By Michael Lowell
January 7, 2011

Enslaved: Odyssey to the West
Xbox 360, PlayStation 3 (Reviewed on PlayStation 3)
Developer: Ninja Theory
Publisher: Namco Bandai Games
Release Date: October 5, 2010
Look, I make a conscious effort not to shit all over game development studios. Game design is tough and thankless work. But apparently, British-based Ninja Theory is engaged in trench warfare with Obsidian Entertainment to determine which game developer can move the highest up the food chain while accomplishing the least.
Ninja Theory’s first major release was 2007′s Heavenly Sword, and “hyped to hell” would be disingenuous in describing the pre-release cycle. The hype train should have been a warning. You didn’t hear much about the combat system. You heard all about the cinematic experience. “Look at the beautiful colors! Look at the Oriental architecture! Look at our non-traditional, red-haired female protagonist! She’s almost properly dressed! And Andy Serkis is doing some voice acting! You know, the guy who played Gollum in Lord of the Rings! Buy our fucking game!” And then everybody found out why Heavenly Sword was hyped as a cinematic experience: It was a prettier, shorter, more straight-forward, less-replayable iteration of Dynasty Warriors. And if your game can be discussed on the same level the Dynasty Warriors franchise, you seriously fucked up.
And as the story goes, nobody bought Heavenly Sword. Some did, but not enough to justify the planned trilogy. So certainly, Ninja Theory was going to learn from their mistakes and gamers wouldn’t be fooled again. Three years after the release of Heavenly Sword, Ninja Theory emerges from their cave and gives us Enslaved: Odyssey to the West. And what do we got? A colorful take on the “post-apocalyptic universe” motif dominated in modern mainstream gaming by the Fallout series; a storyline drawing its inspiration from Chinese literature; a strong-willed, red-headed female sidekick; and a main protagonist voiced by Andy Serkis.
Son of a bitch. Ninja Theory fooled us again, didn’t they?
Earlier in 2010, Heavy Rain became a sleeper hit by convincing consumers that crappy game mechanics are perfectly fine if you “play video games for their storylines”. Apparently, these titles are usurping a market once dominated by Japanese Role-Playing Games, which won their market share by convincing consumers to overlook the terrible combat systems and buy into the genre as a storytelling arbiter. But even JRPGs required a modicum of thought, forcing players to lay the occasional firestorm into a couple of ice dragons. In the era of “dumbed-down video games”, Enslaved is some fierce accomplishment. Not many video games have brought together mechanics from so many different genres and strangled them senseless in the name of “telling a story”.
It can be partially summed by your early-game crusade to capture a robotic dragonfly. Your female compatriot Tripitaka (quite possibly a rejected Nariko model from the Heavenly Sword development cycle) is pretty good at the computer hacking thing and a flying scout would be the perfect tool for apocalyptica. It’s your job as unwilling accomplice “Monkey” to chase one down. After a pointless, soul-less, skill-less goose chase, you’ve earned yourself a new weapon. Trip will use the dragonfly to front the player overviews of monsters, hazards, and how to reach Point B. And that’s not necessarily a bad thing. Batman: Arkham Asylum demonstrated that kicking ass can be a hell of a lot more fun with a second set of eyes, where you could get the run-down on a corridor before even stepping foot in it. But see, the player never actually uses the dragonfly. It’s a conduit for cutscenes. You know, “telling a story”. If there’s a turret, if there’s landmines, if there’s a weak point, the game will tell you if it’s important. It’s not your decision to make, because apparently, you are stupid.

Don’t want to believe that’s the way the developers felt about the players? Look at the core of the action-platforming sequences. They’re best described as “Gears of War and you ain’t got a gun.” In these particular scenes, you need to guide Monkey and Trip through the environment, which are typically laced with dull metal constructs that inflict death. Sound tough, right? Well see, Trip can create a temporary diversion, a decoy. In other words, Enslaved actively restricts players from thinking outside of the box in the name of “telling a story” and one of its core components is a series of cover-shooting-based puzzles. Pathetically simple cover-shooting puzzles where the greatest threat to the player is trial-and-error. All to go with pathetically simple puzzle mechanics where the greatest threat to the player is sheer boredom. Apparently, Ninja Theory was too scared to push forward with the potential of the puzzles, too scared to make their audience use their brain. (Not that the use of intelligently-placed sentry turrets stopped Portal from becoming a smash hit or anything.)
So what is supposed to be the selling point of Enslaved? Though this statement is rather disparaging to the exploits of Naughty Dog, the platforming in Enslaved is best comparable to the Uncharted series, another set of story-heavy, cover-shooting-oriented platformers. Well, Uncharted controls very well. Uncharted preyed on every bad experience you ever had with crappy three-dimensional platformers, where you always felt at risk that the game would let you down with sloppy controls or bad collision detection. Uncharted asked the player to “feel out” for available platforms, using Nathan Drake’s visual cues to determine the correct path. And sure, the climbing sequences were on rails. But you could always hit the circle button and forfeit Nathan Drake’s existence. Enslaved is the platforming equivalent of driving while drunk. And in Enslaved, there is no amount of button-work that will get Monkey to splatter himself on the ground below. And even when you confront one of those “the platform is crumbling” moments, the player can order out for pizza before needing to make his way to safety. Nothing about Enslaved’s platforming elements make the player feel insecure. Nor does the introduction of a “cloud” (think hoverboard) do anything to help this, an inclusion in a number of platforming segments that’s barely even worth a mention.
So we’re left to combat. It’s roughly similar to what players got in the Onimusha franchise. It’s straight-forward, it’s not very complicated, and it’s not very fluid. That’s not necessarily a horrible thing, but it only works if you stack the difficulty against the player. Onimusha’s solution was to draw from the survival-horror playbook, forcing the player to conserve his items. Enslaved’s orgy of health drops and checkpoints are so numerous that, like most of the game, combat ceases to have any difficulty at all. And just like Heavenly Sword, it’s incredibly Captain Obvious when it comes to combat strategy. If an enemy has shields, guard break them. If it fires projectiles, dodge them. This wouldn’t be so bad if combat had any semblance of structure, where crowd control means something. (Of course, given how disoriented the camera can become during combat, it’s probably a good thing the player doesn’t have to worry about his backside.) Ninja Theory tries to add some depth with an upgrade tree, but it falls victim to “decision-making without the consequence”. You’ll earn more than enough currency to acquire nearly every bonus skill, anyway. Ranged weapons don’t make it any more fun, either. It doesn’t matter whether we’re talking about the shooting elements or the game’s scattered rail-shooting scenes; the last decade of quality console-shooters is a carbon copy list of games that have done shooting better than Enslaved.
It’s simply maddening. Every game mechanic in Enslaved feels like it has a safety net attached. What other video games will restrict your run speed to build a more dramatic moment? So that jamming the analog stick forward will force Monkey to walk side-by-side with her lady friend to soak in the words coming out of her mouth; to restrict the player to a jog because the current environment features no threat to the player? The game is actively pre-occupied with being an “experience” and all of that combat and platforming is designed to be filler. Well, Half-Life 2 was an experience. Braid was an experience. Uncharted 2 was an experience. All of those games were pretty fucking fun. Enslaved isn’t suffering from technical maladies, it’s just a game design process gone wrong.
Look at Enslaved’s beautiful game world. Purely from a graphical standpoint, it’s an absolute change of pace from Call of Brown: Brown Ops, with blues and greens and bright colors and all that shit. It’s quite similar to the art direction in Mirror’s Edge, which used muted elements in contrast with bright colors. And even though it’s the undisputed high point of Enslaved, it lends nothing to making the game fun. For all the color, there’s no contrast. It’s because of this art style that every climbable object has to twinkle in the sun, for fear that player would be at a complete loss in where to go next. It’s because of this art style that mission objectives need to be overlaid with icons. It’s because of this art style that Ninja Theory felt the need to include a combat upgrade that outlined color-coded states of aggression for enemies. You know, because metal-bots-on-metal-backgrounds is tough to discern. But even beyond that, the Enslaved universe is begging to be explored. Ninja Theory wanted this game to be an experience, right? It seems like they built this beautiful game universe and had no idea where the fuck to go from there. It’s like they thought players would be so enamored with the initial impression of the environment that they wouldn’t care if it wasn’t interesting to explore. Where are the environmental cues that sold the worlds featured in Metroid Prime and BioShock, where the player could learn more about the game world simply by examining a statue? Those games effectively empowered players through exploration. (Yes, freedom of exploration can do that. Particularly ones where the entire environment is out to destroy you. Hold your tongue.) And what does Ninja Theory opt to do with the post-apocalyptic future of tomorrow? Scatter the game’s currency throughout its hollowed walls and sprawling overgrowth. And if anything makes me more curious about the fate of a destroyed world, it’s item-collection mechanics. Yay.

Want to hear the one thing that Enslaved does right? The game, after all, is a giant escort mission. And we know how much people love those! Well, Trip doesn’t do dumb shit. She doesn’t run off and get herself killed. If she dies, it’s totally your fault. You could probably count the video game industry’s list of tolerable escort missions on a single hand. Of course, it’s not a good thing when the best thing you can say about a video game is “it doesn’t fuck up escort missions”. Which makes it a shame that Ninja Theory was really set on this “telling a story” thing. So don’t expect any cooperative play in your tandem-oriented, escort-mission, action-adventure platformer. Or did I just siphon your remaining interest in playing this game?
I guess Enslaved can be surmised as such: It’s an open-world game without the exploration or freedom. What’s that mean? The philosophy of open-world titles like Fallout: New Vegas and Red Dead Redemption is that they can commit themselves to a master-of-none mantra by making exploration and an open-ended mission structure their biggest selling points. Enslaved weaves a whole host of various genres together and doesn’t do them properly. Then it confines them to a single set narrative and doesn’t do anything interesting with them. Why? Because this game was made for people who “play video games for their storylines”. And I’m sure that will comfortably explain how come Ninja Theory has been commissioned to develop and create the next title in the Devil May Cry franchise.
Wait, what?
1 out of 5

(Games rated one-out-of-five have problems. Big problems. Unplayable? Possibly not. But even the target audience won’t find much to like.)
Special Thanks To:
GameSpot’s Screenshot Gallery For The Pretty Pictars

Hype train was big on this one. I seem to recall hearing a lot about the beautiful environments.
Journey to the West? Inspired by Chinese literature? “Monkey”? These guys are really striking new ground in story telling. I don’t think that has been done 1,000 times before.
These same guys are responsible for the new Devil May Cry? Sad… The first DMC had a terrible story but was a hell of a lot of fun to play, kind of liek Bayonetta. Sometimes, when original creators leave, franchises should be laid to rest…
Holy crap, now that I look at the guy again, he even looks like some of the more modern representations of the Monkey King seen elsewhere… I mean, he’s wearing a crown, for… ok, done…
I liked Heavenly Sword, but only enough to get through it. But I also played it after it was patched to let you use the thumb sticks to control the freakin projectiles instead of being to forced to use the sixaxis.
Comment by iamKelly on January 7, 2011 at 9:13 pm
I didn’t even dabble in naming the source material because the mainstream game journalism outlets have parroted that line in every single review. “Chinese literature” was enough to tie Enslaved to Heavenly Sword.
Ninja Theory hasn’t quite learned the mistake that if you don’t have substantial enemy diversity, your combat system needs to be very complicated. I don’t know what in their development history suggests to me that they’re a good fit for the next Devil May Cry game.
It’s ludicrous. What aggravates me is that they’re clearly capable of decent games. Purely from what I can see on a totally superficial level, they seem to have the coding side of game development down. It’s whomever is generating the ideas. Storyline-driven games do not cut it in 2010 without gameplay unless the writing is spot-on, dead-solid perfect. At which point, you should just make the damn movie.
Comment by Mike Lowell on January 7, 2011 at 9:32 pm
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I like how the Dante in “DmC” looks exactly like the creative director of Ninja Theory. I believe he also said he doesn’t like over the top action. It will probably be worse than DMC 2.
Jim Sterling gave Enslaved a 9 so you know it’s good. The new Kirby which also has no difficulty got a 9.5 from him I believe.
Comment by Q-veta on January 8, 2011 at 6:59 am
Glorious. So the creative director isn’t very creative and he’s a bit of an ego freak. Joy.
As much as a mind Sterling has for the business, he enjoys the hell out of Dynasty Warriors, which precludes him from commenting on the quality of any combat system ever. And yeah, I don’t get how anyone could pull nine-out-of-ten out of a video game like this. Ever. Not even if we get to the point where 10-out-of-10 is the average score.
Comment by Mike Lowell on January 9, 2011 at 1:55 am
HOLD YOUR FORMATION, THE KODOS MUST BE PROTECTED! As tolerable as it gets.
Comment by Anon on January 9, 2011 at 6:03 am
http://i.screwattack.com/content/images/orig_10439_1_1285149703.jpg
I sure can’t wait for my cinematic and story driven Devil May Cry!
Comment by Q-veta on January 9, 2011 at 7:16 am
So how does the game manage to get about 80% on metacritic (last time i checked)? Are reviewers just that retarded?
Comment by h4x on January 9, 2011 at 2:53 pm
@Q-Veta: I’m not much of a “vote of zero confidence” guy when it comes to my video games, but…oh boy.
@h4x: Because game reviewers were either afraid to say mean things about a heavily-hyped original title or they’re simply incapable of doing their job. This isn’t a matter of “everyone is allowed to have their opinion”. This is just not a well-designed game. The Heavy Rain comparison sounds apt. I really need to rewrite and repost that review.
Comment by Mike Lowell on January 9, 2011 at 3:20 pm
Yes. Usually games that are very very easy don’t get points deducted for the lack of difficulty but usually get points added for the “experience”.
I read the lowest Donkey Kong Country Returns reviews and almost all of the below 80 scores complained the game was too hard (you might die a few times in a level, how unfair) and therefore archaic because it didn’t have checkpoints every 10 seconds. One reviewer even admitted he super guided a few of the levels (the game plays itself).
Of course it doesn’t matter that Enslaved as a games sucks because “THE EXPERIENCE” makes up for every shortcoming.
Comment by Q-veta on January 9, 2011 at 3:24 pm
If anything that grates me about the reviewer take on difficulty, it’s that they’re wholly inconsistent. If there’s one thing that needs to stay out of reviews, it’s narrative. Look at Super Meat Boy. All the reviewers got sucked into the idea of the game being “super hard”. So when a game like Donkey Kong Country Returns or Henry Hatsworth ends up being very hard, they’re not prepared for it and have the gall to grade the game downward. How fucked-up is the review racket when people who do nothing but play video games for a living claim the games are too hard? And then punish those games for having a high difficulty level?
Comment by Mike Lowell on January 9, 2011 at 3:29 pm
I think they didn’t have a problem with Super Meat Boy because the levels are so short and you respawn instantly. If you die you don’t really feel like you did anything wrong, there’s no game over screen, it doesn’t show that you lost a life or something. But also because it’s only made by two guys and not by some evil corporation like Nintendo and it’s indie so it’s automatically ART.
Comment by Q-veta on January 9, 2011 at 3:53 pm
So the game journalism racket that gives a high score to Enslaved because it’s an “interactive movie” is only in favor of high difficulty levels if they’re spoon-fed to the player in a manner that the most ADD-addled child could enjoy?
Yup. They really need to get narrative (whether driven by the publishers or the fans) out of my video game reviews. As soon as possible.
Comment by Mike Lowell on January 9, 2011 at 4:28 pm
I only watch the video reviews on Gametrailers because they show game footage and perhaps list some flaws in the game. I can’t take reviewers from big sites seriously. These people said Devil May Cry was hard on normal, that Metroid Prime takes 30 hours to finish on your first try and that Metroid Other M was a good Metroid game (and a good game in general).
Comment by Q-veta on January 9, 2011 at 5:13 pm
As somebody who believes he plays Warcraft III and Starcraft at a competent level, some of the games that get listed as “hard” just bewilder me. I’ve heard people say that Zombies ate My Neighbors for the Super Nintendo was a hard game. And anybody who’s played a bullet hell shooter or even a contemporary game like Smash TV knows that’s absolutely not the case. ZAMN is just endurance. It’s tough with a second player, but that’s about it.
Comment by Mike Lowell on January 9, 2011 at 8:01 pm
Usually when you guys talk about a game (or game mode) that isn’t “hard,” I’m sitting here thinking “That game kicked my ass…” :p
Concerning reviewers, does anyone recall Jeff Gerstmann getting fired from Gamespot for his poor review of Kane and Lynch back in ’07? The story is that Eidos had poured a lot of money into advertising the game on the Gamespot website. So when Jeff gave it a bad review, Eidos got mad and threatened to pull support from Gamespot, so Gamespot fired him. But, Jeff may have also quit of his own accord. In either case, Eidos’ response to his review drove him out.
After watching some videos for DKC Returns, I realized I really do need to play that game. Watching two guys try to get through a mine cart level was hilarious.
I was sold on Metroid: The Other M until I learned that the game auto-aimed. Considering how well games like Shadow Complex on XBLA used the twin sticks to recreate the Metroid concept with modern controls, I couldn’t understand why they would choose to do this.
Comment by iamKelly on January 10, 2011 at 4:42 pm
The auto aim in Metroid Other M is the least of its problems, trust me. Metroid Prime had auto aim too and it was fantastic.
Comment by Q-veta on January 10, 2011 at 5:41 pm
It’s not 2.5D, it’s 3D. It just takes place mostly in narrow corridors. The auto aim isn’t really a problem, it’s the the fact they turned Samus into a whiny submissive bitch and you’re forced to watch unskippable 10 minute cutscenes. Also half the time it has no music and the other half the music sucks (except for 2 remixes from Super Metroid). Oh yeah and it’s totally linear, you can’t wander around at all.
It’s like a 3D version of Metroid Fusion except with long cutscenes instead of monologues Samus had.
Comment by Q-veta on January 10, 2011 at 6:47 pm
Yeah, I heard about all that too from Ben “Yahtzee.”
Ok, done derailing this topic :p
Comment by iamKelly on January 10, 2011 at 8:42 pm
It was a fairly visually interesting game and the characters had potential, but I have to completely agree with your review. It’s a hollow experience on rails and further proof that the industry has a long way to go.
Comment by Anonymous on February 6, 2012 at 6:51 am