I Am Disappoint – Part 1

We’ve been banging on and on about the games we love as the year draws to a close and we prepare to face the barren wastes of January 2011 with despair, but it just wouldn’t be Christmas without an unexpected touch of melancholy and disappointment. We’ve played some great games this year, but boy have we played some horrible ones too. Here the staff chip in with those games they had high hopes for in 2010 that, when they actually got to play them, turned out to be a crushing disappointment. If you’ve been burned in a similar fashion this year, have a good old moan in the comments.

First we have Danny lamenting the decline of one of his favourite series and Barry complaining that he can’t drive around in a particularly special van anymore.

Danny:

We’ve reached the top of the bell-curve. It’s steep and shaped like a ramp. This is when the Skate games kneel slightly, kick out the back foot and ollie into the sky. Little do they know that on the other side is a deep chasm. The downward popularity of the Skate games is mirrored by their increasing lack of the creativity and innovation which made them great. The chasm yawns. They should have seen it coming. Tony Hawk’s lifeless body is already down there, turning in its grave at the thought of motion controlled skateboards.

Innovation is what made Skate great. The genuinely superb first game was the first of its kind. A simulation skateboarding game that was fun, but made pulling off a simple board slide feel momentous. The sequel took a piece of sandpaper to the formula and rounded off the edges. Skate 3 inherited a cynical audience from Tony Hawk’s Pro Skater, stung over and over by rehashed annual releases. So when Skate 3 arrived with little more than a few gameplay tweaks the comparisons became obvious. It didn’t help that Skate 3 was a game about financing your career as a skater, something a large portion of skateboarders refer to as “selling out”. For a series that seemed to understand the plurality of the lifestyle, this was a huge two fingers up to a massive portion of their audience. Skate lost street cred and, more importantly, it lost its buzz. Me personal disappointment of the year then. Skate really needs to drop the dumb, barely iterative design and return to its simulation roots. Otherwise we all know how these games die. Slowly and without grace.

Barry:

APB. It has to be APB. No other game this year even came close to generating the ridiculous amount of disappointment for me that this did. The manner of the game’s catastrophic failure is now well known – developer Realtime Worlds sunk $100 million into an unrivaled character and vehicle customisation system and forgot to build a proper game around it. It crashed and burned after three months, taking the company with it.

And it had all been going so well. RTW had done some astounding work on the customisation tools in the game and an even better job of talking them up on the PR circuit. When I sat down with the beta, I too bought into the hype, spending hours fiddling with my avatar’s design before I’d even jumped into the game proper. RTW absolutely nailed that aspect of the product. And I think that’s part of the reason I felt so crushed by the rest of the game.

It was a steaming pile, essentially. The mission design was barely rudimentary (virtually everything solvable by holding down the F key!), the combat a tortuous affair with no proper character hit boxes, weapon feedback or balance. It was buggy, a performance hog and (initially) lacked the ability to change most of the graphical options. Playing it in the beta, I imagined these problems would be remedied. There was so much good stuff in here, I thought, they just need to beat it into shape. Surely they’d fix the game before releasing it in such a shoddy state? You know the answer.

I’m convinced RTW had, in amongst the mess, an awesome game just waiting to take shape properly. I did, honestly, have some great fun with a few friends cruising about the game in our custom vehicles, hanging out of car windows or van doors and blasting our guns at all and sundry. See that van in the picture above? My friend Neo made that, and I’m bitter as hell we’re still not cruising around in it today. So much of that game amazed so many with its ambition and possibilities and so much of it turned out to be an ugly, uninspired clusterfuck. It’s that contrast, the raising of one’s hopes to stellar heights by some of its clever features only to have them dashed against the rocks again and again by one of the games many issues is what puts APB into that special place for me.

Disappointment of the year? Oh my yes. Hell, given the date, it’s probably my most disappointing game of the last decade.