Enslaved: Odyssey to the West
Weeeeeeeeeee. So I’m back from a week off, to my outrage Chelios has posted a football game review, but he balanced it out by sharing my Civ V addiction and putting together a comprehensive list of what to expect from the Call of Duty: Black Ops multiplayer that I can’t afford to buy. While I was off I hit up the PSN store and grabbed me some demos, realised I was too late for Playstation Plus’ limited time offer of free Fallout 3 DLC (Nooooooooooooooooooo), realised no-one gives a shit about The Sims 3 Barnacle Bay DLC on PC and celebrated a 1st birthday. Good times.
On with the show.
I have a lot of time for platformers.
Designers of successful games must pull off the extraordinary feat of getting you to repeat the exact same moves for ten to forty to sixty plus hours without it numbing the mind like when I saw an 8 year old fall head first into the frozen vegetable section of Tesco.
Platformers are in principle an easy way of accomplishing this because you have a basic skill set; run, jump, shoot and can graft those moves onto any environment to keep the pace motoring along. However, it’s not as easy as all that as proven by any awful platformer you care to mention. For some reason I can only think of Jurassic Park right now, I think the Mega Drive version.
Good gameplay, that all encompassing handle of vaguery, is essential of course. Mario 64 has the bare essentials as well as the blueprint for every game of it’s ilk you’ve played in the last 15 years. Story is fast emerging as the new staple. It is almost on a par with compelling gameplay as a motivation for beating the next enemy, getting to that ledge, grabbing that next item. Though it is story that propels you forward it is ultimately how the game feels that pulls you on.
And (yes I think sometimes it is acceptable to start a sentence with “and”) so in a roundabout way we drop in on Enslaved: Odyssey to the West, a game with the distinction of being co-written by screenwriter Alex Garland. While I think games should very much not try to be movies I have no problem with a professional screenwriter having a hand in dialogue. Games on the whole need an improvement in how the characters get over.
Having no money I must sate myself with the demo. A burly man lucks out of his pod on a flying prison barge. He chases a female escapee to an escape unit, through combat bots and a crumbling ship to be held against his will by the girl upon landing in a decayed future New York by use of a neural something, which puts the brain hurt on. So far, so fine. I’m perfectly happy for there to be a bit of mystery (why was the dude in prison (falsely or for rebelling against fascism I’ll wager) and why does the woman want to get to where she’s going and just how will their relationship ultimately develop (into a situation where they pork, I’ll wager)? And blah blah blah.
You can see where it’s going but the characters themselves actually seemed to have a little subtlety to them, overt and hammy but there nonetheless. Only time will tell if it turns out that way.
Gameplay then. It’s fine. It’s no Uncharted of course, but then what is? You leap from ledge to handhold and back again and fight almost exclusively in melee though there’s bound to be a ranged weapon later on. The camera gets right up front with the action and I didn’t once find it to screw around the way it so often can.
If I get some money I’ll buy Enslaved. If it costs up to thirty pounds, but chances are I’m effing skint for two months at least.
























