Sunday 12 May 2013

PS3 Review: Far Cry 3: Blood Dragon

I've decided to try to make my reviews more critical, coming at games from a particular angle rather than simply evaluating their visuals, sound, story, and so on. This look at 'style over substance' in Far Cry 3: Blood Dragon is my first attempt.

‘Style over substance’ is a phrase I often see in video game reviews. I came dangerously close to using it in my own review of Metal Gear Rising: Revenegence, and can think of scores of other games I’ve played that it could apply to. But what does it really mean? To me, substance refers to a game’s controls, systems, and mechanics, whilst style covers sound design, art direction, and narrative. A game that prioritises style over substance, then, is one where attention has been lavished on the game’s aesthetic and the expense of its gameplay, or at least one where the selling point is the former rather than the latter. Since the vanilla version of Far Cry 3 is near identical in substance, it’s clear that Blood Dragon’s main selling point is its distinct, 80s throwback style.
 
Let’s look at substance and style in Far Cry 3, for which Blood Dragon is a stand-alone expansion. Following the definitions above, substance covers things like the shooting mechanics, the weapon upgrade system, and hunting animals, while style covers the design of the island, the theme of insanity, and the dubstep-ridden soundtrack. Blood Dragon appropriates almost all of the substance from Far Cry 3, but jettisons its style completely. In its place is a self-consciously bombastic one lifted from the cheesiest of 80s action movies. Instead of overmoneyed waste of space Jason Brody, then, you control wisecracking cyber commando Rex Power Colt; instead of distasteful dubstep, you’ll be listening to distasteful guitar solos; instead of a mission to rescue your friends from pirates, you’re battling neon dragons that shoot lasers. This is an intentionally – and often amusingly – stupid game.
Despite being more machine than man, Rex Power Colt still proves to be a more relatable, human protagonist than Jason Brody (Picture: Destructoid)

I’ve always disliked the phrase ‘style over substance’ because it feeds the notion that the two things are necessarily separate; in many games, style and substance are interwoven. Mass Effect, for example, treats narrative as something you do as well as something that informs what you do. Unfortunately, Far Cry 3: Blood Dragon fails in this respect, and its open world design sits uneasily with its 80s action movie stylings. Action films from this era, particularly the B-tier ones that Blood Dragon draws many of its ideas from, are tightly scripted affairs. A movie that treats character development as a pretentious affectation is unlikely to have time for scenes where the hero hunts animals or upgrades weapons, after all. (If these tasks did feature in an 80s action movie, it would surely be as part of a montage, probably set to some hair metal.) That you have to engage in these kinds of activities at length in order to get the best out of Blood Dragon is jarring. Of course, you could ignore the side quests, but they’re heavily incentivised. Who is seriously going to want to play a game set in the future as imagined by the 80s without unlocking the laser fire upgrade for the assault rifle?

This isn’t to say that Blood Dragon fails entirely as a tribute to 80s action films, but it is constantly hampered by the trappings of modern game design. For example, it raised a smile when I started Blood Dragon and saw the Ubisoft splash screen display in the wrong aspect ratio for my widescreen TV, complete with the flicker of a taped-off-the-telly movie. But the illusion was broken when I saw the ubiquitous ‘don’t turn off the game when you see this icon’ warning in a distinctly modern font immediately after the splash screen disappeared.  

If you believe its writer, Jeffrey Yohalem, Far Cry 3 is a ‘satire’ on video games. Call me a cynic, but writing a story overwhelmingly filled with clichés with barely a hint of critical analysis isn’t satire in my book. Blood Dragon’s irreverent style, however, proves a better vehicle for commentry, its intentional ridiculousness setting an appropriate tone for skewering the equally ridiculous sections of games that are less self-aware. Fleeing from enemies near the end of mission four, for example, Rex questions why an elevator is taking so long to arrive. His sentient HUD suggests what we were all thinking: “Dramatic tension?” The level ends with Rex blowing up an ‘Amphibian Shark-Squid Hybrid Attack Titan’, before deflecting praise for his actions: “Paintings of clowns crying and dogs playing poker… those are incredible. What I did? That’s just the job.” This bizarre line – clearly a send-up of the overmodest hero trope – is only slightly sillier than Old Snake’s tediously self-depreciating dialogue in Metal Gear Solid 4.

Blood Dragon has a particular bone to pick with meaningless collectables, expressed through Rex’s dialogue when he comes across one: “So I collect shit, to unlock shit, and then I get shit. Got it”. I was glad to see this trend getting some gentle criticism; its been a turd in the game design punchbowl at least since Rare’s heyday in the late 90s. But I couldn’t help thinking that Blood Dragon would be in a better position to critique the saturation of open worlds with collectables were its own open world not, well, saturated with collectables. Again, Blood Dragon’s style is scuppered by the substance it inherits from Far Cry 3.

So Blood Dragon turns out to be a solid open world shooter, dressed up as an enjoyable but flawed attempt at homage and satire. What you get out of it will, ironically, depend on how compelling you find its mechanics and systems in their own right. Because although its 80s style is extremely appealing on paper, it’s hindered at every point by being attached to a wildly inappropriate game. Far Cry 3: Blood Dragon has plenty of substance, but it’s the wrong substance for the style it’s trying to convey.

6/10

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