Vanquish Review
Overcome.
Version tested: Xbox 360
It's entirely in keeping with Platinum Games' devil-may-care attitude. For years, we've written off Japanese studios when it comes to first- and third-person shooters: always playing catch-up to their American counterparts, never quite delivering. But Shinji Mikami was never going to meekly push his team's debut shooter centre stage with a deferential bow and an apologetic glance, pleading: "Might this be good enough, Yankee-Doodle-sensei?" It's just not the Platinum way.
What is, you ask? Well. You kidnap Master Chief, that icon of contemporary Western shooters, that representative of all that is strong and successful about the white man's videogame and its gun-toting alpha-male hero. You strip him naked and throw him into the alleyway behind your Osaka studio, keeping only his clothes. Why just his clothes? Because you don't need the man. Master Chief himself is just a cipher. It's his armour that holds the iconographic value.
And once you have the armour, this suit that embodies the great American videogame? Well, then, you do what the Japanese do best. You mod the f*** out of it.
When Sam Gideon emerges in the Augmented Reaction Suit (ARS) 18 months later, it's clear combat has, once again, evolved. The round edges from the time it belonged to Halo's hero are still recognisable, but the exoskeleton now bears fifty booster flaps, whirring transistors and other bells and electric whistles.
Sure, Halo: Reach gives you a jet pack. But Vanquish gives you the ability to slide 40 yards on your knees along concrete, ducking through the legs of a giant bipedal robot while firing rockets at point-blank range into its groin. Vanquish lets you shoot individual enemy missiles out of the air like you're knocking apples from a low-hanging branch. Vanquish lets you speed up and slow down time at the touch of a button, lurching forwards and backward as you set the pace of war like a mop-haired conductor directing an orchestra of bullets. Vanquish changes everything.
Not that it does anything particularly new, mind you. Rather, Platinum has extracted the best elements of Western gaming's totem shooters: the cover mechanic from Gears of War, the squad-based progression of Modern Warfare, the environmental degradation from Bad Company and the psychics–bending weapons of Half-Life.
Then it whisks them up with a host of less obvious ingredients. The recurring hail of tracer gunfire is taken from Cave's "bullet hell" shoot-'em-ups; the gigantic boss battles are borrowed from a Metal Gear Solid cut-scene; the constant score-attack incentives are lifted from Geometry Wars. Then it tops the recipe off with set-piece after set-piece stolen from the idea safe hidden deep within Christopher Nolan's creative consciousness.
1/6 Random enemies drop weapon upgrades that can instantly be employed in a quick, easy-to-use development tree.
Some, you've seen before. Many of the stages in the game's five Acts take place in the inside curvature of a giant ring world, hundreds of miles of city stretching up into the sky in a gravity-defying scene plucked straight from Inception. But that's not to say Mikami and his team don't play with the idea. Midway through Act 2, for example, you streak along a train track that runs inside the circle, bending upwards into the sky like a giant's rollercoaster, while an enemy train circles above and below you like it just flew in from F-Zero.
Other set-pieces are entirely new and, pleasingly, often generated on the fly. Sliding past a mecha in bullet time and picking off the pilot before somersaulting up to the controls, punching in an override key and turning its turrets against its own side is one of the year's most memorable moments.
It's not that the idea of commandeering an enemy vehicle is innovative. But the style with which it's handled in Vanquish is unrivalled. If games are adolescent power fantasies that give us the chance to be cooler, faster, more athletic, more precise and less like the lumbering morons we really are, then in Vanquish they reach the full extent of this ambition.
It's a cover shooter, at heart. You move from pillar to post lining up shots on enemy robots, d-pad switching between your three equipped weapons. But play the game like a straight Gears of War clone and you'll catch less than half of the appeal.
Tap and hold the left trigger and Sam will lurch forward on his knees at high speed, skidding across the environment like an OutRun Ferrari mid-drift. Let go of the button and he'll spin his legs upwards like a break-dancer, landing in a combat-ready crouch in a single motion. This ability shrinks the game world, allowing you to cover vast distances in seconds, offering the chance to flank groups of enemies simply by sliding past their noses.
While in this high-speed slide it's possible to trigger the suit's bullet time mode, allowing you to pick out individual bullets and dodge between them. Bullet time is something we've seen before, but never with such grace as in Vanquish.
Both the high-speed dash and slow motion modes use up the suit's power gauge, which must be refilled after a few seconds. But the effect lasts long enough to offer near-constant use. Time rarely moves at a constant rate, instead slowing to a crawl before accelerating to fever pitch and back again, combat taking on a dreamlike quality as you dash from cover to cover before slowing the world around you to line up the crucial headshot.
These interactions are interesting in themselves, but in the context of Vanquish's wider world, they become thrilling. Enemy designs have all of the creativity of Treasure's best output: tortoise-like tanks that can click-clack into humanoid infantry; portable cover that sprouts legs and scuttles, crablike, across the battlefield before setting itself down in front of rows of soldiers; a tiny orb-headed sprite that can attract any metal debris around it to take on the form of a robotic tiger.
1/4 Trophies and Achievements are well-designed, rewarding players who finish levels with minimal casualties or maximal takedowns.
These are game-changing inventions; that they come from a Japanese developer that has never worked in the genre before is startling. Enemy behaviour, too, astounds in its fantastical believability. Shoot the legs from one robot and it will crawl at you. Not in a laboured, Hollywood death scene way, but with desperate lunging thrusts, its drill bit claws extended as it tries to skewer you with frantic, shocking jabs.
Combine this with Platinum's creativity in environmental, showboating thrills and the effect is spellbinding. In one level you attempt to scale a hill while gigantic pieces of masonry and concrete tumble towards you, kicking dust clouds up in the air. In another, you fight robots in a zero-gravity space station, debris and furniture floating all around within a 100-foot-high chamber, framed by stars seen through the giant windows beyond.
The engine is nothing short of breathtaking. Watching ten thousand missiles streak from the back of a bipedal robot, tracing light-lines upwards towards the ceiling before arcing over into a death fall towards your position, is a spectacle that doesn't grow old.
Vanquish is, however, a game primarily fuelled by spectacle. The story is sub-Kojima nonsense. Reduce the boss fights to their most basic components and the designs are decades old: you find the weak spot, exploit to temporarily reveal the tender core, and repeat the process.
1/14 The end-of-game credits mini-game is both surreal and engaging, rivalling Tatsunoku vs. Capcom as the best of the year.
But the riotous presentation makes each encounter feel as fresh as if it were conceived here for the very first time. As Sam launches into the air, the camera wheeling and diving about, you forgive even the intermittent QTE button-prompts that flash up on screen. The pay-offs are so magnificent that they justify these incongruous design crutches.
Devoid of any multiplayer content, Vanquish relies on its scoring mechanic to introduce longevity. Every action in the game is scored, while restarts from checkpoints incur point penalties to encourage careful progression.
While a 'God Hard' difficulty unlocks on completion, there's little incentive to keep returning to the game beyond climbing leaderboards and, at a push, trying to find the single hidden statue in each stage. This is perhaps the only area of the game which lags behind its Western counterparts, requiring the player to fully subscribe to score rivalry for any replay value.
But in almost every other regard, Vanquish is a trailblazer. It is a game of astounding creativity and polish, exhilarating on the ground in the moment-to-moment thrills of high-speed-to-slow-motion combat, as well as in its wider, twisting trajectory. Doubtless the best third-person shooter ever to come out of Japan, Vanquish builds on Western developers' triumphs to push the genre in new, interesting directions, shifting the balance of power, and cementing Shinji Mikami's position as one of the best directors working in videogames today.
9 / 10
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Comments (117) Latest comment 1 year ago
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/reads
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/preorders
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Still not buying though, because I'm a bad person.
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Not getting it this week (Fallout), or next week (Fable and Deadly Premonition), but it's marked on my birthday list alongside Force Unleashed 2.
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That said, I'm looking forward to this just as much as I was before.
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I promised myself to not buy any more single player games on launch...
Unfortunately, I am very weak-willed ;_;
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This is not a bad thing, believe me!
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/reads
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so glad to see some decent singleplayer only games. Extremely tired of the whole bloated multiplayer stuff that is getting crammed into everything these days. And btw, a very well written review, i must say.
Didn't plan on buying this but seems i will have to, if not for anything else, at least for supporting an original IP.
EDIT: Now just to wait for the face-off to see which version to get...
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Edit: Negged? You lot have played Bayonetta right? Those credits start rolling and about hour and half later you've finished it. This was not a negative comment about Bayonetta, that game well deserved those full marks. Perfect example of the genre, and completely bonkers to boot.
"I should have been a poll dancer!"
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I bought Bayonetta at launch and found it just silly, weird and chaotic. I didn't really get what was so great about it.
Anyone who's played it care to comment? Do I need to be a Bayonetta lover to appreciate this?
Before anyone wades in with a "Bayonetta is Amazing, you retard lol" I am in no way suggesting that people that like Bayonetta are wrong. It is simply not for me and am wondering if Vanquish is.
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Bayonetta had amazing gameplay, probably the best in a hack and slash game ever, I mean did you not enjoy the gameplay?
I dont understand how someone could not play Bayonetta and not be blown away by the polished, slick, smooth gameplay, yes it was cheesy slightly werid and japanese but if your having so much fun kicking the cr@p ouuta people why do the negative stuff matter?
From the minute I played this demo I knew it would be another amazing gameplay rubbish story type of game
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That really was a great and well written review, and it has made me seriously consider getting this game.
"Doubtless the best third-person shooter ever to come out of Japan"
Better than Mikami's own Resident Evil 4?
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Resi 4 is no more a shooter than fallout 3 was. Sure ye have guns but it wasnt the gunplay that defines the game
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All these other games references made the game being reviewed sound too unoriginal.
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And from the consumer advice point of view it a bit odd that the review didn't have anything on the subject. The game's deviously well-made for a reviewer who's in a hurry to plow thru a lot of games. Not so much for someone who wants to spend more time with his/her purchase.
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Crazy talk. Fallout 3 has VATS, and without VATS is as clunky as it gets.
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I'm surprised and since I'm not getting anything else this month I might just grab Vanquish
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Resi Evil 4 not a shooter......eh?
It's the definitive 3rd person shooter from the last gen
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Awesome news. I've played the hell out of the demo, had a good go at the Expo and have been counting down the days. Glad it is consistently good (always worry from any good demo that the game can't be that good for it's entire length).
Roll on Friday!
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"Bayonetta had amazing gameplay, probably the best in a hack and slash game ever, I mean did you not enjoy the gameplay?"
No. The gameplay consists of always pushing the evade button and then punching in a random combo where it doesn't even matter if you are in the air or not because it is almost the same moves. Ninja Gaiden in contrast has evades, block, reversal for defense, more classes of attacks that also use the environment and every part of the game has its place. Bayonetta also has an awkward control scheme where one is supposed to pause in the middle of combos to vary them but the length of the pause depends on if you are hitting someone or not ...which is stupid.
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Sorry to burst your bubble of ignorance, but EG's score for Vanquish is very much in the mainstream.
Gamespot also gave it 9, IGN gave it 8.5, 1up gave it a B+, Joystig gave it 4.5/5, etc.
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it is.
WOOT.
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I didn't think much of it either and this score isn't going to change my opinion.
I didn't like Bayonetta that much either so I guess these genres just aren't my cup of tea [anymore].
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PS3 is lead platform this time so each version should be pretty much equal.
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Played the demo, not really my thing. Very pretty though.
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Whereas if you delete most of the first page, you get something like "ooh finally someone has made a proper Japanese high-score shooter in well-executed 3d." (Or, "the whole game is like the demo and it's good enough that the length isn't a problem."
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Well, none of them invented metallic grey texturing, that's for sure. Or covers and dashing while we're at it.
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Hooray!
I don't care for things like experience systems or collection nonsense leading to unlockables. They are chores that get in the way of the feeling of accomplishment that a player should feel for just progressing and getting better as normal in an action game.
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"The gameplay consists of always pushing the evade button and then punching in a random combo where it doesn't even matter if you are in the air or not because it is almost the same moves. Ninja Gaiden in contrast has evades, block, reversal for defense, more classes of attacks that also use the environment and every part of the game has its place. Bayonetta also has an awkward control scheme where one is supposed to pause in the middle of combos to vary them but the length of the pause depends on if you are hitting someone or not ...which is stupid."
In fact, Bayonetta works more like a one on one fighting game. The more effort you put into learning your "random" combos, the more hurt you'll be able to dish out in specific situations. On top of this, positioning is key, so yes, you will be evading a lot - but this is a core mechanic, allowing you to counter and overcome otherwise impossible situations. In the end, it's all about staying creative to rack up the score and avoid dying. Unlike most other action games, Bayonetta wants you to go back and practice each level until you not only win, but truly ace it. The more moves you unlock, the more facets are revealed. Take a look at the leaderboards and see what's actually possible to achieve. Your brain may have to be wired like mine to enjoy the punishment, but I truly enjoy the idea that skill is rewarded and exceptional skill is encouraged.
I expect Vanquish to follow the same lines. This is, in effect, Contra in 3D. You must replay it to get better, and if I know Platinum right, the harder difficulty levels are where it's really at. Shinji Mikami has often mentioned the idea of gameplay over story, and to be frank, I also think that Japanese games are suffering from the bloat syndrome. A tighter experience with far more focus is so much better than a 30-hour game full of fluff and recycled textures and enemies. I have already replayed the demo several times over - can't wait for the final game (which I will be reviweing over at Eurogamer Denmark).
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I appreciate that you may prefer Ninja Gaiden over Bayonetta (Gaiden was a truely great game) but from all the criticisms you levelled at Bayonetta, it's obvious you haven't spent much time with the game. The very fact that you talked about spamming the evade button, it's doubtless that you've progressed through hard or Climax mode and faced some of the truely fearsom enemies; Fairness & Fearless, Gracious & Glorious, Joy - but to name a few who would have you crying on your arse if you employed the above tactic.
I could reel off a number of other gameplay elements that you've either ignored or missed, namely; launchers, extended aerial combos, sweeps, dodge-offsets, weapon combinations split between hands and feet, taunts. All of these have a drastic effect on how you play the game and how you approach certain enemies.
Bayonetta is one of those rare games that's immediately accessible to those who just want a bit of button bashing fun (on easier difficulties) and hugely rewarding to those who choose to spend some time with it on harder settings.
*edit* ... And as for Vanquish, I'm really looking forward to this. I admit, I was surprised by the 9 but I can't say I'm disappointed
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...but good to see more Japanese devs getting back on track/
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Anyone else wonders now why Capcom struggles to put up a single good game (except Super Street Fighter 4 and to a lesser extent DMC 4) these last few years?
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So for me the concerns about length of game aren’t an issue, actually I prefer shorter games anyway, I rarely finish anything that takes longer than 8 hours. It defo feels like a solid 9 so far, I’m having a blast with it and my housemates seemed to be having fun just watching me play it.
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Also styling can out you off a game. Definately the case from what Ive seen from vanquish and why I have no motivation to ever go back to bayonetta after the initial playthrough to really learn it's intricacies.
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Unless your tilt towards these kind of things is as absolutely sky fucking high as some of the trailblazing rockets in this thing, then I would avoid like the plague or treat it as a must-rental if those kind of terms exist for you.
Yes I've been playing it for a lot of the past week and no I can't see what the fascination is, although I have tried. Mate who actually owns it is a hardcore bullet hell mentalist, and fan of most japanese import style stuff. He loves it. And I love EDF if that's any comparison. I just hate cover shooters and shitty shitty crazy mental stories.
Not bad just mediocre and if you're talking scores then it's a 7 from me.
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http://www.next-gen.biz/features/vanquis... ( 8 / 10)
/ Ken
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- It's criminally short. It looks quantitively ugly. It's stolen every single element from another game that probably did it better.
Unless your tilt towards these kind of things is as absolutely sky fucking high as some of the trailblazing rockets in this thing, then I would avoid like the plague or treat it as a must-rental if those kind of terms exist for you.
Yes I've been playing it for a lot of the past week and no I can't see what the fascination is, although I have tried. Mate who actually owns it is a hardcore bullet hell mentalist, and fan of most japanese import style stuff. He loves it. And I love EDF if that's any comparison. I just hate cover shooters and shitty shitty crazy mental stories.
Not bad just mediocre and if you're talking scores then it's a 7 from me.
It's quantitatively ugly is it? Please explain to me how you plan on assigning a quantitative number to the visual style? Unless you plan on doing the same for ever single game ever made to provide your baseline? No? Then jog on.
I appreciate you obviously don't like the game (and that's fine). Having only played the demo, I don't know myself how I'll enjoy the full game but I know I enjoyed the demo immensely and it looked far from ugly.
In addition, I must tip my hat to your mate who clearly holds the de facto last-say in all things "japanese import style stuff". I admit I had no idea. Games industry - take note and fear!
Finally, as for your "It's stolen every single element from another game that probably did it better" comment... There's seldom any truely revolutionary games anymore (and I don't mean that as a diss). More often than not, games are an evolution from the ones that came before them. That's generally the way that design works in this world, whether it be games, music, film, art etc. Very occasionally something revolutionary comes along and it should be praised but that doesn't mean that everything else is automatically shit.
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It's quantitively ugly in the sense that if you wrote an article discussing 'visual design decisions in Vanquish' you could pick apart the elements of it and why they are either unappealing on a simple aesthetic level, technically base, unhelpful in terms of gameplay coherence, and sometimes just baffling/irrelevant. Quantitively, because you can argue these things were it the time and the place. Which it isn't, as proved by the five negs I received just for posting a less than glowing opinion.
I'm not sure what exactly you're saying about my mentioning my friend's opinion being the opposite to mine. The reason I posted that was because I've been in the company of a completely dissenting opinion, and someone who plays through the vast amount of (what he admits is often) complete tripe, for completists sake. As such I'm aware that Vanquish will be a 9 to genre obsessives and those who appreciate its hook and not for others. It's not as playable for those it doesn't grab as some other even lesser games.
I fundamentally don't agree with terms like revolution, evolution and so on since they're wishy washy and can be used to mean almost anything.
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You say that the game looks the way it does if you pick it apart but friend you forget that some games are much more than the sum of their parts in either visual or gameplay levels or both. I am a person who favours and values a stilistic and "art" like style over any kind of drab so called "reallistic" looking visuals. You can imagine that what i have seen (from the demo myself) greatly appeals to me and that is NOT adding in the kudos this game gets for being a refined and better P.N.03.
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