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	<title>The Website of Doom &#187; Steven Kilpatrick</title>
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		<title>The &#8220;Irrational&#8221; Game</title>
		<link>https://www.thewebsiteofdoom.com/articles/the-irrational-game/</link>
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		<pubDate>Thu, 20 Feb 2014 15:38:22 +0000</pubDate>
		<dc:creator><![CDATA[Steven Kilpatrick]]></dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[The Mad Spin]]></category>
		<category><![CDATA[@themadspin]]></category>
		<category><![CDATA[Bioshock]]></category>
		<category><![CDATA[Irrational Games]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Steven Kilpatrick]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.thewebsiteofdoom.com/?p=10440</guid>
		<description><![CDATA[&#160; If Ken Levine ever heard the adage that you bury bad news in a busy cycle, he certainly didn’t adhere to it this week. Maybe you didn’t notice, but February isn’t a hotbed month for videogames. The big titles get pushed out the door for the holiday season, and companies ride that wave through [&#038;hellip]]></description>
				<content:encoded><![CDATA[<p>&nbsp;</p>
<p>If<strong> Ken Levine</strong> ever heard the adage that you bury bad news in a busy cycle, he certainly didn’t adhere to it this week. Maybe you didn’t notice, but February isn’t a hotbed month for videogames. The big titles get pushed out the door for the holiday season, and companies ride that wave through January, as new systems get populated with new games. Then, in February, we crunch the numbers, lick our wounds, and wait.</p>
<p>In case you’re counting, the biggest titles of February so far are a graphically upgraded <strong>Tomb Raider</strong> title, a graphically upgraded <strong>Fable</strong> title, and a handful of <strong>DLC</strong> and episodic content. I’ll grant you, the new<strong> Thief</strong> game (a series with Ken&#8217;s influence all over it, by the way) hits shelves on February 25<sup>th</sup>, but it’s so close to March that any responsible human being (so I don’t count) won’t have time to dig in until the weekend anyway—which, you guessed it, puts us in March.</p>
<p><b>Quick aside:</b></p>
<p><b></b>Some might argue that the biggest game of February wasn’t a full release at all, but instead the Beta for <strong>Respawn Entertainment</strong>’s <i>Titanfall</i>. In fact, I’m planning an entire article on that Beta in a few days, so I’ll say only this: The demand for the <strong><i>Titanfall</i></strong> beta was so high that keys were going for 35-40 dollars on eBay.</p>
<p style="text-align: center;"><img class="aligncenter  wp-image-10442" alt="Titanfall_wallpaper" src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/Titanfall_wallpaper2560x1440-300x168.jpg" width="270" height="151" /></p>
<p>Which brings us back to the top. <strong>Ken Levine</strong>, with what is only perfect timing if you’re going for a pratfall, <a href="http://irrationalgames.com/new-featured/a-message-from-ken-levine-2/">announced the dissolution of <strong>Irrational Games</strong>, “as [we] know it.”</a> You can read the press release, but the basic premise is simple: Most of the 110-120 staff members at Irrational are out of a job, the reins to the Bioshock franchise are in the hands of <strong>2K Games</strong>, and Ken is creatively huddling with about 15-20 hand-picked staffers to do something smaller, and more meaningful.</p>
<p style="text-align: center;"><a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/iglogo.jpg"><img class="aligncenter  wp-image-10441" alt="iglogo" src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/iglogo-300x202.jpg" width="240" height="162" /></a></p>
<p>This is exactly what many critics have been calling for from our luminaries for years. A creative mind who’s willing to step back from the AAA development cycle and deliver something a little less flashy, but a little more substantive. Obviously, we don’t know for sure that Ken’s new adventure is going to turn into success—but neither were we sure about Bioshock: Infinite after years of delays, and that turned out pretty well.</p>
<p>In fact, some of the surprise of this announcement is that Bioshock: Infinite, rightly or not, is carting home award after award from the gaming press. Even people who have quibbles about the game’s narrative, or its ludonarrative dissonance, tend to heap <i>mostly</i> praise on what has turned into, perhaps ironically, a swan song.</p>
<p style="text-align: center;"><a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/VetruvianSongbird.jpg"><img class="aligncenter  wp-image-10443" alt="VetruvianSongbird" src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/VetruvianSongbird-300x196.jpg" width="270" height="176" /></a></p>
<p>I spoke with an industry friend yesterday, and there is some perception of Levine as &#8220;Ken the control freak&#8221;, unwilling to leave his masterpiece in the hands of others, so he tore it down like one of the characters in his universe (I’m embellishing some). However, in his goodbye letter, he says clearly that <strong>Bioshock</strong> is going to continue in the hands of 2K Games—so control freak or not, I don’t see him white-knuckling his baby on the way out. In fact, Irrational belongs to 2K Games, and they—not Ken—write the paychecks.</p>
<p>If 2K is keeping the franchise, why in the world would they fire the team most comfortable and familiar with its moving pieces? There’s been an outcry, especially in the hipsterverse of the gaming community, that Ken gets to keep doing what he loves at the expense of a lot of people he cast aside. These are the same people, by the way, that ridicule Ubisoft for releasing an annual Assassin’s Creed game, or moan about HD Remakes. You know, the kinds of games that turn a quicker profit, keep people employed, gamers happy, and the industry afloat?</p>
<p>We can’t have it both ways.</p>
<p>Either we push for an auteur driven medium and recognize that an auteur driven medium naturally recedes in scope, or we push for a place where all 50,000 game industry professionals get to keep building modular corridors to pay their bills. I imagine we can have a little of both—but we have to stop setting up each side as the straw-man in our news cycles.</p>
<p>This industry, ladies and gentlemen, is a madhouse. There are journalists out there acting like social watchdogs, trying to keep the big-bad game developer in check, when those developers probably make less money to build games than many pundits do to critique them.</p>
<p><b>Bioshock: Infinite</b> was relatively successful, selling around 4 million units, but that doesn’t take into consideration that it hit shelves in 2013—six years after Irrational Game’s last title, the original Bioshock—which sold about 3 million copies. Bioshock was revealed in 2004 and launched in 2007. That means Irrational Games shipped 7 million units during its last 6 or 7 years of development.</p>
<p>Beyond that, they struggled to get <b>Bioshock: Infinite</b> out the door at all. They lost director <b>Tim Gerritsen</b>, eventually replaced him with a mercenary job from Epic’s <b>Rod Fergusson</b>, and then spent a full year after release struggling to push out two pieces of relatively tiny DLC.</p>
<p>Financially, this isn’t a company that could afford to sit around, 120 people strong, and wait for Ken to come up with something to do. I’ll admit that’s disappointing. I’ll admit that I’d rather every person in development keep their jobs, and that more jobs opened up for rookies like me. But, the secret concussion problem of the game dev world is that almost no one is safe.</p>
<p>We poke our heads up and lament firings at companies like <strong>38 Studios</strong>, or <strong>LucasArts</strong>—but we tend to ignore the brutality of most of the industry. We forcefeed readers cynical narratives when a company with great intentions and ideas, like DoubleFine, slip a deadline, or try to get creative with revenue streams.</p>
<p>There is a segment of our community that seems to revel in the Schadenfreude of a failed <b>Kickstarter</b> project. The joy of writing or reading a snarky review has somehow replaced the solidarity of enjoying something together. Ken Levine has  never produced a flop.  Even when he was still at <b>Looking Glass</b> he was making great games.</p>
<p>Still, the voices rolled out during the long development cycle to tell us that <strong>Bioshock: Infinite</strong> was sure to fail. Wrong again. But, it doesn’t change the underlying issues of the industry. It’s hard to keep a  120 person machine rolling. It’s harder when you don’t have a giant project full of set pieces for those people to put together. When you add the no-win pressure of impatient fans and critics, there’s little incentive at all to open your arms to that grind over and over again.</p>
<p>This industry chews people up. Spits them out. There are no unions to protect all the people who got fired this week. That’s the problem. Not that one guy wanted to step away and make games on his own terms again. Not that we have people with the clout to make AAA titles who are willing to, instead, take a shot at true artistry. The problem is an industry that perpetuates the NEED for cold-blooded severance.</p>
<p>It’s got to be a pretty slow news cycle to take the story of Ken Levine taking a small team off into the proverbial woods to make great content, and twist it into a tale of a man so beset with hubris that he fired 100 people to get his way. If he’d walked away from <strong>EA</strong> this industry would call him a hero. If he’d announced a new<strong> Bioshock</strong> title too quickly, we’d have called him lazy, and out of ideas. Then we’d have questioned whether we need another Bioshock game so soon after the last one.</p>
<p>There’s plenty of hubris in our industry. I’m just not sure we ought to pin it all on Ken Levine—even if his timing is terrible.</p>
<p><a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/Only_men.jpg"><img class="aligncenter size-medium wp-image-10445" alt="Only_men" src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/Only_men-300x121.jpg" /></a></p>
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		<title>Batman Arkham Origins: Return to Sender</title>
		<link>https://www.thewebsiteofdoom.com/articles/batman-arkham-origins-return-to-sender/</link>
		<comments>https://www.thewebsiteofdoom.com/articles/batman-arkham-origins-return-to-sender/#comments</comments>
		<pubDate>Thu, 14 Nov 2013 16:35:38 +0000</pubDate>
		<dc:creator><![CDATA[Steven Kilpatrick]]></dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[The Mad Spin]]></category>
		<category><![CDATA[Arkham City]]></category>
		<category><![CDATA[Arkham Origins]]></category>
		<category><![CDATA[batman]]></category>
		<category><![CDATA[Gotham]]></category>
		<category><![CDATA[reviews]]></category>
		<category><![CDATA[Rocksteady]]></category>
		<category><![CDATA[Steven Kilpatrick]]></category>
		<category><![CDATA[Unreal Engine]]></category>
		<category><![CDATA[Videogames]]></category>
		<category><![CDATA[Warner Bros. Montreal]]></category>

		<guid isPermaLink="false">http://www.thewebsiteofdoom.com/?p=9727</guid>
		<description><![CDATA[Well, they really fucked that up, didn’t they? It’s Christmas Eve in Gotham, the Black Mask is sending a baseball team full of assassins at Batman, and he’s doing it within the tight and tested engine that powered the genre defining Arkham City (my vote for the best comic book inspired videogame of all time). [&#038;hellip]]></description>
				<content:encoded><![CDATA[<p>Well, they really fucked that up, didn’t they? It’s Christmas Eve in <strong>Gotham</strong>, the <strong>Black Mask</strong> is sending a baseball team full of assassins at<strong> Batman</strong>, and he’s doing it within the tight and tested engine that powered the genre defining <strong>Arkham City</strong> (my vote for the best comic book inspired videogame of all time). But man, what a shit show.</p>
<p>The guys over at <strong>Rocksteady</strong> set this franchise up to be sex in a deep black cowl. They spent half a decade making guys like me feel like a billionaire ass-kicking vigilante. They’re off working on some secret project, ostensibly next gen, potentially <strong>Justice League</strong> related—likely to kick the doors down from fifty feet away and make us beg for mercy—or more.</p>
<p>So, for now, the <strong>Batman</strong> franchise remains rooted in the death throes of the dying console generation, and  strangled at the hands of <strong>Warner Bros. Montreal</strong>. Yes, I’m being melodramatic—just like the unkempt dialogue, and the way I wanted to throw my computer after my save file corrupted—but man this game went wrong.</p>
<p>Full disclosure:<strong> I didn’t finish Arkham Origins before I started this review</strong>. I probably got about 20% of the way into the game before I lost my save file—but it’s enough to know that the game was more mess than promising. When I still had a save file I often had to walk away for a few hours, cleanse the nasty taste in my mouth, forget about the clumsy design, the bugs, the dialogue.</p>
<p>But, to the credit of the foundation the game was built upon—I always wanted to come back. Even when I was kicked out of my game without warning because I lost my internet connection for 10 seconds, even when I fell through a place where a texture existed, but <strong>BSP</strong>/collision did not (and fell forever), and even when I got caught in a fast-travel screen for 10 minutes, gave up, and lost my progress, I’d take a deep breath, pace my apartment, and come back for more.  The same thing that keeps the institutionalized criminal in their cycle of crime and incarceration is what kept me going back for more: the inside was easier to understand than the outside—and on the outside I just dropped 50 bucks on a game that refused to be worth it.</p>
<p><a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2013/11/BlackMask.jpg"><img class="aligncenter size-full wp-image-9730" alt="BlackMask" src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2013/11/BlackMask.jpg" /></a></p>
<p>The technical issues aren’t even the worst parts. The game looks better than ever, the game even feels good a lot of the time—it’s not as if they broke the engine into its component parts and then reconstructed it—but the world they built around Batman is loose, lazy and the wrong kind of effortless.</p>
<p>Gamers have grown accustomed to waist-high cover as an automatic cue that combat is about to start, but<strong> Origins</strong> replaces that with unrealistic open lobbies. It got to the point that if I saw a big empty space, apropos of nothing, I knew the game was about to throw 20 guys at me at once. It’s uninspired stuff too. Where previous iterations of the game let you spend a lot of time feeling like a predator, using the shadows, quietly disabling your opponents, Arkham Origins takes the opposite tact: attrition and lots of it.</p>
<p>The city is devoid of life, the streets are empty of cars, people or any sign that this game is more than an Alpha build that never quite took the next step. With the snow covering the ground and the near lack of personality, it’s too poignant a pun to call this game a whitebox hub that leads to corridor action sequences.</p>
<p>Collision boxes are drawn in mid-air. Sometimes, if you zip-line in the right places, you can watch<strong> Batman</strong> hit these invisible barriers and scrape along them in mid air. Batman, trooper that he is, still slingshots to his destination.</p>
<p>At another point, the collision around the ice floes near a boat in the harbor was several feet above the textures.</p>
<p>Other times, ledges allow <strong>Batman</strong> to climb on top from one direction, but not the other, or to grapple from one side, but not the other. It is possible that this is a glitch, but the scarier notion is that it was a deliberate game design choice. Often, these moments where the game refuses to let you grapple up to an obvious ledge correspond with a time when it would give Batman a combat advantage in a room of 16 enemies.</p>
<p>The &#8220;real&#8221; <strong>Batman</strong> uses these strategic advantages as his bread and butter—so do quality gamers—but Arkham Origins makes the mistake of demanding that the player eschew all paths but those the designers deemed “critical.” It’s their way, or nothing, and so I pace some more.</p>
<p>I hear the developer is very apologetic about these problems. I hear they’ve already patched the game with ferocity. I hear that these issues are being taken very seriously. But, even if they hammer out the technical issues, it would take a miracle to remedy the condescending way this <strong>Batman</strong> game presents itself. <strong>Batman</strong>, world’s greatest detective, held by the hand, dragged through a mundane world, and punished for improvisation.</p>
<p style="text-align: left">But hey, at least they found a way to bring the<strong> Joker</strong> back, right?</p>
<p style="text-align: center"><a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2013/11/Joker.jpg"><img class="aligncenter  wp-image-9729" alt="Joker" src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2013/11/Joker.jpg" width="736" height="379" /></a></p>
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