Mars: War Logs Review
War slogs.
→
May 3, 2013 Mars:
War Logs isn't a great RPG, but it is at least the seed of one – and a
seed with some surprisingly green shoots sticking out of it, given that
it's an attempt to pull off an epic in the style of Mass Effect or The
Witcher 2 on a fraction of the budget. There's a definite underdog charm
to its 10 or so hours of overly ambitious action, and while it shoots
for the moon and mostly misses, every now and again it lands a solid hit
– especially during its regular arcade punch-ups.
You wouldn't suspect it from the opening, though. MWL kicks things
off not just clumsily, but as charmlessly as RPG openers get. It's a
sloppily translated time of war on Mars, and a young soldier named
Innocence – yes, really – is about to be violently raped in his POW
camp's sand showers by a foul-mouthed fat man. Subtlety is not Mars: War Logs'
speciality. From that scene to the sledgehammer-like nature of the
dialogue and the many characters with ironic "virtue" names like
Morality and Charity.All of this is handled with fairly stock Western RPG design – questing by objective markers, lots of running around and backtracking, and levels split by doors into segments that
The morality system is equally odd, starting with the fact that despite going out of my way to be a nice guy, my reputation never shifted from "Neutral." Along with some straight evil choices, like stealing money you're meant to deliver, there's also a nonsensical mechanic where repeatedly smashing enemies in the back of the head with electrified crowbars, shooting them in the face with nailguns, running lighting through their bodies, or making them walk on exploding traps will only ever politely knock them out. Actually killing them (for bonus cash) is treated as an extra, karma-slapping step after the battle – not that you ever need to.
Most of the entertainment, therefore, ends up coming from unintentional places. Mars: War Logs plays itself very straight, wanting to tell a gritty, edgy story where writers need not fear F-bombing the scenery into craters, and elements like torture and politics can be its playthings. Fair enough, and it's worked before. The trouble with going dark is that it only makes it funnier when, say, the hidden villain is revealed to be a Sith Lord – sorry, an evil "Technomancer" called... wait for it... "Sean." Truly, a name that will strike terror into the hearts of all who oppose his authority.
MWL's endless quest to make the Technomancers as out of place in this world as possible reaches its nadir with Mary, Darth Sean's apprentice and winner of the hotly contested Worst Actor In The Game award. She's terrible to the point that even other Technomancers likely end up with palm-shaped bruises across their faces after meeting her. Even those regular Technomancers are jarring to encounter − overt, albeit tool-using mages in a world that otherwise sticks to grounded industrial chic.
Their electricity powers do help jazz up combat, which is the rare part of MWL that isn't simply acceptable, but excellent... if also unintentionally hilarious. It's arcade style, with a real weight to attacks and enemies that are always threats – a case of mixing blocks and parries and special attacks like throwing sand into peoples' eyes that later evolve into charging weapons with lightning and hurling shockwaves. A regular guard can still bring the pain, as wearing glasses means they're immune to sand-blinding. Technomancers will throw up a melee-blocking electric shield. Others can only be hit from behind. In design and execution, it's a system worthy of a much better RPG – and that RPG should also use MWL's generous auto-saves, fast levelling, and vicious crafting system designed around bolting increasingly nasty bits onto base weapons like copper pipes.
The hilarity in combat comes from the fact that trying to have a straight-up fight is suicidal. Enemies do too much damage and there are usually too many to defend against, making survival a matter of constantly being on the move and using hit-and-run attacks. As a tactic, that's fine, but it also looks utterly insane, with Roy spending whole battles rolling around enough to hint that the developers misunderstood when they were told to make a "roll"-playing game. During cutscenes, he's a stoic; reserved and methodical. In battle, it's like his martial arts training came from a dojo run by the Joker.
This slide unfortunately comes along with the realization that the whole world is going to be as empty and ugly as the prison camp, and that the story losing what precious little momentum it ever had. An RPG already facing this much of an uphill climb simply can't afford that trifecta before even its halfway point, and the point it starts getting back on track comes too late to fix the story or provide any sense that this is a world worth taking the last few hours to even try and save from itself.
Comments
Post a Comment
Kindly Comment Only related to Post