Vanquish: 8 Years Later

<p><em>Vanquish<&sol;em> doesn&&num;8217&semi;t fuck around&period; It&&num;8217&semi;s loud&comma; bombastic&comma; and relentless&period; If you get caught in the crossfire&comma; you&&num;8217&semi;re dead&period; <em>Vanquish<&sol;em> is a difficult game&period; It forces players to forget their preconceived notions of how modern third-person shooters should play&period; You&&num;8217&semi;ll see cover littered around&comma; but this is NOT  a &&num;8220&semi;stop and pop&&num;8221&semi; experience&period; As a confident action game&comma; it encourages momentum-driven player expression&period; Once the initial awkwardness sets in&comma; it&&num;8217&semi;s up to the player to kill things as efficiently and stylishly as possible&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;139604" aria-describedby&equals;"caption-attachment-139604" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;06&sol;15180632&sol;02a44091-37ea-4d47-afc0-e20729f9ebd51&period;jpg"><img class&equals;"size-large wp-image-139604" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;06&sol;15180632&sol;02a44091-37ea-4d47-afc0-e20729f9ebd51-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><&sol;a><figcaption id&equals;"caption-attachment-139604" class&equals;"wp-caption-text">Vanquish&comma; Sega<&sol;figcaption><&sol;figure>&NewLine;<h3>&&num;8220&semi;Come on&comma; you apes&period; Do you want to live forever&quest;&&num;8221&semi;<&sol;h3>&NewLine;<p>The Platinum charm comes swinging in at full force&period; With unabashed bravado&comma; phoned-in performances&comma; and cringe-inducing writing&comma; it&&num;8217&semi;s difficult to take the story or any of its characters seriously&period; At an early point in the game&comma; Elena&comma; some vanilla radio support character&comma; shouts in Sam Gideon&&num;8217&semi;s ear&period;<&sol;p>&NewLine;<p>As she proclaims&colon; &&num;8220&semi;<em>Your suit is performing at nominal levels&comma; Sam<&sol;em>&&num;8220&semi;&comma; he responds with &&num;8220&semi;<em>Never had a girl say that to me before<&sol;em>&period;&&num;8221&semi; His gravelly&comma; Hayter-like voice sells the line&comma; propelling otherwise lazy writing to quote-worthy levels&period;<&sol;p>&NewLine;<p>Far from the only notable delivery&comma; <em>Vanquish<&sol;em> is filled to the brim with grade-school fluff&period; Unimaginative art design&comma; Saturday morning cartoon villains&comma; astronomical stakes&comma; half-assed plot twists&comma; and the list goes on&period; I would normally trash this sort of stuff&comma; but it escapes criticism due to its stalwart confidence&period; Platinum knows the story is dumb&period; Platinum knows the writing is abhorrent&comma; but you know what&quest; They&&num;8217&semi;re having a damn good time because&comma; at the end of the day&comma; all this nonsensical bullshit exists to contextualize the action&period;<&sol;p>&NewLine;<h3>&&num;8220&semi;Thank God I&&num;8217&semi;m an atheist&&num;8221&semi;<&sol;h3>&NewLine;<p>And fair enough because skill-based spectacle action is Platinum Games&&num;8217&semi; bread and butter&period; Unfortunately&comma; in the translation from melee-focused spectacle to weaponized combat&comma; some of that talented team&&num;8217&semi;s experience is lost&period; The combat suit&&num;8217&semi;s core abilities consist of jet-fueled sliding and activating slow-motion&period;<&sol;p>&NewLine;<p>Dodging&comma; followed by aiming down the sights&comma; activates slow-motion&period; However&comma; there are a few other ways to slow down time&period; Aiming down the sights while sliding also does the trick&period; Conversely&comma; slide-kicking an enemy and aiming down the sights also slows things down&period; Pretty much all of the cool stuff is tied to ADS&comma; which feels extremely limited&period;<&sol;p>&NewLine;<p>Can you imagine slowing down time and aligning headshots as you&&num;8217&semi;re dodging forward or backward&quest; What if Platinum added a jump button&quest; Imagine combining that with some of the other movement abilities&comma; further increasing the player&&num;8217&semi;s creative arsenal&period; Platinum certainly got things rights with its weapons&period; While two of the guns offer a &&num;8220&semi;one size fits all&&num;8221&semi; style of play&comma; most of them are situational&period;<&sol;p>&NewLine;<p>Those situations&comma; luckily&comma; occur more frequently than you&&num;8217&semi;d think&period; There&&num;8217&semi;s a very clear purpose for each of <em>Vanquish<&sol;em>&&num;8216&semi;s weapons and they all serve distinct functions&period; Whether it&&num;8217&semi;s crowd control&comma; stun&comma; or push back&comma; the shotgun ends up becoming the only borderline useless gun in the entire game&period; I rarely found a good use for it considering the design of arenas and encounters&period; If anything&comma; figuring out which weapons to use in which scenarios and prioritizing upgrades is where half the strategy plays in&period;<&sol;p>&NewLine;<p>Unfortunately&comma; due to the game&&num;8217&semi;s design&comma; it doesn&&num;8217&semi;t empower the player as much as it leads on&period; Practically everything is tied to a stamina meter&colon; Sliding&comma; slow-motion&comma; and punching&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;139621" aria-describedby&equals;"caption-attachment-139621" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;06&sol;16143002&sol;2ddd345b-7aed-4e2c-bf01-81fd3db1c8971&period;jpg"><img class&equals;"size-large wp-image-139621" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;06&sol;16143002&sol;2ddd345b-7aed-4e2c-bf01-81fd3db1c8971-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><&sol;a><figcaption id&equals;"caption-attachment-139621" class&equals;"wp-caption-text">Vanquish&comma; Sega<&sol;figcaption><&sol;figure>&NewLine;<h3>&&num;8220&semi;Hmph&comma; this is starting to sound like a bad video game&&num;8221&semi;<&sol;h3>&NewLine;<p>Stamina meters in skill-based action games are nothing new&period; There&&num;8217&semi;s nothing inherently wrong with stamina meters in general&period; When incorporated properly&comma; they elevate the skill ceiling&period; It can be something that separates the casual players from the pros&period; I understand the gratification that comes with mastering a game&&num;8217&semi;s mechanics and intelligently exploiting systems like stamina meters&period; My question then rests on why&quest; WHY the FUCK does punching an enemy drain the entire stamina meter&quest; It is the most bone-headed design decision I&&num;8217&semi;ve encountered in a game like this&period;<&sol;p>&NewLine;<p>Rather than encouraging aggressive play&comma; it punishes you for taking risks&period; If you decide to act like Sam Gideon does in cutscenes&comma; you will die no questions asked&period; Arenas are routinely filled with half a dozen grunts along with higher-level machines&period; There&&num;8217&semi;s always a balancing of power that needs to be accounted for&period; With machines and gunfire rushing at you simultaneously&comma; punching some dude two or three times is a death sentence&period; For an arcade-driven action experience that rewards more points for finishing missions quickly&comma; it&&num;8217&semi;s astoundingly restrictive&period;<&sol;p>&NewLine;<p>At that point&comma; you might as well restart from the checkpoint&period; At least with other actions&comma; the player can manipulate the meter&period; If I run out of stamina in any other scenario&comma; it&&num;8217&semi;s because I wasn&&num;8217&semi;t paying attention&comma; holding onto that slow-motion longer than I should have&period; It&&num;8217&semi;s because I decided the risk of fully draining it was worth the extra damage I&&num;8217&semi;d be able to expend&period; With punching&comma; there is none of that&period; If I do it&comma; my meter is gone&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;139624" aria-describedby&equals;"caption-attachment-139624" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;06&sol;16145145&sol;2adc1dc4-516c-4bcf-8c07-85b9b89328681&period;jpg"><img class&equals;"size-large wp-image-139624" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;06&sol;16145145&sol;2adc1dc4-516c-4bcf-8c07-85b9b89328681-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><&sol;a><figcaption id&equals;"caption-attachment-139624" class&equals;"wp-caption-text">Vanquish&comma; Sega<&sol;figcaption><&sol;figure>&NewLine;<h3>&&num;8220&semi;Don&&num;8217&semi;t go making funeral arrangements just yet&&num;8221&semi;<&sol;h3>&NewLine;<p>As harsh as I may have seemed toward <em>Vanquish<&sol;em>&&num;8216&semi;s stamina meter&comma; I want to clarify that it&&num;8217&semi;s still an exhilarating adrenaline rush when all the pieces fit together&period; While it could have been a bit more mechanically refined&comma; it&&num;8217&semi;s still an off-the-wall third-person shooter with interesting weapons&period; It doesn&&num;8217&semi;t waste the player&&num;8217&semi;s time with bullshit&period; Platinum knows you came into <em>Vanquish<&sol;em> to kill some shit and that&&num;8217&semi;s exactly what you get&period; Cinematics are usually incredibly short&comma; rarely ever exceeding the minute and a half mark&period; There are worse ways and better ways to spend five hours&comma; but if you&&num;8217&semi;ve grown tired of mainstream cover-based shooters over the years&comma; <em>Vanquish<&sol;em> is worth looking into&period;<&sol;p>&NewLine;

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