Am I flogging a dead horse? It almost seems cliche, only a week on, to chastise the decision to turn Syndicate into a "cinematic First-Person Shooter" – and here's the kicker – "true to the spirit of the original."
That's functionally and empirically untrue. Syndicate was part of its own oversaturated genre, the Real-Time Strategy genre, and while Syndicate perhaps focused on areas that the "harvest resources and sit in your over-fortified base until the other team destroys themselves" type of RTS didn't, it still stuck its claim to the mantra of "big guns, cool shades, chilly atmosphere" in an effort to transfer those RTS principles to a cyberpunk blow-em-up.
It was largely successful, if not exactly mindblowing. I guess if that's "the spirit" that they're retaining with this reboot, then they've got it (though, so too does the new Deus Ex, to likely far greater acclaim). But the idea that any older genre needs to be "updated" as an FPS for wide market appreciation is both sad and ludicrous to me.
Let's maybe look at XCOM for further proof, as the game series that it's based upon, unlike Syndicate, was a bonafide classic. XCOM was tactical, turn-based strategy at its finest, and the ideas that its game design document favoured (mainly, brainy strategizing) is by the very nature of the FPS going to be nowhere to be found in the reboot. It's fine to try new genres (and even FPSs, done right, can be a good genre change. Look to Metroid Prime for proof of that), but these decisions aren't being made for any artistically valid reasons – it's being done, as always, for marketability and profitability.
The problem, first, is that this is untrue to the legacy of these games. Gaming in general is far more beholden to franchise and sequelitis, but a sequel in gaming isn't necessarily cause to dismiss a game's artistic validity out of hand – look to Zelda, for instance. But XCOM was never meant to be an FPS (or a space-flight sim if you want to go even further back). It simply doesn't fit with the chilly, tactical atmosphere of the series. People who grew up with these games or people who enjoy the genre are left in the cold simply because the FPS is the go-to genre for mouthbreathing cretins. And the fans of games like XCOM, or heck, even Syndicate, deserve better than that.
But this isn't about the loyal fans. EA was never going to be interested in updating the conventions of Syndicate in an interesting and modern way. The proven easiest way to make quick money is to make any given game an FPS. Simple as that. The game gets more coverage than a new IP would because of name-recognition, the outrage of players who grew up on these games keeps them in the public's consciousness, the gaming sites who cover the games in previews have seemingly no problem with the FPS-ization of the game series (because they, too, seem to love FPSs beyond all reason), and the players who end up buying the game – curious fans of the series from the past coupled with the legion of people who buy any game because it's an FPS with a multiplayer component – get a mediocre game taken from a mediocre genre that hasn't challenged them in probably over a decade.
Look, I'm no fan of FPSs (as should be abundantly clear from this site), but I can recognize that a game like Half-Life is pretty brilliant. These games aren't going to be another Half-Life. XCOM, from all indications, appears to be a vaguely Bioshock-esque game mixed with the Pavlovian instincts of any popular military shooter. This isn't good or interesting game design, it's just what people know, and selling people what they know (especially in a genre as en vogue as the FPS) is the easiest, least risky thing that a company can do.
This is a problem that runs rampant in Hollywood as well, and it's absolutely the wrong approach to game design and film production. Hollywood has proven that the entropic risk aversion that has so decimated the ability to get anything that isn't an already-proven property (even if that property is something as asinine as Monopoly, for christssake) produced is creating a culture of not just artistically inert films, but also one where profits are drastically falling. No one wants to spend money on a new idea because new ideas can't be focus tested to within the nearest decimal place of projected profits. The exact goddamn thing is happening with video games, and it absolutely shouldn't be this way. Video games are the perfect space to try out new things, things that aren't particularly mainstream, and have them be successful and even change the cultural conversation. Heck, that sort of thing happened nearly every other week in the days of the NES and SNES. Where have we gone so wrong?
No one wants to blow their massive budget wad on a dud, and so gamers, again, get treated like imbeciles. "Here! You'll buy this thing because you love this thing already! It's an established property in an established genre and who gives a fuck if you've been playing this exact game for the last ten years now?" Well, I give a fuck, and I won't go down without a fight. Bad game design and brazen capitalism make for terrible bedfellows, after all.
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It's this exact trend that has driven me to completely abandon console gaming. I do, of course, realize that there are many great artistic and indie games that I'll miss out on because of this decision, but it really seems to me like the PC is the place to be if you're looking for innovative and expressive games.
I think it's rare for any game to go through the design, development and publishing process of the AAA video game industry and survive with much of any identifiable character, intent and expression intact. And the consoles, by their nature, are more bound to that process than PCs. There are, of course, many examples of big budget console games that are truly exceptional, such as many Nintendo games, and some of Valve's games to some degree (both of which you mentioned in this article). Unfortunately, it is increasingly uncommon to be able to play a high budget game and have it NOT feel as though all creativity in the design has been whittled away by focus testing, by market research, and by having so many different people work on the game for such a long period of time.
I enjoy playing games or mods created by small teams or even one person because you really feel like you are able to get inside their head, break down their design decisions and understand the specific goals that they had in creating the game. These games are much more likely to be able to express a message because they feel like they were made by an actual person. They are also more likely to make creative decisions because, obviously, they are not tied to a budget or shareholders.
With the process of creating an indie game on the PC getting easier and easier through software such as Game Maker, Unity, and various development kits, it's getting pretty common for a "video game artist" to be able to create a really large variety of games just in their free time. And yeah, this obviously also leads to a mountain of absolutely terrible games, but there are so many talented indie developers making great games that it's not hard to find the good ones. Once I came to the realization that all of my favorite gaming experiences from the last year or two have been from indie games by far, I decided not to even bother being interested in those bigger games anymore. Yeah, I might miss a good one once or twice a year, but I'd rather have 20 great experiences with indie games.
I hope that his hasn't sounded inflammatory, but it's just stemming from my own frustration with the gaming industry and my delight that there's a great alternative.
My god! You hit the nail on the head over and over and over again. Thank you so much for your terrific comment. It's really heartening to see gamers with this kind of insight – it can be easy to lose sight of that sometimes.
I'm a PC gamer myself from back in the day. I mostly ended up with consoles because it got too expensive to keep up with PC upgrade requirements (and because I'm unapologetic about my love for Nintendo), but the developments there, at least from a few sources, has been largely positive. I'm actually going to be trying to do some more PC reviews with Stephen from ettugamer – I think it'll be really interesting to see how things are going in the gaming realm that the gaming press forgot.
Really well, actually! What's ironic, I think, about a lot of those games is that the really good indie games tend to end up on all platforms anyway at some point (Bastion and Limbo, for example).