Sunday, June 15, 2014

Super Nerd Sunday Presents: Beautifully Constructed Drek!



I'm a fan of the murder-puzzle genre, inasmuch as it's a thing we admit exists within the world of video games, a thing we sometimes go so far as to cherish, when it's well-executed.  It has rich component parts: a focus on problem solving and careful measured action, wrapped around systematically executed violence, often expressed in glorious/gorious  detail.  A well crafted murder puzzler can leave you with a feeling of accomplishment and empowerment, and make you look at the every components of the world around you as elements of a puzzle.  Not a murdery puzzle per sec, but a series of moving parts you can employ to execute a task.  Such is the way of things with any well crafted puzzle game.  I could try to establish a roughshod collection of the "must haves" a murder-puzzle game should include, but I'm not sure such a list exists: the genre's evolution, and its best representatives, seem to eschew such demarcations.  There are, however, some relatively simple qualities that solid murder-puzzle games seem to have in common: clearly defined rules, tight controls, and a strong overarching sense of situational awareness.

This brings me to Sniper Elite: V2, which I just downloaded for free off of Steam this last week.  More an entry into the murder-puzzle genre than anything else, Sniper Elite doesn't really have any of these qualities.  The rules of the game, most notably when someone can see or hear you and when they can't, seem largely arbitrary: if you're stuck to cover at one angle, with a massive rifle poking out over your shoulder, you're invisible, but if you're stuck at another angle, apparently fully concealed, you're a fucking bullet magnet just waiting to soak up rounds.  It's also never clear just how far sound travels; a seemingly covert kill might be noticed by an enemy across a courtyard, but a noisy firefight will be totally disregarded by patrolling troops on its outskirts.  These issues are exacerbated by the controls, which feel anemic when it comes to anything other than rifle play (which is, to Rebellion's credit, reproduced in exacting, wonderful detail).  If you want to use a pistol or a submachine gun, you'll find yourself wondering why your expert marksman has suddenly transformed into a bumbling, hip-firing idiot, and your ability to move from area to area will feel slippery, especially if you're exploring off the beaten path between firefights.  The scoped shooting is great, when you're set up in a good position and you know the direction you're supposed to be shooting in, but outside of those situations the game seems unsure of itself.  Even locating enemies, a seemingly simple aspect of a sniper game, is actually a bit of a challenge: you often won't know where enemies are until you stumble into them or, in the case of countersnipers, are shot by them.  Perhaps there's a more effective way to slowly, carefully scout, I don't know, I'm not willing to spend more than an hour on each mission painstakingly eyeing enemy positions for any trace of movement.  In the end, it's actually faster and easier to run into an engagement, memorize the positions of enemies firing at you, and restart the game from the last checkpoint after you die.

This all adds up to make a lackluster murder-puzzle game, an odd thing considering just how lurid the violence in Sniper Elite is.  Each time you pull off a particularly impressive shot the game will slow down and focus its camera on your bullet, at which point it will enter the body of your target, and depict in graphic detail how your shot will reconfigure the internal organs and bones of your victim.  The result is an almost pornographic level of gore, usually showcased in rapidly recurring instances, before engagements resolve into tense stealth game portions that terminate with you being shot in the face by a collection of unseen foes, usually without warning, at which point you reload the game and get ready to replay that particular sniper battle.

So Sniper Elite isn't a good game.  It has good parts, but it feels like it's at odds with its genre of choice.  The end result is a mess, in both gameplay (sloppy, slippery gameplay, which will sometimes end with you dying in a matter of seconds to magically combined enemy fire, then reloading and swiftly devastating the entire enemy line facing you without taking a scratch), story (much of which is either implied, or told through a series of gruff, uninformative cutscenes and German language in-game radio broadcasts that elude my elementary grasp of Deutsch), and tone (vacillating between frenetic, hopeless violence and boredom second to second which, now that I say it out loud, might be a hyper-accurate aspect of what work as a sniper is really like).

So why am I still playing it?  Why do I plan to play more?  What is it about Sniper Elite that keeps me playing when I know it's bad for me?  It's like the Dorito's of video games: I know it's awful, but I keep shoving it into my craw.

Perhaps it's some sort of catharsis: there are few groups of people more pleasant to shoot in the face than Nazis.  Brushing aside the complexities of World War II and the horrifying internal politics of Hitler's Germany, Nazis are a pretty vile, detestable villain, and occupy a laudable space within video game-dom as a universally appropriate target for bullets to hit.  What's more, I feel like I've been conditioned, not just by games but by popular culture, to feel little bursts of good-feelings each time I see red blossom on a Wermacht uniform or watch a Stormtrooper helmet go flying up.

Perhaps it's the almost pornographic depictions of bullet entry which, while self-assuredly terrible in their execution, are also somewhat beautiful.  Even to someone desensitized to violence in popular culture, these moments stand out, which is saying quite a bit.  Watching a man's skull explode from the inside out is sort of remarkable, even if it is stomach churning.  Or perhaps it's the rifle mechanics, which really are superlative: this is bullet physics at its best.  Wind adjustment, parabolic flight path, relative positioning, these are all concerns.  Landing a headshot on a target two kilometers away during erratic wind conditions feels incredible.  Laying waste to exposed enemy positions, or picking through the nearly invisible holes in heavily defended areas, is likewise compelling.  Sniper Elite: V2 is a love letter to the 1903 Springfield rifle, and it isn't shy about that fact.  It's impossible to play it without marveling at the effort that went into illustrating that weapon's interactions with the world, a fact accented by the unpleasant afterthought that is every other weapon in the game.  Whatever it is, I can't say I recommend Sniper Elite: V2 to anyone who isn't interested in investigating the structure of strangely designed game-artifacts, still pretty angry about WW2, or an un-medicated psychopath.  But, to be fair, I am writing this without having tried the co-op.  I don't know how that could change the complaints I've issued herein, but you never know.

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