Saturday, November 2, 2019

LegalSpeak Call of Duty Modern Warfare 2019

Modern Warfare 2019

By: Patrick "TheLaw" Morris


Call of Duty is one of the video game industries most polarizing series. The games are played by both the extremely hardcore competitive gamer type and the most casual "I only play COD and Madden" frat bro type. For that reason Call of Duty holds a truly unique and nearly bulletproof position in the video game industry having only been toppled from the best selling game of the year twice since 2009: in 2013 by Grand Theft Auto 5, and 2018 by Red Dead Redemption 2. But like every other icon of pop culture it seems as though the best days of Call of Duty are in the rear view mirror. Call of Duty has been an annualized franchise longer than most; and in the past few years the campaign offerings have begun to lean on nostalgia. Modern Warfare 2019 attempts to ride the audiences nostalgia for its namesakes trilogy in the same way 2017's World War 2 did with the world war 2 shooter genre, but the combination of the familiarity of its gameplay and proximity to its predecessor makes for an aggressively mediocre COD experience.

Welcome welcome welcome everyone welcome back to LegalSpeak a ColdNorth Production. I'm TheLawMorris and this is the video essay series in which I get to talk about the games I've been playing and what I think of the medium as a whole. I was supposed to be talking about Gears 5 this week but then someone told me to check out the new Modern Warfare game because the campaign was "the best campaign since the original Modern Warfare trilogy" so here we are. Another year and another Call of Duty, let's talk about Modern Warfare.

Spoiler alert: I will be discussing what some might consider some major spoilers for Modern Warfare 2019 so if you haven't played it and you're going to you should mute the video but make sure to leave it playing so that my watch time goes up. Also a quick disclaimer: this video is about the Call of Duty campaign. I don’t play Call of Duty for the multiplayer so hopefully that’s not what you came here for or else you should prepare yourself for disappointment. Let's get to it.

To be clear: I absolutely don’t think Modern Warfare 2019 is a bad game. It's perfectly competent in some areas and down right good in others. I don’t want to sound to negative on the game so lets get started with what this game does right. Weapons are fantastic, there are so many different weapons and different combinations that can be used to completely change the way a combat scenario is approached. If you want to hang back and pick your enemies off one by one that’s great you can use Hadir's Sniper Rifle for that. If running in guns blazing Terminator style is more your thing pick up the mini gun and go to town. Both of these approaches can be applied to the exact same scenario. And if you're just looking for the most brutal challenge the game has to offer then crank up the difficulty and choose a well measured and reliable mid range weapon. Every different gun type looks, sounds, and feels wholly unique making the game feel more customizable to the individual players play style. Never in any other game have I so thoroughly enjoyed using so many different AK-47's in so many different ways. Guns are punchy, offer a wide variety, and incredibly well realized. Weaponry is definitely at an all time high for my experience with the series.

While some levels throughout the game struggled a lot (one in particular but we'll get to that later) the levels that I was always looking forward to were those of the stealth variety. Infinity Ward's focus on one to one real world scaling makes the stealth raid and infiltration levels of the game feel incredibly real and claustrophobic. One shot one kill sequences full of enemies bursting out of hiding places, utilizing creative vantage points like under a bed or behind a toilet, and waiting to hear your footsteps to try to shoot through a door make for some of the most memorable and enjoyable Call of Duty gameplay I've had in years. Combine all that with graphics and animations so stunning that under the cover of night vision I genuinely believe a person could be tricked into thinking it were actual combat footage and what you’ve got is the best levels in the game. It's just to bad there are only a handful of these levels.

Along with the weapons, graphics, and stealth sequences one of the main stand outs of the game were a few of the characters. Farah, Hadir, and Kyle were all fine and of course Captain Price was just as charming and badass as he ever is, but the real stand out character in the game was Alex. Alex was charming, loyal, humble, handsome, and most importantly believable. It's been since Soap Mctavish that I've looked forward this much to getting to play as a Call of Duty character. Alex's contribution to the story through his loyalty to Price and by proxy Farah and Hadir makes him exactly what a playable character in a game like Call of Duty should be: a badass soldier with an infectious personality for the player to inhabit for five to eight hours. It's amazing but there is finally another Call of Duty character that's as likable if not more so than Captain Price.

Don’t mistake my praise for these aspects of the game as a ringing endorsement of its overall quality though. After all was said and done I was left with the feeling of having just finished what I could generously describe as a just okay game. While there were some stand out features throughout, the rest of the game felt like a standard paint by numbers Call of Duty experience. Not that that’s an inherently bad game just one without any feeling of heart or soul put into it, one lacking that tender love and care found in earlier titles like COD 2, the first two Modern Warfare games, and World at War.

When I wasn’t raiding a house in a perfectly curated stealth level the game was essentially the standard Call of Duty tunnel shaped shooting gallery. Not that that’s a bad thing but in 2019 competing with the likes of Control, Resident Evil 2, and even Gears 5 it just comes off as uninspired. Level design feels derivative of previous COD games, so much so in some cases that the only way I would be able to pick out which levels came from this game in a line up would be the graphical prowess. The attempts at variation in gameplay are well paced but when it comes to having the player do anything other than the classic Call of Duty run and gun nearly every single sequence fell flat. Painting targets for a drone strike didn’t feel as awesome and powerful as it should have, sniping from a very long range was degraded by small flags right next to every single enemy apparently being the only way to convey wind direction and speed, and thank god there was only one instance of guiding a prohibitively stupid AI through an office via CCTV cameras. And to top this all off the check point system was so overbearing it nearly led to me having to restart a level from scratch on multiple occasions.

Putting it frankly I would be shocked if I ever found out that Activision had even for one second been holding their breath waiting for a Call of Duty game to win an award for best writing or story telling. When it comes to stories the best that can be asked for from a COD game is something like the personal emotion of WW2 or the intrigue and thrill of Black Ops…neither of which can be found in Modern Warfare. The games story becomes a convoluted mess of vague double crossing and even triple crossing all in an ill defined attempt at adding some sort of moral compass aspect into the narrative. Like Tom Clancy stories Call of Duty should focus on simply refining what they are: a military thriller, and leave the drama and sub textual messaging to other games.

So we've covered the good, the just okay, and the even somewhat bad. But unfortunately for Modern Warfare 2019 the writers seemed to think that episode of Happy Days featuring Fonzi jumping over a shark was wicked cool so naturally they decided to jump the shark themselves. An entire level of the game is played from the perspective of Farah when she was a child. In theory I actually really liked this idea and I think from the right developer given the proper story build this could have been a really cool sequence but instead it came off as something akin to Tommy Wiseau setting out to write Oscar bait. The story beats explored in this particular level feel rushed. The fantastic one to one scaling I was praising from earlier in the game is either temporarily completely abandoned or the developers have never even seen a child in their lives as Farah should be at the very youngest 5 years old and she appears to be at most two feet tall and can compact her body to be literally just a head sitting in a corner when the gameplay calls for her to hide. And apparently prying the lock held to the door with what is clearly a flathead screw off the door frame with a flathead screw driver is much more realistically possible for a five year old than simply unscrewing it. The Farah level takes what was up to that point an okay game and changes course directly into bad game territory only to be salvaged in nearly the final hour by the fantastic "Going Dark" level.

As a sub series Modern Warfare has somewhat made a name for itself through the utilization of disturbing imagery. This trend began in Modern Warfare 2 with the infamous "No Russian" level and was continued in Modern Warfare 3 in both the opening fight on Wall Street and the car bombing in Paris. While these scenes and levels were disturbing and in the case of "No Russian" caused quite a bit of controversy they did contribute to the story in a meaningful and well thought out way. Modern Warfare 2019 attempts to follow this trend early in the game with the attack on Piccadilly Circus seeing the extremely recognizable landmark location come under fire by terrorists and watching civilians run for safety as they are gunned down in the street. This so close to home imagery seems to be included for nothing but shock value. I'm not opposed to disturbing imagery in video games but where Modern Warfare 2019 differs from Modern Warfare 2 and 3 is in its feeling of being earned. Not earned as in the developers earning the right to use imagery like this in their game but more in the way that they had written a story in which the airport scene was a pivotal story beat and the wall street and Paris invasion scenes were the result of a slow crescendo spanning two games. Modern Warfare 2019 slapping the player in the face with the Piccadilly Circus moment in the second level isn't earned through writing or build it's just a means of advertising through controversy. And given the revelation that this game is a prequel to the original Modern Warfare this scene makes even less sense as it devalues those moments of terror and uncertainty as people are attacked in places they would never have expected and have always been presumed safe.

Though it provided some major highs and a seriously low low at the end of the day Modern Warfare was counting on nostalgia. WW2 succeeded in entertaining me by bringing me back to the early 2000's when World War 2 shooters were a dime a dozen and every year there was a new game trying to bring that Spielberg magic into a new medium. But what WW2 had going for it that Modern Warfare 2019 does not is time. The World War 2 shooter genre died in 2006 compared to the most recent game in the Modern Warfare series having been released in 2011 just eight years ago. This year's Call of Duty campaign was fine but leaned a bit to heavily on the clout granted by its namesake and as a result in my opinion wound up being a mediocre game not worthy of the Modern Warfare name.

Which Call of Duty campaign is your favorite and if you played this years what did you think of it? Let me know in the comments down below. Don’t forget to subscribe and click that bell icon for notifications of when our video essays and podcasts are posted every week! You can see everything we do all in one spot over at ColdNorthPro.com, I'll be back next week talking about Gears 5 for real this time so until then just go play some games!

Wednesday, October 23, 2019

LegalSpeak Sega The Pioneer

Sega The Pioneer

By: Patrick "TheLaw" Morris


Innovators are almost never the market leaders and often times are unable to capitalize on their own innovations at all. This happens in every industry, ideas and concepts are introduced by one party then iterated on by almost everyone else until naturally one or two market leaders rise. It's a natural occurrence in a capitalist market and a direct result of competition but very rarely does lightning strike twice. Sega was a titan when it came to innovation in the hardware space, foreseeing the forthcoming of the connected video game experience and the lucrative subscription service model; but just like most other innovators Sega was to much to soon and despite their ingenuity were forced out of the hardware market entirely.

Welcome welcome welcome everyone welcome back to LegalSpeak a ColdNorth Production. I'm TheLawMorris and this is the video essay series in which I get to talk about the games I've been playing and what I think of the medium as a whole. Don’t forget to check out everything we do including both of our podcasts all in one spot over at ColdNorthPro.com. This week we'll be discussing two separate times that Sega introduced something that can easily be called a game changer to the video game industry before it was ready. Lets talk about Sega Channel and Seganet.

For almost two decades internet connectivity has been an integral part of almost every single video game to come to market. Whether those be multiplayer games in which players use the internet to connect to other players and play together or single player games where developers can patch out bugs and deliver new content an internet connection has become an absolute must for owning a console in 2019. PC players were connected to the internet and using these features long before console players but that was in a time when the two markets were so separated that people still widely referred to console games as video games and PC games as computer games. Sega saw the two markets converging and becoming much more competitive platforms before most people did and as a result with the introduction of the Dreamcast in 1999 they sought to bring the connected nature of a PC to the console market.

Seganet was Sega's online service that connected Dreamcast players to one another over the internet. Through an optional modem add on for the Dreamcast players had the capability to connect to Seganet and play games head to head or cooperatively online. Popular games like NFL 2K, Jet Set Radio, and Phantasy Star Online are fondly remembered as the pinnacle of Seganet. In the years since its demise and Sega's exiting the hardware space the Dreamcast has become somewhat of a cult classic console with many people still swearing by it as the best console of all time, even today. And in a sense those people are right. Despite being discontinued in March of 2001 the Dreamcast was extremely forward thinking and later that year Microsoft would enter the market with the original Xbox sporting a built in modem for internet connectivity.

A connected console is something that is so commonplace in today's market that the vast majority of the consumer base doesn’t even think of it as a feature its become something that's simply expected. When pressed to tell you who started the connected console movement that vast majority of consumers would probably respond with Microsoft for their Xbox live service that launched in 2002, or maybe they're one of the two dozen or so people that played Socom online and they would tell you the PS2 was the first connected console. While both Sony and Microsoft have gone on to refine the idea and benefits of a connected console it was Sega that paved the way for their success. Sega brought an internet service for console gaming to market in the mid 90's on the Saturn and made it much more widely accessible in 1999 with the Dreamcast but even then it was still just ahead of it's time and while Sega was preparing for and building the console of the future the consumers were more interested in the console of right now and both the Saturn and Dreamcast lacked games and major third party support when compared to Sony and Nintendo.

While the connected console is something Sega saw coming a couple years ahead of the rest of the market there was something else that we have all hailed as a monumental achievement in pushing the delivery of video games to new heights that Sega predicted not only years but decades before it would take the world by storm.

Sega Channel was a very strange concept that starting in 1994 allowed users to order the capability to download as many games as they wanted from the list of games included with the service and play those games for as long as they wanted. The service was delivered through cable TV providers who would send a tech to customers houses with a specialized Genesis cartridge that sported a coaxial input to connect to the cable provider. Sega Channel was operational from 1994 to 1998 for $13 per month and when adjusted for inflation that comes out to about $22 per month in 2019. A bit more than two times $9.99…

The potential of unlimited access to games from a set list for a flat monthly fee has been a holy grail of sorts that the industry has been chasing for decades now and it all started with Sega Channel. The idea has ben attempted by many others including third parties that aren't in the video game industry but the retail industry. The closest any company has ever gotten to realizing that vision prior to 2017 for me personally was actually Blockbuster. In 2003 Blockbuster, rest in peace, introduced in what is undoubtedly the worst bit of branding of all time the Unlimited Game Rental Freedom Pass for $14.99 per month or $20.87 per month in 2019 dollars. The freedom pass allowed subscribers to hold one game out for as long as they wanted and swap it out for any other game as many times as they liked, effectively making the only limiting factor be what blockbuster happened to have in stock at the time. In 2017 Microsoft announced their new program called Gamepass, at the start of the eighth generation of consoles Sony acquired Gaikai for their streaming technology and now offer PSnow, EA offers EA access, and Ubisoft just announced Uplay+. Starting in 2017 a whole 23 years after Sega Channel the idea of an all you can play subscription buffet is a wildly popular one, another part of the gaming industry pioneered by Sega.

When most people (myself included prior to writing this) look back on Sega's time as a hardware developer they picture the glory days of the Genesis and the tailspin that was the Saturn. But Sega is almost never remembered for the incredible innovations they brought to market before the market was ready for said innovations. In a very strange way without Sega we definitely would have gotten to the connected console world and the subscription service model we have today but it could have potentially taken much longer than it did. Sega opened the door on two of the biggest most revolutionary concepts in video game history and while they're still out there publishing software like Alien Isolation (great game) and Sonic Forces (a less than great game) I think we should all take a moment to pour one out for their hardware division.

What are some of the major game changers that you think changed the industry either for better or for worse? Let me know in the comments down below. And if you had any experience with either Seganet or Sega Channel please let me know about it while you're down there!

If you liked what you heard don’t forget to subscribe for new videos and two new podcasts every week. Just one more reminder that you can see everything we do all in one spot over at ColdNorthPro.com. I will be back next week talking about Gears 3 so until then just go play some games.

LegalSpeak Link's Awakening

Link's Awakening

By: Patrick "TheLaw" Morris


There was something magical about the Gameboy Advance. Of the many handhelds that I've owned over the years it's  the one with which I've  spent by far the least amount of time and yet it's one that nears the top of my list when it comes to naming my all time favorites. Links Awakening was originally a Gameboy game that was later enhanced on the Gameboy color and then laid dormant for nearly 21 years. But now Link's Awakening has been remade for Switch and released alongside the new miniaturized Switch Lite and despite having never been officially made for the GBA the combination of Link's Awakening and the Switch Lite has ripped me back to my days of angling my GBA just right in the third row of my parent's Land Cruiser to be able to see those nearly Super Nintendo graphics on that terrible screen. Conceptually I adore Links Awakening, its unique deviation from the Zelda formula and obviously catered for handheld design language combined with the nostalgic form factor of the  Switch Lite makes for the best Gameboy experience I've ever had and it's not even on a Gameboy.

Welcome welcome welcome everyone welcome back to LegalSpeak a ColdNorth Production. I'm TheLawMorris and this is the video essay series in which I get to talk about the game that I've been playing and what I think of the medium as a whole. I've been playing a new to me Zelda adventure over the past couple weeks so lets talk about that.

The Zelda series started as a top down 2D adventure game in 1987 and for the first four entries it would remain that way. In 1998 Zelda broke into the third dimension with Ocarina of Time to massive critical acclaim, but just three years later the franchise would go back to its 2D roots and contrary to traditional thinking Nintendo has kept Zelda alive in both the second and third dimensions as distinctly different but equally good variations of the same series. With well over a dozen entries behind them Nintendo has continued to iterate and improve upon the gameplay featured in both the 2D and 3D Zelda's. And after playing though Link's Awakening on Switch It is easy to say that this is as good as 2D Zelda has ever been.

Movement across Koholint Island is pleasant and intricate with puzzles and item gates along the way that lead to portions of the island being blocked off for the majority of the game. There are secrets to be discovered almost everywhere and in many cases even secrets within secrets offering even more to explore. Combat is responsive and has finally overcome that silly feeling of having to offset Link from his attackers in order to ensure contact with the swing of the sword in all but the most extreme scenarios. The items that Link uses are enjoyable and satisfying but a bit limited in number and scope. Where the hookshot is often used as an option for stunning most enemies in other games it feels extremely contextual in Link's Awakening offering the same functionality the Zelda audience has come to expect but in a much more limited capacity. The Bow and Arrow is really only utilized in a combat scenario in the ancient ruins and a puzzle scenario in the face shrine whereas in other entries it’s a staple for players to lean on heavily in ranged combat situations. The actual combat and movement are an all time high for the 2D games but the game having been designed originally for a two button interface feels as though it was designed to not utilize items to nearly the same extent as A Link to the Past before it and almost all subsequent games.

Overall the design of the game is excellent. The overworld is charming and enthralling, while the dungeons feel well plotted and for the most part logical. Koholint Island isnt the biggest overworld of any Zelda game ever and in fact it's almost certainly one of the smallest but where Koholint shines is in its density and complexity. The developers used a winding path and varying levels of verticality to make the world feel much larger than it actually is. Through clever map design the player can both see where they need to go and be a three to four minute journey from that point as they have to wind their way around the labyrinth that is Koholint island to reach their destination. The island itself is a gigantic puzzle that continues to leave the player wondering until after hours of play time it can be completely mastered. From a design standpoint alone Koholint Island is one of the biggest assets the game has to offer. Dungeon designs are a bit less satisfying. Early on the dungeons are fine but as the game progresses and the difficulty curve ramps up the developers leaned more and more heavily on frustratingly unintuitive design choices to create an illusion of difficulty.

Some particularly frustrating points in the game occurred when the player is left not knowing what to do with almost no hint pushing them in the right direction. As the game continues this becomes increasingly common and left me with little choice than to look up where to go just to be able to continue. Typically I try to not use a guide as I think it makes for a fundamentally different experience than figuring it out for yourself, not worse or any less valid just different. But I'm also not willing to beat my head against a wall trying to figure something out that I may have just missed or may be a result of a simple lapse in cohesive game design so I am willing to turn to a guide when necessary. I've played plenty of Zelda games and am well versed in their puzzle mechanics but as I got further into the game I found myself having to refer to a guide more frequently and when seeing the next step was left wondering how I was supposed to know that. Essentially it feels as though for the sake of longevity the devs created something that began to feel artificially long and not fully realized; into the later dungeons and overworld exploration Link's Awakening starts to feel distinctly like a Gameboy game in a bad way.

But while it may not be the best designed Zelda game in the the last 30 plus years it is definitely one of the best Zelda stories. As the player is forced to repeatedly back track across the world and speak with all the inhabitants of the world learning about them personally and seeing them in their own home environments they cant help but fall in love with not only the people but their environment. Koholint island is shockingly alive feeling compared to other Gameboy games and even home console games of the era. There are constantly things happening across the island that have nothing to do with the main story which contributes to the feeling of this being a world that exists and raises the stakes of the main quest. From the outset of the game Link and the player alike aren't given much context as to why they're doing what they're doing but they press forward regardless.

Early in the game there are different things hinting at the twist ending but towards the end the dungeon bosses blatantly tell both Link and the player that this is all just a dream and if Link wakes the Wind Fish it will all be over. Having known the ending of the game prior to playing this version every time one of the bosses warned me about this it was a bit more heart breaking. Here I was moving throughout these dungeons as though this was any other Zelda game but for the first time in the series Link's actions have significant negative consequences. Operating under the assumption that we are doing the right thing without taking the time to look around at what we are doing can lead to grave mistakes and that’s what Link's Awakening seemed to be and should have been all about. Link and the player are the villain of this story and it just goes to show that even an ignorant villain is still a villain regardless. Where I felt the story went off the rails a bit was in trying to vilify the nightmares at the end. That story beat wasn’t earned and just devalued the masterful story telling the game had setup previously at the last minute in a feeble attempt to present Link as the hero.

Conceptually I love Link's Awakening. It’s a great 2D Zelda and the remake continues to shine an already excellent gameplay experience. For better of worse it is undeniably and unapologetically a remake of a Gameboy game from more than 20 years ago and that shows. But despite its flaws the Switch version of this game offers up a complete and enjoyable Zelda experience. Link's Awakening's deviation from the typical Zelda story arc helps it stand out in my opinion as the second best Zelda story with just a minor hiccup that is easily ignored at the end. It's not my favorite Zelda in fact I'm not sure where it lands on the spectrum of Zelda games for me but I can definitely see a case being made for it being in the top five.

What are your thoughts on this new old Zelda and which old Zelda would you like to see be new next? Let me know in the comments down below. Also shout out to Bounty Hunter 115 thanks for your support I'd be glad to have you on the podcast sometime.

Don’t forget to check out everything we do all in one spot over at ColdNorthPro.com. Ill be back next week talking about something else…maybe sega but maybe something Gears of War related I'm not sure yet so until then just go play some games!

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