4/24/2009

The Godfather 2

The Godfather helped get me this job -- seriously.

I wrote a strategy guide for the first game and because of that I was hired as an intern, promoted to staff writer a year after that, and now, I'm in charge of MyCheats. It's like I worked my way up from the bottom to become Don of a website...or something like that. When EA announced Godfather II, they hyped the sequel's heightened strategy elements, so, naturally, I considered paying my respects by putting together a new guide. But I neither found the game to be difficult nor the strategy very involved; and considering Godfather II holds your hand through the entire experience, it's nearly impossible to make a mistake -- so we passed on the guide. But is it any better than its predecessor? Sort of.

Gone are the Rosencrantz and Guildenstern, "minor characters made big," moments from the first game. From the onset you are placed in control of your own "family." These hired guns each carry a special trait that they excel in: lockpicking, muscle, medic, bombs, or arson. Expanding your "business" by taking over rival rackets, yields performance bonuses for your crew (extra ammo, brass knuckles, etc.); and you'll be allowed to bring more "made men" into your family, as well as upgrade their traits and weapons throughout the game. This doesn't mean you have to micromanage every mission, though; you can sit back and dispatch your soldiers into the world -- they're capable of taking over rival businesses on their own. But as well as Godfather II works to give you control of your family, it fails to create a living, believable world. Each city's denizens, and the "favors" they ask of you, abruptly shift the game's tone from rich and cinematic to unintentionally comedic.

The easiest way to make money early on is to do "favors" for people in the street, favors that vary from blowing up or smashing a business (or someone's face) to breaking into a safe. Within only a few blocks' radius, you can easily take on a dozen missions. It throws you knee deep into a criminal underworld that highlights the general public's low regard for human life, but it doesn't make much sense when those same people call the cops because they see you steal a car. Hypocrites. Adding insult to injury, many of the businesses these strangers task you with robbing, blowing up, or destroying, are businesses YOU own. The game even makes light of the situation in the favors menu screen; the game tells you that "it's only business" when you have to steal from yourself. You can opt out of these missions, but it's the most efficient way to make money in the game. Instead, the nonsensical, situation makes your character look more like a dumbass than a Don, and that makes the game hard to take seriously.

Still, the game does get a couple things right that other sandbox-esque titles should take notes on. The targeting system lets you easily lock onto enemies with the left trigger and shoot with the right -- a feature that's especially helpful in interior combat situations. The "made men" who accompany you are excellent shots in and out of a vehicle, and they do a great job of watching your back. Also, the interior designs of all the buildings you visit are varied enough that it doesn't feel like you're playing through the same warehouses time and time again.

Ultimately, Godfather II suffers from a lack of design foresight. Instead of delivering a movie-quality narrative, it presents a frustrating, accidentally comic world. In one pivotal cut-scene, your character even gets shot, point-blank, in the face, but no one offers any real explanation as to how you survive. And once you reach the game's half-way point, you lose a large number of the businesses and rackets you've built up -- artificially lengthening the game. Coming from such believable source material, Godfather II asks you to accept a too implausible experience.

Company of Heroes : Tales of Valor

Let's back up a bit: Company of Heroes has a great track record to date.

The original game rightfully holds the title of "best WWII game that isn't Call of Duty 2." And its first expansion, Opposing Fronts, is a damn fine example of what expansions should be. It provides more of COH's fantastic gameplay, and then enhances it with new additions (via the British and Panzer Elite armies) and shorter, yet more-focused single-player campaigns. By all rights, Tales of Valor should also be a homerun for Relic, with a feature list that includes three new multiplayer modes, new units for each army, new multiplayer/skirmish maps, and three new campaigns.

These features sound great on paper, but are underdelivered, and ultimately, a bit disappointing in execution. It's not that this expansion is "bad", but that it's not nearly as good as the previous one. And the main reason is that it feels like TOV delivers a tease of a great expansion, as opposed to a complete and great finished product.

The three campaigns (Tiger Ace, Causeway, and Falaise Pocket), each introduce new features. They tend to feel a bit more like Dawn of War II -- due to their focus on managing smaller, persistent forces -- than COH, but that's okay. It's good to have variety. I had fun managing a single tank crew, and deciding which crew member to level up as the tank gains experience. It's cool to use the new Direct Fire feature, and directly control what my tank fires at. I liked managing just two small (yet very distinct, with a specific technology tree and ability set for each) squads of Airborne soldiers to valiantly defend a single stretch of land. And I enjoyed the stress and tension of dispatching various Luftwaffe squads to protect 10 vulnerable Panzers from incoming Airborne squads.

As much as I liked those aspects, I didn't like finishing each campaign in less than two hours. COH has a grand American campaign, and Opposing Fronts provided two smaller, but still meaty, campaigns (the British and the Panzer Elite). With TOV, the game only throws you three campaigns of three missions each. Basically, just as you get a good grasp of the new mechanics, and get into the well-designed scenarios that Relic provides, you're done. Because the content and gameplay of these campaigns are really good, it stands out even more just how short and unfulfilling they feel once you reach each one's conclusion.

A similar "this is good, but not nearly enough quantity" feeling comes from the new multiplayer types. You can be glib by summarizing each new mode as something lifted from another game: Assault is TOV's take on Defense of the Ancients, Panzerkreig is TOV's take on the Tank game in Combat for the Atari 2600, and Stonewall is TOV's take on the Horde mode in Gears of War 2. But hey, it's cool to have COH-style makeovers of these other game modes. Running around as a badass sniper, shooting enemy soldiers and bunkers to level up, and attacking the enemy fortress is fun; so is managing a single tank against a bunch of other players in their own customized tanks. Cooperating with buddies against giant waves of enemy soldiers is damn fun as well. It's too bad that these modes are restricted to a single map apiece. I realize this gets into semantics, but they feel less like "three new multiplayer modes" and more like "three new multiplayer maps with very special rules for play." Like the campaigns, these are snazzy, but it becomes annoying when you realize that the modes only work on one map each.

Then there are the new units (which aren't added to the existing armies, so much as they replace existing units within the armies). For example, man, the Schwimmwagen almost feels unfair. It might not be as fast as the Motorcycle it replaces, but the fact that it can drive in reverse, has a better machine gun, and can even drive through water, makes up for its additional cost and lower mobility. The Schwimmwagen replacement is the most drastic of the new units, as most of them are more like tweaked visuals and stats of existing units. Also, the replacements still, on a strategic level, fulfill the same role as what they're replacing; the main difference comes in using/opposing them on a tactical level. They're pretty nifty, but they don't feel meaty enough for what you'd expect in an expansion.

Notice the general theme? Tales of Valor plays and feels more like a mod, or a series of small DLC packs, than an expansion (THQ prices it at $30, which is pushing it a bit). One nice touch is that unlike the previous expansion, this does give you full access to the multiplayer. So if you never picked up COH, but always heard about how great its multiplayer is, this is an easy purchase. Diehard COH multiplayer fans will want this by virtue of being able to use the new units that all the other veteran players will be using with their copies. But the player who either wants a great offline experience, or simply another fantastic COH expansion, might feel a bit cheated and disappointed with how paltry this expansion feels.