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: If Mars: War Logs had been released before Mass Effect took us to the
red planet (and many more besides), before The Witcher 2 perfected the
PC Western RPG, and before every other RPG incorporated player choice,
it might have seemed special. Released in April 2013, at the end of a
generation, Mars: War Logs feels antiquated. Those parched for another
Western RPG will find a playable and amusing, if underdeveloped and
sloppy, science fiction experience in Mars: War Logs.
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: War Logs begins telling its story through an NPC's perspective,
similar to Dragon Age II's narrative, although in the present tense.
This is wisely implemented to make the player character Roy seem more
mysterious and powerful than he otherwise might. When Roy saves the
narrator from a corpulent queen about to despoil the boy's virginity,
the two make plans to escape the POW camp in which they're imprisoned.
Things turn political quickly, and Roy is eventually pressured to choose
sides in a typical WRPG fight of the factions.
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: Character development is shackled by a cheesy Martian naming
convention: many citizens are given "virtue" names like Temperance and
Morality, and the aforementioned narrator is conspicuously named
Innocence. Subtlety is not War Logs' virtue name. The plot is equally
underdeveloped, but much of the game's failures result from its
astonishingly bad writing, which renders entire conversations incoherent
and, thankfully, silly. The voice acting is equally if not even more
bemusing. Character motivations remain clouded, and sloppy dialogue
thwarts most of the potential of the setting.
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: The planet Mars is essentially just a costume: a dusty red blanket
draped over the bulky form of the fantasy WRPG. For better and for
worse, you know what to expect: action combat, skill trees, side quests,
mild exploration, companions, crafting, a morality system, and player
choice. There's a substantial game here, but it's derivative and
underdeveloped. Combat is totally functional and even enjoyable at
times, but it's repetitive and there are only a few different tactics to
use on the same few enemies.
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: Crafting is shallow, exploration is repetitive due to limited
environments, and player choices are often binary or absurdly black and
white. War Logs reeks of the overly familiar stench of rushed
development. There are a few anomalies in the WRPG formula thanks to the
game's futuristic setting. Although the technomancer powers may be
nearly indistinguishable from magic, money comes in the form of "serum,"
which is a precious and rare commodity that can be drained from downed
human enemies. Doing so kills them, however, which plays into the game's
morality system.
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: A few other small details, like the differences crafting makes on a
weapon's appearance, made me pause and consider the game with a tad more
favor. The first sentence uttered in Mars: War Logs' opening cutscene
doesn't make sense, but for that and its hundreds of other errors, War
Logs is a miraculously un-frustrating game. I never threw a fit while
playing it (although I threw a few swears during the tougher fights),
and I never pleaded for it to end. No doubt its modest length has
something to do with that, and the side quests and choices make the game
longer for those who want it.
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: Mars: War Logs is derivative, underdeveloped, and features one of the
briefest, most rushed final chapters I've seen, but it's also
completely playable and even charming in a B-movie kind of way. If you
are fond of science fiction movies, you'll definitely your preferences
in terms of blockbusters and independent productions, without one
necessarily excludes the other category. Of course, especially from the
nineties onwards, the genre has sharply divided between films produced
with investments and important names, and considerable undergrowth made
up of independent films, the work of directors and actors.
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: Thus, for any Avatar or Oblivion there are a Pitch Black and District
9, which, not having to necessarily be of interest to the general
public to recoup the investment, they can afford more mature themes and
atmospheres less playful. Cronache marziane Although part of the video
game science fiction is often the preserve of the big publishers, there
are some interesting exceptions, both bizarre and unexpected (FTL is a
prime example), and middle ground, ie products not indie in the true
sense of the term, but made with the proverbial formula "little money
and a lot of ideas."
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: It was in the latter category belongs Mars: War Logs, production
signed by Spiders Studios, a software house based in Paris who became
known with two graphic adventures dedicated to Sherlock Holmes and the
unlucky (but interesting) RPG Of Orcs and Men . Even before the exit,
Mars: War Logs managed to gather around him a considerable interest,
both because the conclusion of the trilogy of Mass Effect and Dead Space
has opened a discreet blank for all gaming fans of science fiction, and
for the promises made by the developers, who have long talked about the
return to mature themes and a plant ruolistico very classic western,
based on moral choices. The result is a production unfortunately not
without its flaws, some of which are unimportant, but still interesting
in many respects, certainly able to stand out from the crowd.
Like any good video game ruolistico that respects, Mars: War Logs is
supported by a massive narrative component, able to reserve some
original flap. Brilliant example is the idea of ??introducing the
protagonist in a deliberately smoky, causing the player begins the
adventure without knowing much of their origins. This wraps Roy
Temperance in an aura of great charm, and also allows complete freedom
in making moral choices later, never influenced by the personality of
the protagonist, at the same time strong but never bulky, able to adapt
perfectly to the various ways of interpreting that offer multiple
choices. Cronache marziane The planet Mars imagined by the designer of
Spiders is a depressed, dusty, unmade. There is not much room for hope
through the streets of the various urban agglomerations that Roy and the
young actor will Innocence through, constantly threatened by various
forces in conflict. The adventure is divided into three main chapters,
the first of which will be devoted entirely evasion from the prison in
which the two are located. After this first phase, where the moral
choices present themselves less frequently, the next two will open in a
complex interplay of interests and powers, with the protagonist forced
to choose which of the various factions ally. As far as history can take
different folds depending on the choices made, from the point of view
of the exploratory game retains almost too much uniformity.
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