Bill’s 2011 In Review


2011 is gone, and games web­sites every­where are just wrap­ping up their end-of-year lists and Game of the Year win­ners.  The Ontological Geek is no dif­fer­ent, but rather than choos­ing a Game of the Year or series of awards for the web­site as a whole, Matt and I are both going to offer our thoughts on the games of 2011, their highs and lows, dis­ap­point­ments and… appoint­ments…?  Anyway.

I did­n’t play any­thing like all the impor­tant games of 2011, but I played more new games this year than I have ever in the past, so I thought I’d sin­gle out a few for awards and then break down my thoughts on each of the games I played.  Matt has also done so, and his list can be found here.

Of the games that were released in 2011, I played, in rough­ly this order:

Dragon Age II
L.A. Noire
Portal 2
Homefront
Dead Space 2
Bastion
Gears of War 3
Catherine

As such, any “bests” or “favorites” found below are obvi­ous­ly con­fined to this list.  There are a lot of games this year I did­n’t get around to play­ing, and so I obvi­ous­ly do not have an opin­ion about whether or not they are any good.  In case you’re curi­ous, here is a list of games I did­n’t play which I feel I prob­a­bly ought to have, either because they inter­est me or to main­tain a sense of cul­tur­al lit­er­a­cy:

Arkham City
Assassin’s Creed: Revelations
Deus Ex: Human Revolution
From Dust
Insanely Twisted Shadow Planet
Call of Warfield: Modern Battleduty 3 (I kid, I kid)
The Binding of Isaac
The Legend of Zelda: Skyward Sword
The Elder Scrolls: Skyrim
Sword & Sworcery EP

So, with that out of the way:

The Winners Are:

Best Game (Game of the Year): Portal 2

Favorite Game: Bastion 

Favorite/Best Soundtrack: Darren Korb’s for Bastion, though L.A. Noire’s sound­track was also stel­lar.

Best Male Voice Actor: Logan Cunningham, Bastion, and Stephen Merchant, Portal 2

Best Female Voice Actor: Ellen MacLain, Portal 2

Least Favorite Scene For All the Right Reasons: The Eye Poke Machine, Dead Space 2 

The “I’m an Artist, Dammit” Award for: What The Hell is this Great Scene Doing in this Mediocre Campaign: Cole’s Thrashball Flashback, Gears of War 3 

Favorite New Character: Pretty much the entire NPC cast of Dragon Age II.

Most Annoying New Character: Catherine, from Catherine.

Best New Gun: The javelin gun from Dead Space 2 pro­duced a lot of gig­gles.

Best Graphical Style: Bastion.

Best Facial Animation, Most of the Time, Except Sometimes When it’s Really Horrifying, But Seriously, it’s Amazing Technology: L.A. Noire.

Best Terrible Remixes of Great Classical Music: Catherine.

Best Polish: Dead Space 2

Worst Understanding of What Colorado Looks Like: Kaos Studios, for Homefront

Best Hats: L.A. Noire.

And now, for thoughts. 

Dragon Age II

Of all the games that were to come out in 2011, this was the one I was most excit­ed about. Consequently, it was the game which dis­ap­point­ed me the most.  It’s far from the worst game on this list, but it left me feel­ing unful­filled and slight­ly sul­lied.  I loved Origins, for all its weird quirks, graph­i­cal bland­ness, uneven design and anachro­nis­tic clunk­i­ness, but I nev­er­the­less appre­ci­at­ed and antic­i­pat­ed the sequel’s promised refine­ments in graph­ics, com­bat sys­tem, and style. II promised a more tightly-focused story and a Mass Effect 2 level of pol­ish and effi­cien­cy, and though I tried to avoid look­ing at the web­site pre-launch so as to avoid spoil­ing any­thing, any time I did stum­ble onto a trail­er or pre­view, I found myself more and more excit­ed.  I pre-ordered the game in time to get the free upgrade to the Signature Edition, and my wife actu­al­ly left the house for a con­fer­ence about the time DAII came out, so when the game arrived, it was just me and Hawke for three straight days.

There is a lot to like about Dragon Age II, and some of my very favorite moments in 2011 hap­pened in Kirkwall.  The writ­ing, both in terms of dia­logue and over­all nar­ra­tive struc­ture, is phe­nom­e­nal.  The char­ac­ters are fas­ci­nat­ing, beau­ti­ful, and very well-acted.  I can’t pick a favorite from among them, and the rela­tion­ships they devel­op with Hawke and each other are com­plex and won­der­ful.  The Arishok is pos­si­bly my favorite antag­o­nist (I won’t say vil­lain) in all of gam­ing.  The graph­i­cal over­haul gave the game a much-needed unique­ness, and elves should always be Welsh.

At the end of the sec­ond act, I was aware of prob­lems, but was for­giv­ing them with­out ques­tion because of the game’s many strengths.  By the end of the third act, how­ev­er, I was begin­ning to be upset that I had pur­chased the game.  It became increas­ing­ly clear that the game had been rushed out the door long before it was real­ly fin­ished, and some of what I had been will­ing to for­give as odd quirks in the first two acts became less and less for­giv­able as they hap­pened more and more.  Most of the quests hap­pen in the same five or six copy-pasted dun­geons, the stream­lin­ing and refine­ments made to the com­bat and inven­to­ry man­age­ment sys­tems left them shal­low and neutered, but still fid­dly.  At the halfway mark, the game has most­ly run out of unique ene­mies, and the third-act character-specific quests (which, to this point, have been the heart and soul of the game) are pale, impo­tent imi­ta­tions of their pre­de­ces­sors.

I felt almost embar­rassed as I played the game, as though I had snuck a peek at some­one’s rough draft.  I don’t know whose fault it was that the game was rushed out in a year, but that per­son should be ashamed of him or her­self.  It is clear that the team real­ly loved this game, that a lot of heart and soul went into mak­ing it, and I imag­ine that with even six months’ more time, DAII would have been impec­ca­ble.

As it is, I’m not sure what it aver­ages out to.  I can never stay too mad at it, because all of the good parts are real­ly good.  Regardless, it’s dis­ap­point­ing to see some­thing come so close to great­ness and fail because of exec­u­tive med­dling.

Should You Play It: Maybe.  The best parts of this game are some of the best stuff I’ve ever played in a game, so if you can stom­ach some dis­ap­point­ment, it’s worth your time.  But if you’re look­ing for a com­plete, beau­ti­ful game, then you should look else­where. 

L.A. Noire

Team Bondi’s 1940s noir police pro­ce­dur­al was one of 2011’s most talked-about games, and there is a lot in it to like.  I ulti­mate­ly left the game feel­ing unsat­is­fied, but I’m glad to have played it.  The biggest prob­lem with Noire is the way its pieces absolute­ly do not fit togeth­er.  First and fore­most, it has absolute­ly no busi­ness pre­tend­ing to be a sand­box.  The side quests would be laugh­able if they weren’t vague­ly insult­ing, and the city lacks any sem­blance of life.  The best descrip­tion I’ve ever heard is that the city feels like a movie set: incred­i­bly detailed, with a lot of actors every­where doing their best to look authen­tic, but com­plete­ly inau­then­tic and life­less.  Keep every­thing else and make it a lin­ear game, and it would become infi­nite­ly bet­ter.

Sometimes the design­ers clear­ly did­n’t know what they want­ed the play­er to be doing.  Nearly every other sus­pect tries to run away from or punch Detective Phelps, and the chase sequences are not near­ly engag­ing enough to war­rant such rep­e­ti­tion.  While I sus­pect they were includ­ed to help keep the play­er inter­est­ed and change up the pace, they end up monot­o­nous, and draw atten­tion away from the game’s many strengths.  Further, it must be said that the Homicide desk is ter­ri­bly put togeth­er.  While the indi­vid­ual cases are okay, the over­ar­ch­ing plot they attempt­ed to have tie them togeth­er is awful and obvi­ous­ly shoe-horned in, some­times result­ing in the play­er hav­ing to accuse obvi­ous­ly inno­cent peo­ple of mur­der sim­ply because the game has­n’t got­ten around to reveal­ing the (shock­ing­ly obvi­ous) twist that all of the mur­ders are com­mit­ted by the same per­son.  I would say “spoil­er alert” before that, except that Cole and the play­er both fig­ure this out with­in min­utes of inves­ti­gat­ing the very first corpse.

All of that said, I’m actu­al­ly real­ly happy L.A. Noire exists.  When it works, it real­ly works.  The sound­track is superb, the city looks gor­geous, and although the real plot does­n’t begin until the sec­ond half of the game, it’s inter­est­ing and deserv­ing of study (if more than a lit­tle rushed).  The facial ani­ma­tion is stel­lar if occa­sion­al­ly unset­tling, Earle, Phelps and Biggs are legit­i­mate­ly neat char­ac­ters, and there are a few cases I recall quite fond­ly.  There were moments when I real­ly felt like a detec­tive, paw­ing through a crime scene for evi­dence or inter­ro­gat­ing a par­tic­u­lar­ly eva­sive wit­ness.  Other times, its social com­men­tary worked very well.  There is a very mature story about how sol­diers re-integrate into civil­ian life hid­den away in L.A. Noire.  I just wish they had spent more time on it.

Where Dragon Age II was dis­ap­point­ing because of its wast­ed poten­tial, L.A. Noire is clum­sy and awk­ward in the way a new­born is.  It ends up actu­al­ly being kind of endear­ing, and you want to encour­age it because you know that at some point, some of these ideas could be used to make some­thing truly great.

That said, every Rockstar-published game I’ve ever played has left me feel­ing a bit like this.  There are supreme­ly tal­ent­ed peo­ple work­ing on these games, but I some­times won­der if they ever actu­al­ly talk to each other, and why the wholes never quite add up to the sum of their parts.

Should You Play It: Yes, if you’re inter­est­ed in try­ing some­thing new and clum­sy.  But try to be char­i­ta­ble, and don’t do any of the sid­e­quests.  They are com­plete­ly not worth your time.

Portal 2

Most of what I want to say about Portal 2 has already been said by Oli Welsh in his review of Portal 2 for Eurogamer.  There, he stat­ed that while Portal had a num­ber of great jokes, “Portal 2 is that rare beast, an actu­al video game com­e­dy.”

This is exact­ly cor­rect.  It’s not just a game with jokes in it, it’s all about humor and enter­tain­ment.  The dia­logue is noth­ing short of bril­liant, but every­thing from the physics to the graph­ics to the char­ac­ter ani­ma­tion is impec­ca­bly designed to make the play­er smile or laugh.

Portal 2 is so good you almost don’t real­ize how good it is.  Like all Valve games, it’s so sub­tle in its atten­tion to detail that it’s very easy to glide right through most of the game with­out notic­ing the var­i­ous men behind the cur­tains mak­ing your every sec­ond much smoother and more engag­ing than it might have been.  Further, you spend so much of your time laugh­ing that you’re not real­ly pay­ing atten­tion to any­thing else.  I haven’t had so much sheer, unadul­ter­at­ed fun with a game in a very long time.

In this way, what Portal 2 reminds me of most is Young Frankenstein, which I will always argue is the great­est com­e­dy every made.  Like Young Frankenstein, every aspect of it is cal­i­brat­ed to be enter­tain­ing, and the humor flits wild­ly from bla­tant slap­stick to sub­tly intel­li­gent with such ease that it never hits the same note twice.  Both are fine­ly craft­ed works of art that stand unchal­lenged in their fields.

We spend a lot of time here at the Ontological Geek and in the broad­er gam­ing com­mu­ni­ty try­ing to empha­size games that are Great Works of Art, games that try to do truly amaz­ing things, teach us about the human con­di­tion and pro­duce great emo­tion­al reac­tions.  This is well and good, but some­times I think we for­get that games can also be fun.  Portal 2 aims to be both fun and funny, and suc­ceeds so well at both that it’s my pick for the best game of the year.

Comedy is impor­tant.  It’s not a less­er art, it’s just a dif­fer­ent one, and a truly great com­e­dy deserves just as much praise as any more “seri­ous” endeav­or.  Portal 2 is not per­fect, but it is some­thing real­ly spe­cial.

Should You Play It: Yes.  Why haven’t you already played it?  Why are you still read­ing this if you haven’t played it?  STOP READING THIS AND PLAY IT. 

Homefront

I would­n’t have both­ered with Homefront except for two rea­sons.  First, much of the action takes place in west­ern Colorado, an area very dear to my heart, and sec­ond, through­out devel­op­ment, Kaos Studios released state­ments like this one, indi­cat­ing that they were not inter­est­ed in mak­ing a com­plete­ly gener­ic shoot ’em up FPS with real­is­tic trap­pings, but rather intend­ed to make a game which showed some­thing of the seri­ous­ness of war, and dealt with the hor­rors of an enemy occu­pa­tion.

As it is, they made a com­plete­ly gener­ic shoot ’em up FPS with real­is­tic trap­pings.  It’s not awful, but it’s not any good, either, and what­ev­er aspi­ra­tions it might have had toward emo­tion­al matu­ri­ty were appar­ent­ly for­got­ten by most of the dev team as soon as the cam­eras quit rolling.

Also, that’s real­ly not at all what Montrose looks like.  Maybe before you set most of a game in a real town, you should do some research about what the town looks like?

Should You Play It: Nope.  If you just real­ly have to get your mod­ern shoot­er fix, I sup­pose it’s bet­ter than noth­ing, but it’s real­ly not worth your time. 

Dead Space 2

I liked Dead Space well enough, but was not all that com­mit­ted to play­ing the sequel.  I only picked it up because Matt (who has always been the big­ger hor­ror fan) kept pes­ter­ing me about it.  When I final­ly did pick it up to get him to quit pes­ter­ing me, I was very glad I did.  DS2 is not the best game I’ve ever played, but it was an aston­ish­ing amount of fun.  It’s not sub­tle in its scares, but it was legit­i­mate­ly tense in places, and although the plot and char­ac­ters weren’t any­thing to write home about, they were engag­ing enough to keep me mov­ing for­ward, which is more than can be said for many games.

The mon­sters were as squicky as ever, the new guns were vis­cer­al­ly sat­is­fy­ing, and the whole game was pol­ished to a mir­ror sheen.  Further, I appre­ci­at­ed the deci­sion to voice the previously-silent pro­tag­o­nist.  While Isaac was not a par­tic­u­lar­ly deep char­ac­ter, it was quite enjoy­able to play a game from the per­spec­tive of some­one other than a par­tic­u­lar­ly unlucky mime.  I almost always find it eas­i­er to sym­pa­thize with a voiced char­ac­ter than a silent pro­tag­o­nist (Bastion and Portal 2 except­ed). 

Should You Play It: DS2 is unlike­ly to give you any night­mares, but if you enjoyed Resident Evil 4 or any sim­i­lar third-person sur­vival hor­ror game, I think you’ll quite enjoy this one. 

Bastion 

Bastion caught me com­plete­ly by sur­prise.  Gamers are a noto­ri­ous­ly excitable lot, so when large quan­ti­ties of peo­ple kept talk­ing about how great it was, I thought I was in for anoth­er Braid: some­thing kind of neat, but most­ly pre­ten­tious and obtuse.

I played it out of a sense of cul­tur­al oblig­a­tion, and imme­di­ate­ly fell in love.  It’s beau­ti­ful, fun and styl­ish.  It car­ries itself with an econ­o­my of form that I think most AAA games could stand to emu­late, keep­ing all of the best parts of tra­di­tion­al RPG cus­tomiza­tion with­out the need­less chaff that tends to come along with them.

I won’t waste a lot of time here talk­ing about how good it is.  I did a lot of that a few months ago when it first came out.  I prob­a­bly would­n’t go as far as to call it a mas­ter­piece, the way some folks have (if only so Supergiant Games does­n’t get too full of them­selves– I want them to keep mak­ing good games, and noth­ing can stag­nate an artist so much as being told he/she’s a genius too soon), but it was unique in all the right ways and won­der­ful to play.

Should You Play It: I cer­tain­ly think so.  Because of the way it caught me so off-guard, I’m sure I have an inflat­ed opin­ion of it, but I thought it was beau­ti­ful. 

Gears of War 3

The mul­ti­play­er is a great deal of fun if you go for that sort of thing, which I do, obses­sive­ly, for about two weeks, and then I don’t any more.  I hap­pened to like the improve­ments made to Horde mode, and will prob­a­bly play it with friends off and on again for sev­er­al years yet.  But you don’t come to the Ontological Geek to hear about whether or not mul­ti­play­er modes are fun, do you?

The sin­gle play­er cam­paign is a vast improve­ment on the first two in story and sub­stance, in that it is not as active­ly offen­sive as the sec­ond nor as the­mat­i­cal­ly bar­ren as the first, but it’s still noth­ing par­tic­u­lar­ly stel­lar.  Karen Traviss is clear­ly a pret­ty tal­ent­ed writer who was doing the best with what she had, but I found the melo­dra­ma a bit unearned.  There are some very solid moments here and there, but the major­i­ty of it is so bom­bas­tic and over­wrought that it all just becomes so much noise.

As usual, the envi­ron­ments are gor­geous, the voice actors are very good at what they do, and that inef­fa­ble Gears feel is stronger than ever.  I enjoyed play­ing it with friends, but was still left feel­ing a bit tired by the end of the game. 

Should You Play It: Sure, if you want.  I’ll be happy to play some Horde with you on Live (WombatofDoom42), but I will always wish the single-player cam­paign had more heart and less noise. 

Catherine 

Catherine just made me angry.  I found it shal­low, bor­ing, and some­how both misan­drist and misog­y­nist at the same time. I am slight­ly torn, because I want more devel­op­ers to make games that deal with top­ics like this.  I want games to explore rela­tion­ships, sex, and other aspects of adult life.  I think games have the power, through pro­ce­dur­al rhetoric and inter­ac­tiv­i­ty and lots of other neat tools, to tell us all kinds of inter­est­ing sto­ries and posit all kinds of inter­est­ing thoughts about every sub­ject.  Games can be about much more than just shoot­ing aliens or stab­bing orcs (not that there’s nec­es­sar­i­ly any­thing wrong with games that do those things).  But I want them to do a bet­ter job than this.

I can respect games which hon­est­ly try new things and fum­ble, because fair enough, art is hard.  I can’t respect games that putz around for a while and waste my time under a pre­ten­tious cover.  Catherine is two parts crap­py anime to one part unin­spired puz­zle game with ham-handed metaphors, and for all its talk of being about mature, adult rela­tion­ships, it’s shal­low and ado­les­cent.  It has a sit­com’s view of rela­tion­ships.  I’ll prob­a­bly delve into it in more gran­u­lar­i­ty and fewer pithy remarks in the next few weeks, but I did­n’t get it at all, and felt a lit­tle bit con­cerned by how many peo­ple appar­ent­ly did.  Either I missed some­thing or they did. 

Should You Play It: No, not even for cul­tur­al lit­er­a­cy.

So, that’s that!  Check out Matt’s list, and let us know what you think!

Questions, com­ments, or hate mail?  Comment below or e‑mail us here at ontologicalgeek@gmail.com.  Also, like us on Facebook and fol­low us on Twitter for extra Ontological Geekitude!


Bill Coberly

About Bill Coberly

Bill Coberly is the founder and groundskeeper of The Ontological Geek, now that it has shifted over to archive mode. If something on the site isn't working, please shoot a DM to @ontologicalgeek on Twitter!