Saturday, May 11, 2013

El Shaddai: Ascension of the Metatron Review (PS3)


      A good set of trophies is a treasure map to experiencing all that a game has to offer. When I played through El Shaddai the first time, I found it very interesting, both gameplay and theme-wise, but I also found it to be a little shallow. When I came back to it a few months later to try and get some trophies, I was led to new ways to play the game that revealed its true depth and fun.
     El Shaddai's theme and aesthetic needs to be discussed in depth. It is based on the apocryphal Book of Enoch, an ancient religious text. I'm actually reading it now because I got so into it from this game. In the game, seven angels have left heaven and have begun impregnating human women, and also corrupting mankind and directing them away from God. Some elders in heaven decide to destroy the world in a catastrophic, Noah and the Ark style flood to rid it of the corruption and the fallen angels' destructive, immortal offspring, the Nephilim. The player character, Enoch, a human scribe in heaven (whom the Bible says was taken up to heaven by God, presumably without dying) doesn't want this to happen, and petitions God to reconsider. God agrees that he will not flood the earth if Enoch can go to earth, imprison the fallen angels, and return them to heaven. Enoch takes up this holy mission and heads to earth with 5 angels commissioned to help him, including Lucifel. Yes, that is some kind of Engrish version of Lucifer. In El Shaddai, he is still an unfallen angel, one of God's most powerful agents, and Enoch's near constant companion. It's hard to understand why Lucifel is one of the good guys in this game.
     Lucifel seems to exist outside of time. He wears designer clothes (so does Enoch) and is in constant communication with God via cell phone as you are out on your mission. In the intro movie, he seems confused about when the story takes place, as he isn't experiencing time in a linear fashion. Perhaps that is why he isn't Satan yet; events don't have to occur in logical order for him. At any rate, he acts as the game's narrator since Enoch is a near silent protagonist (although he does speak a little). Lucifel speaks to Enoch at the beginning of every level and shows up several times during each level to report to God on what's happening. You only hear one side of these phone calls to heaven, and they are very cleverly done. He says stuff like, “No, I haven't told him about that yet,” and “Something like that exists? You have to feel bad for Enoch,” along with many other clever lines that work really well. His voice acting is amazing, some of the best I've heard. The actor has some great inflection that sounds very natural and real instead of cheesy. Most every line is delivered perfectly.
     Enoch, on the other hand, is the silent type, although he does speak a little throughout the game. He wears designer jeans underneath his beautiful heavenly armor. If you look closely, you'll see his blonde hair is on fire – with blonde fire. Enoch's animation is amazing. There are so many combat moves, and each one is intricately animated. Especially impressive are the animations for stealing weapons, where he grabs, grapples, and spins enemies while stealing their hardware.
     Enoch and Lucifel both have a metro-sexual or male model look to them. Lucifel sports a shirt with the bottom unbuttoned so you can see his belly button. Enoch spends a lot of the time running around with just his designer jeans on if his armor gets shattered. I can see this being off putting for some, but if you think it would turn you off to the game, it helps that their voices are totally normal, not at all like bad anime voice acting, so fear not.
     Each set of enemies that you encounter in the different levels are similar in their behavior, but each has a unique aesthetic to their armor and what they look like as you break their armor down to nothing. Some simply have armor that is aesthetically different and some have a variation on standard armor, like capes and crazy shapes following them around. Others are more distinct, such as the set that doesn't have armor but instead have rings for heads. Instead of breaking their armor down, the parts of the ring break off as you fight them. Also, they are made out of what appears to be an ever-flowing mud. I've heard the enemy design criticized in another review, but I think it's great.
     You'll be fighting these enemies in many different landscapes. These vista's are the stars of the show in many ways. Most of the game takes place inside the fallen angels' tower stronghold. Each of the seven angels has a floor on the tower that represents what they are about. Each one is a drastically different feast for your eyes and ears. Typically, they are surreal vistas unlike anything you've seen before. Trippy visuals are almost becoming cliché to me in video games since so many games seem to have them these days, but El Shaddai's crazy design is far and away some of the totally craziest, and most stunningly beautiful and original. I don't know how to describe it to you really. One level is mainly pastel colors with trees whose leaves are like a fire or a giant piece of fabric blowing in the wind. Faces move through the air and laugh and blow cartoonish wind swirls. Crystalline stairs appear to lead you to the next area. You walk through pools of water on the ground. Giant waves of clouds carry you forward. That's all just part of one level, and each one is totally different. There are some very surprising levels that I don't want to spoil. Really, each time you leave an area and the game loads up another, you don't know what you're going to see next. It could be anything, and it's surprising and beautiful and different so many times in this game you will lose count. I feel like if I wanted to comprehensively show you all the different environments and areas in this game a thousand screen shots would be a good start. They wouldn't do it justice though. Almost every area in the game also has an overlay or underlay of a static or moving design. It's hard to describe, you kind of have to see it. One level has what looks like shafts of dull light permeating it in the foreground. Another has more tangible dots almost blocking your view. Another has an almost graffiti-like jumble of color that moves through every platform. You really need to see it on your tv to know how wonderful each effect looks, I doubt you can even really see what it looks like in a youtube video. The few levels that take place outside of the tower are also really great. Every single area of every single level is aesthetically pleasing, ranging from interesting to wonderful to stunning. I'm not exaggerating when I say it will probably go down in history as one the best aesthetically designed games in the trippy/abstract/artsy category, not to be topped for many years.
     The overall feel of the game's story, being on a mission from God, is also quite unique. It really immerses you in the feeling of being backed by the unstoppable power of God and his agents, the feeling that you will succeed. Part of it is the way the game handles death (you can come back to life many times mid-battle before being truly killed and getting a game over). Part of it is the way the other four angels who come to earth with you, who are represented as geese or swans (I don't know my birds too well) constantly talk to you. They are often out of sight, but as they say they will be at the beginning of the game, they are always with you, and their voices can chime in at any time to give you advice, encouragement, or warning. It actually reminds me of the constant radio chatter in the 2d PSOne shooter Philosoma. The near constant communication was something that really stood out in that game, and it does the same here. Gabriel's amazing, airy voice telling you to “proceed with caution,” is a seemingly small touch that adds tremendously to the experience. There is also this feeling of movement and going forward that the game really nails. A great example (although there are many others) is the first level, which has you searching for the fallen angels' tower. It has you running through frozen, icy landscapes, full speed as the the camera dramatically follows you and the angels give you your initial pep talk, including the amazing line “Show mercy, love, and forgiveness in the name of the Lord.” The level takes many visual and design twists (as most of the levels do) and has a really stunning and unique last few sections as you near the tower. The last time I saw anything like some of these elements was in a Metal Gear game, and I shall say no more.
     As a Christian, I found several elements of the story to line up well with my theology, and I expect anyone of the Judeo-Christian persuasion would find the same. There are also quite a few things that don't line up with my theology (or probably anyone's, for that matter). Keep in mind this is an apocryphal book made into a Japanese style video game, so it is twice removed from what most people would consider canonical. That second removal is kind of a doozy too. Nevertheless, if you are of Jewish or Christian belief, the themes of the power of God, forgiveness, fallen angels, Lucifer/Lucifel, Nephilim, and a catastrophic flood may be interesting and thought provoking to you. Just be prepared to take it all in with several grains of salt.
     As you can probably tell, the theme and artistic design of this game are a big highlight. The experience of playing the game is really something every gamer who is into such things needs to check out. The gameplay is also impressive.
     The basic controls have you moving with the left stick, jumping with cross or circle (pressing again to double jump), attacking with square or triangle, guarding with R1, and stealing a weapon or purifying the weapon you have with L1. You need to purify your weapon from time to time as vileness from the enemies you are fighting builds up on it, weakening its attack strength. It would have been nice to have purify and steal on different buttons, since I had several instances of stealing when I just wanted to purify.These controls sound simple, but actually go quite a bit deeper than they first appear to.
     Pressing square rapidly produces a fast combo. Delaying your button presses so that you tap square a bit after your last tap launches you into a guard-break move that flanks the enemy and breaks through their defensive stance. Holding R1 and pressing square launches your special attack, which launches enemies in the air with two of the weapons, and attacks quickly with slower 3rd weapon. You can charge up an attack by holding square, and this attack animation cannot usually be interrupted, unlike other attack animations which you can be knocked out of. You can do a dive attack while in the air by holding square, or an alternate dive attack by holding R1 and pressing square while in the air. If you press R1 just before an enemy hits you will perform a perfect guard, stunning them, although you have to be careful as some weapons are better or worse at blocking certain attacks. Finally, pressing R1 and L1 at the same time when overboost is available will start overboost mode. While in overboost mode, one of the angels who is with you mimics your attacks, causing extra damage for a limited time. If you press R1 and L1 again before time runs out, you will perform a flashy super attack. Overboost mode doesn't have a meter to charge up or anything like that, it just is available every once in awhile. On normal mode, it just seemed to show up from time to time. In harder difficulties, it becomes apparent that guarding, especially perfect guarding, helps to make it available more often. There may be other criteria to activating it too, but that's just what I noticed and read about online. If you die, mashing on the face and shoulder buttons will bring you back to life, and cause Enoch to say his amazing, I'm miraculously still around catch phrase, “No problem, everything's fine.” This gets harder to do each time he dies, however, and if you can't mash hard enough, you get a game over.
     The three weapons I've been alluding to are all otherworldly and unique, and all control differently, with a different move set mapped to the same controls. They all also give you a unique movement control. The arch is sort of like a sword. It looks like a bow and arrow, but you hold it by what would be the string side, and the part that would be the wooden part of a bow is a blazing, serrated energy blade that's constantly moving like a chainsaw. Pressing R1 and cross with the arch makes you do a quick hopping dodge. It's kind of useless on normal mode, but invaluable for surviving harder difficulties. You can also hold cross when you have it equipped to slow your descent when falling. The arch is strong against the veil, and weak against the gale.
     The gale is a long range weapon. It consists of a circular control unit that floats behind you, and projectiles that hover around you until you shoot them out. When you have it equipped, you can perform a really fast dash by pressing R1 and cross, which allows you to extend the length of your jump to reach out of the way spots, or to dodge in battle. The gale has the weakest guard strength and is is weak against the veil, and strong against the arch.
     The veil is like a big shield when you are guarding, but you rip it into two gauntlets when you attack with it. It is a slower melee weapon, but has strong attacks. It is also the best weapon for guarding. Pressing cross while holding R1 allows you to move while guarding. The veil has the strongest guard; it's able to block some attacks or strings of attacks that the other weapons can't in similar situations. There are also certain obstacles in the environment that only its attacks can break. It is weak against the arch, and strong against the gale.
     The way the weapons interact using the rock-paper-scissors concept is really great. Attacking someone with a weapon they are weak against can interrupt their attacks. Attack them with a weapon they are strong against, and they'll probably power through and nail you.
     You also fight bare handed in some situations, with a limited move set.
     When playing on normal mode, I preferred the arch, since I could mash my way through with its familiar sword-like attacks with little problem. When playing on the hardest difficulty, Extra, the gale was my weapon of choice, as not getting hit by staying at a distance was paramount. On hard mode while trying to get high scores, I preferred to use either the gale or the veil. The veil is the slowest and most cumbersome weapon, but once you learn how to properly guard with it and when to attack with it, it becomes extremely effective.
     El Shaddai's fighting system is deep and satisfying. You will probably read other reviews that say it is shallow. You will definitely see tons of people saying it is shallow on message boards. And on normal mode, it is shallow. But, if you follow up with the trophies like I was talking about in the beginning of the review, you will see just how amazingly thought out and deep it gets. You can beat normal mode by mashing on square. You cannot beat extra mode or get the high scoring G ranks needed to get the harder trophies by doing anything but mastering the games fighting systems. You'll quickly learn about the paper-rock-scissors nature of the three weapons, and which attacks to use with each weapon when fighting an enemy with a weapon it is stronger or weaker against. You'll think about how to deal enough damage to an enemy to weaken them enough so that you can steal their weapon before they take too much damage and die. You'll think about what order to fight enemies in, both so that they are easier to manage, and to abuse the way enemies spawn in patterns based on what weapon you kill the previous enemy with to get an enemy to spawn with the weapon you want to steal next. Whenever I got into a fight while trying to get the high scores needed for the “conqueror” trophy, I would need to analyze the fight like it was a puzzle (first I have to steal this guy's weapon so I can kill this guy with it, causing a guy with the weapon I need to spawn so I can steal that, then I need to kill this guy even though he has a weapon mine is weak against by using this technique so I can then use his weapon to kill this last guy. I can press L1 to steal his weapon, then hold R1 and press square to launch him into the air, press square twice to combo him in the air, then hold square to do a spinning dive attack as he falls, knocking him into a wall, then as I land I'll hold square to do a charged attack and finish him off before he gets up... and on and on). The combat is challenging, exciting, and thanks to the huge array of great animations and great camera pans and zooms, beautiful to watch. Unfortunately, like I said, normal mode requires little more than mashing square to win, so you aren't going to see any of this depth your first time through. It is good training for the next few run throughs on harder difficulties, but I fear many people will label it as shallow and never touch the game again after beating it the first time. I've heard people say it's worth a playthrough for the visuals, but that the gameplay is sub par. That's kind of true on your first playthrough, but if you go deeper, so will your gameplay experience, and you'll be learning new moves, combos, and techniques many hours into your quest to finish all the trophies.
     It's no spoiler that the boss fights include fighting fallen angels. You get a little preview of these fights from time to time as an angel will show up and fight you for a bit. You can either win these fights by breaking a piece of the boss's armor, or lose if they break your armor first. Either way, the game continues. But when you fight theses bosses for real, you're in for a lengthy slug fest. In order to beat them, you have to whittle their armor down from full protection all the way down to their jumpsuits underneath. This physical representation is the only indicator of hit points, both for you and these bosses (and normal enemies), and it's a really cool way of doing it. There are no on screen indicators at all in El Shaddai (although beating the game let's you unlock the hidden hp meters as a cool little bonus). Watching how much armor is on your body, and how much the fallen angels or the normal enemies have is your only clue as to how much more beating you have to do. There are also quite a few other bosses that are less...humanoid. They are all great fun to figure out and fight.
     You're going to run into a few levels that deviate from the normal pattern of the others. I don't want to spoil what you'll be doing in them too much. The gameplay in these levels can be quite different than the main game. The one that involves driving is not very good. It kind of just happens, you don't have to really do much to pass it, even on the harder difficulties, although it looks really cool. The others are really great highlights in the game, both aesthetically and story wise, and their gameplay is solid.
     There are also a lot of 2d platforming areas, along with many 3d platforming areas. These work ok, but something is a little off with the physics. I missed a lot of jumps while playing, both in 2d and 3d. It's hard to describe, but at times, it just doesn't feel right, and you end up falling. I found I did the least falling when I just ran through at top speed without thinking about it. It's quite lacking when compared to a game like Outland, which has rock-solid platforming that feels so perfect from your first jump to your last.
     The automatic camera is very good. A lot of people have called for the game to have manual camera controls. I disagree. The auto-camera does a really great job. Being able to move it yourself wouldn't add anything to the gameplay. In my opinion the auto-camera is part of what makes exploring the beautiful environments so thrilling. It frames things really beautifully. In combat, it does a great job of following the action and keeping all the enemies visible. I got messed up by it about 8 or so times when it didn't show me all the enemies or shifted unexpectedly. 8 bad shots out of thousands and thousands of camera movements is way better than I would do with manual controls. Integrating the dramatic zoom-ins and angle changes that frequently occur during particularly flashy attacks would also probably not work well with manual camera controls, and seeing the games animations in detail in these automatic camera shots is such a big part of El Shaddai's aesthetic.
     El Shaddai's music includes some choirs, some tribal singing, some great, epic exploration themes, and more mysterious tunes, as well as great combat music that lends a sense of stress and conflict. It's all good stuff.
     The story is really great, but some outside information is needed to understand certain parts of it. At the very least, read the story write up in the instruction manual, and I'd also suggest going online and reading about its topics on Wikipedia or elsewhere. Unless you happen to be a Biblical or religious scholar, you're probably going to miss some of what is going on and what certain events might mean. And even once you've read about it, it's still going to be confusing at parts. El Shaddai isn't really interested in explaining itself to you, but in a good way. Figuring things out, coming up with theories and interpretations and meanings, and reading about other peoples' thoughts on the game was part of the enjoyment for me.
     So, definitely my longest review thus far. It's partially because there isn't much out there that is like El Shaddai, so I have to explain a lot about it to give you an accurate picture of what it is like to play it, which is the goal of all of my reviews. It's also partially because I had so much fun getting into the real meat of the game and getting that platinum trophy. I've thought long and hard about giving El Shaddai a perfect score, but it's going to have to be a great game, tier 2. This is mainly because the first playthrough can be a little boring gameplay wise. I took a long break between my first playthrough and my trophy run, and almost didn't come back at all. I would have missed out on an amazing gaming experience, I'm so glad I picked the controller back up. But it wouldn't be fair to say it's tier 1, since the other game's in that category (which are all games I've played before starting these online reviews) are really just about flawless. El Shaddai is a hair away from the near perfection these other games have, that hair being it's lack of engagement the first time through. Stick with it though, and that nigh perfect experience awaits as you seek out those hard trophies.












  
P.S. What games am I alluding to that I haven't reviewed on Robotic Attack Squadron but are tier 1? Ico, Monster Hunter Freedom, Mana Khemia, Metal Gear Solid 2, and Wipeout HD (in no particular order, don't make me choose!), to name a few.




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