upon a house that’s been infested
by dark tree roots. The house looks great and just screams to be
explored. However, there’s nothing there except bugs. I tried
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Ride the lightning |
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to climb
on the roots of the house to see what was in it but I kept
sinking, yes sinking, in the root I was standing on. I
soon found myself inside the model, between the ground and the
actual root. I had a hard time getting out of there. While
trying other roots, I sometime fell off without moving or just
passed through them by as if they were illusions. This was quite
irritating and similar cases, peppered throughout the world map,
turned off the explorer in me.
Earlier I was
talking about ways to motivate the player to explore. Various
goals are a good idea but there’s part of the motivation that
comes from the tools accessible to the player in order to ease
exploration. Brütal Legend offers a world map that
the player can use to spot locations of shops, main missions and
side quests. It also uses a black fog that covers the regions
you never been to, which is partially removed once you enter the
region. These tools are handy but they aren’t complete. Knowing
where the shops are located once discovered is a good idea but
the same feature for all the other elements you discover would
have been nice. Hunting a hundred and twenty serpent statues,
among other things, is much more work when you don’t know where
you’ve been. The world is vast and scenic; there are so many
landmarks that it’s hard to remember which were thoroughly
searched or not. A simple marker toggle button in the world map
would have sufficed to palliate this problem. By having
different sets of markers, the player would know where he’s been
in order to know where he’s heading next, simply by pressing a
single button. But the most irritating part of exploring in
Brütal Legend
is the lack of quick traveling from one map section to another.
Even if the game separates the map into roughly five sections (the
Ironheade, LionWhyte, Tainted coil,
Jungle, Sea of Black Tear, etc) it would have been
quite handy to have at least some way to quickly transport from
one section to another. The worst part about this is the hunter
secondary mission that forces you to go everywhere on the map to
complete it. Having to hunt in one or two sections far from the
location of the hunter is acceptable once or twice, but after
six or seven hunts, it really gets irritating and right down
insulting.
Exploration in games can be quite fun. Collecting can also be an
interesting task to do while in the game world. But to pull it
off, you need to be coherent with the vibe your movement
mechanics give, your world design, the motivation you give to
your player and the tools that are available to ease the tasks.
Brütal Legend has only managed to do a bit of
everything but none of these two activities is perfect.

Eddie with a few friends:
Ophelia, Lars and Lita |
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Under the
hood
What happens if we stop Brütal Legend for a short while,
pop the hood and look at all the gears and bolts that makes the
game work? The first thing that comes to mind is how stable the
game is. Yes, the game does have some issues with the avatar
getting stuck here and there, but I never experienced slowdowns
or major crashes. Some models pop on screen, sometimes you can
find yourself caught between models but nothing makes the game
completely unplayable. The game has a few technical scratches
here and there but they never affected the experience during
moments of high tension, made me loose progression or stop the
game. The game controls are somewhat overwhelming at first.
There are four basic control layouts: Basic layout, Deuce layout,
Stage Battle (on foot) layout and Stage Battle (flying) layout.
Most of these layouts use all the available buttons on the PS3 gamepad, which makes learning all the controls rather difficult.
The Basic and Deuce layouts are quite common so getting the hang
of them takes a while. But since you’ll have time to practice,
you’ll be fine early in the game. The Stage Battle layouts
however, always seem to require a bit of adaptation since they
are only used a few times during the entire game. This doesn’t
help the real-time strategy mechanics at all. When playing
Brütal Legend in basic mode, it takes a short while to digest
all the commands needed to explore but when you get into your
first stage battle, the first time you play the game with its RTS mechanics, it is right down imposing. Everything switches
gear and all your basic controls are expanded to two new layouts
that you need to learn at once. The Stage Battles is the game’s
worst weakness. The idea of controlling many units at once and
giving out orders has been seen before in major titles. Overlord
2 allows the player to dispatch minions around a map by giving
them simple orders. Dead Rising has a similar concept where you
can guide survivors using simple commands. In these two games,
the actions are very simple and the context in wh- |
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The head banger. I bet is name
is Andrew.
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ich they are
used are also very straight forward, making the controls work
well. In Brütal Legend, however, the same concept is applied to
a much more complex situation. Getting all your troops the way
you want them to be, dispatching them and giving them orders to
follow the strategy you have in mind is rather hard and
unintuitive. Once you’ve done it a few times, it starts going
better, but the learning curve for that particular mode is quite
steep. It feels as if the design team tried to adapt the concept
of other games to their own. The game’s promise of elaborated
strategies in stage battle is great but it doesn’t deliver
enough. It also feels as if the design team wanted to put a
great focus on these real-time strategy mechanics so all the
melee moves performed by the avatar have been balanced so that
there is a great advantage when using brains over brawn. The
result has the melee combat almost useless and forces the player
to use strategy, instead of suggesting it to the player. This
balancing direction would be acceptable if it existed only in
stage battle but it bleeds in the Basic mode |
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where you
don’t have access to as much strategy and you find yourself
fighting for your life against troops of enemies by yourself
with a weak arsenal. This also destabilizes the difficulty curve:
the enemies get increasingly stronger but the main character
only grows slightly in power and becomes almost useless in
battle. The most irritating part of this is that the game’s
economy focuses a lot on avatar upgrades. In fact, most of the
rewards you can earn or buy have something to do with melee
combat. Even when you buy the most powerful upgrades and weapons,
you are still weak against the enemies. Yes, I understand that a
roadie should not attract attention. Yes, it is subtle to design
combat around the fact that the main character should not be
center stage and strong melee combat would put too much
spotlight on the hero. But why is he a six foot four heroic
strong guy, with arms like tree trunks, wielding a devastating
axe and playing a guitar that shoots lighting bolts if we can’t
play like one? The game allows us to act like center stage but
it takes away the benefit from doing so. This sends mixed
message to the player regarding the focus of the game. This lack
of clarity also affects the difficulty curve since most missions
where you get to kill enemies with Eddie alone are much easier
than the actual fights. This gives the wrong impression to the
player that he can be powerful. When he has to fight within a
Stage Battle or on the world map, he can get beaten up pretty
badly even though it was not the case before.
These mixed feelings about the focus of the game lead me to
the ergonomics and usability of the title. There seem to be some
conflicting philosophies regarding how the game treats his
player. The game pops a lot of messages on screen. It’s not
uncommon to have four of five pop ups in a row telling you that
you have unlocked new concept art, unlocked new entries in the
tour book and unlocked new items at the shop. In addition, the
game’s info box can be quite intrusive, constantly giving you
tips about things you already know. Even after ten hours of
gaming, the game still told me that I could use the nitro boost
while riding Deuce, even though I had used it at least fifty
times. Another annoying message occurs when in stage battle
fights. When you summon a flag, the game pauses and shows you a
large image explaining how the flag works. The first time it’s
ok, but every time I summoned a flag, I had this huge pop-up
taking me away from the action and breaking the mood completely.
Then, sometimes the game forgets it's trying to help me and
gives me little information. The first time I discovered
a bound serpent, I didn’t know what to do. I had been using the
ground stomp since the start of the game to break things or
clear passages. So naturally, I tried it. Didn’t work. I
attacked it with the axe and the guitar repeatedly. I gave up
and when I found another, I tried to attack it with the guitar
again but held down the button, which created a fire burst and
freed the dragon. The game never told me anything at all about
how to free dragons. The audio hints were something in the likes
of “I need to find a way to free this dragon” which didn’t help
me at all. In side quests, the game usually spawns the avatar
facing the opposite side of where the action will begin which is
quite annoying. Also, the audio hint telling you were the
enemies are coming from are unclear. The characters yell
something like “Enemies coming from behind sir!” But when you
turn around, there’s nothing. They are actually on your left.
Probably because you already moved by the time the audio
started or the enemies changed direction to attack your troops.
You won't know. Other times your helper tells you “They are coming from that
hill!” The landscape of Brütal Legend is filled with hills and
bumps. Which hill he’s talking about? You know once the enemy
have already started to attack. These comments are even more
insulting since, during the first stage battle, the helper is
using an efficient clock terminology to tell where the action is.
“Enemies at
9 o’clock
sir!” is a simple sentence but tells much more than “Sir! From
the plain sir!” Why did the game stop doing this? I don’t know.
Otherwise, the game is well crafted when it comes to ergonomics.
The game can be paused at any time, the map system works well,
except from the lack of different markers as mentioned earlier,
and saving is quite easy. The player can easily know where he is,
where to go, and has easy access to menus and options. Even with
great visuals, the menus are easy to browse. The option to turn
on and off swears and gore is a fantastic idea. Personally, I
found playing the game with swear words bleeped much funnier. I
was glad to have the option to do so. Brütal Legend
is a proof that
ergonomics and beauty can walk hand by hand without one of them
making the other trip.
When I think about it, it feels as if the clashing
hand-holding philosophy regarding in-game messages are caused by
publisher demands. They feel as if the game went through play
tests from focus groups and the developers received a list of
things they had to implement without really knowing the context
of these suggestions. Double Fine had to work with two of the
biggest publishers in the world, Activision and Electronic
Arts.
I have the impression that the publisher’s input during
development was very precise but lacked explanation. Of course I
could be entirely wrong on this but from my personal past experience with
publishers, it felt like these issues could be problems that
appear when developers
need to implement things without fully understanding why due to
a lack of complete explanation from an outside party. And when
it comes from someone who’s holding your money bag, sometimes you just
don’t ask questions and do it.

On the battlefield |
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Final thoughts
Brütal Legend is a great game to look at. It’s the kind
of game you want to play because it looks just so great and cool
that you don’t want to miss it. I believe it's worth the play
simply to discover the great theme and universe that was created
in this game. It's just very sad to see that
the game experience was not as well executed as its
presentation. It's also sad to see how the game is portrayed
through the media, the trailers and the screenshots. It feels
like the marketing department doesn’t want people to know that
this game is in fact a simplified real-time strategy game rather
than a God of War-esque brawler. Well, maybe that’s the
strategy too. God of War is an action adventure game and
it is quite popular, now with the third installment of the
series is about to be released. It's quite probable that the
marketing people saw Eddie with an axe killings demons and went
“Hey, that can be like a metal version of God of War! There
are half-naked chicks, blood, magic and an axe! Let’s sale it
like that, it‘ll attract more customers.” I sincerely hope
that the sales numbers will keep Double Fine as a
profitable studio since I love to play their games. I simply hope
that the game design will become has great as its theme and
visual team.
So? How about
we go back to my place? It's pretty close, we can walk there. I
would be able to tell you
“yeah, it
was good, nice game. There was a lot of things there, lots of
choices. However, it was good but not great. I wish they’d made
exploration better.”
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Written by Daniel-David Guertin
All images and material copyrighted by their rightful owners.
Brütal Legend is available on the PS3 and
Xbox360. The PS3 version
was used for this critique.
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