MLB 12: The Show

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‘MLB 12: THE SHOW’--This is an image from the video game “MLB 12: The Show.” The Catholic News Service classification is A-I,” general patronage. The Entertainment Software Ratings Board rating is E-Everyone. (CNS photo/Sony Computer Entertainment)
‘MLB 12: THE SHOW’--This is an image from the video game “MLB 12: The Show.” The Catholic News Service classification is A-I,” general patronage. The Entertainment Software Ratings Board rating is E-Everyone. (CNS photo/Sony Computer Entertainment)

If you know your RBIs from your ERAs, then “MLB 12: The Show” (Sony Computer Entertainment) might just be in your wheelhouse. Newcomers or casual gamers, however, may find the title a little dry. And, while parents can rest easy about this offering’s content, youngsters may be overwhelmed by its complexity.

The focus here is on simulation. The developers have done everything in their power to replicate the experience of a real Major League Baseball matchup, and in this they’ve succeeded.

The substance of the game–played for review on the PlayStation Vita–is situated within three main modes. The first is the “Normal Season” option in which the user takes on the role of a coach and attempts to guide a team to the World Series, while also participating as a batter, fielder and pitcher.

For those who yearn to join the ranks of such legendary team owners as the New York Yankees’ George Steinbrenner and the Chicago White Sox’s Charles Comiskey, there’s the “Franchise” mode. Via this option, gamers not only control play, but provide behind-the-scenes supervision of everything from the quality of the turf to the food available for purchase by the masses.

“Road to the Show” is the most inventive of the modes. It enables players to create a rookie and guide him through his career, from the minor leagues to (hopefully) major-league success. To achieve this ambitious goal, however, hours upon hours of play will be required.

Although modes like this open “MLB 12” up to a slightly wider range of enthusiasts, the majority of the game is unmistakably designed for purists.

Fans who own the PlayStation 3 version, for example, can transfer a saved game from their home console to their handheld Vita. The fact that such a feature–which, of course, requires owning two copies of the same game–is prominently showcased in the advertising for “MLB 12” demonstrates just what sort of audience the developers are targeting.

Such hardcore devotees of the national pastime will find the handheld port of the PS3 game clean, with fun gameplay, great presentation, and plenty of hours of depth at their fingertips. Trading systems have been tightened and the Vita’s touch controls have been well implemented to add a new curveball to the formula.

The good news continues on the moral plane, since nothing remotely objectionable presents itself to gamers of any age.

Those already in possession of “MLB 11,” though, may find that–for all their variety–the new features amount, in the end, to little more than a slight update. Still, even incremental improvements can be appreciated in a game of inches.

Also available on PlayStation 3.

The CNS classification is A-I–general patronage. The Entertainment Software Ratings Board rating is E–Everyone.

Shaw reviews video games for Catholic News Service.

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Video Game Review: Assassin’s Creed: Revelations

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'ASSASSIN'S CREED: REVELATIONS'--This is the cover of the video game "Assassin's Creed: Revelations." The CNS classification is O--morally offensive. The Entertainment Software Ratings Board rating is M--Mature. (CNS photo/Ubisoft)
'ASSASSIN'S CREED: REVELATIONS'--This is the cover of the video game "Assassin's Creed: Revelations." The CNS classification is O--morally offensive. The Entertainment Software Ratings Board rating is M--Mature. (CNS photo/Ubisoft)

“Inspired by historical events, this work of fiction was designed, developed, and produced by a multicultural team of various religious faiths and beliefs.”

The above line may seem an unusual introduction to a video game. Yet anyone who has played any of the predecessors of the ethically illiterate “Assassin’s Creed: Revelations” (Ubisoft) will understand exactly why the developers decided to cover their, er, backsides once again.

“Revelations” is the fourth major installment in this pseudohistorical series, and is a direct sequel to the third entry–“Assassin’s Creed: Brotherhood”–which will go down in history as one of the most anti-Catholic video games ever created. A game, that is, in which every member of the church hierarchy is presented as vicious, corrupt, or downright evil, set in a world where cardinals walk around half-naked and engage in orgies, and where the pope is marked as a legitimate target for assassination–by the player.

“Revelations,” however, is much less of an attack on religion than its elder brother, perhaps because the main setting is the Islam-dominated Constantinople of 1511. The developers would not be the first media group to enjoy bashing Catholicism, but then wax respectful–or, perhaps, timid–when Muslims step up for their turn.

As played for review on the Xbox 360, this latest installment continues to focus on the adventures of modern-day Desmond Miles, who, using a machine called the “Animus,” can access memories of his freedom-fighting ancestors: Altair ibn-La’Ahad and Ezio Auditore da Firenze. By doing this, he hopes to defeat the modern successors of the ancient Knights Templar (how very Dan Brown!) who, it seems, are chasing him.

Although parts of the game takes place in Desmond’s modern-day world, or in Altair’s 12th- and 13th-century Holy Land, the majority takes place in Ezio’s Renaissance-era Constantinople, having moved forward–in more respects than one –from the medieval Italy of the previous title.

With a lessened anti-religious sentiment, tighter (if unoriginal) gameplay, and crisp new environments for the gamer to explore, it might seem that the latest entry would be a “Creed” Catholics could potentially support. Unfortunately, however, this iteration ruins itself by advancing and supporting some of the most hypocritical characters to ever (dis-)grace a video game.

Characters ramble inanely, and in haughty tones, about fighting for “freedom” and on behalf of “the people.” Yet one of the first missions involves the player using Ezio’s persona to pickpocket passersby. And humble soldiers–drawn, presumably, from the ranks of the unfortunate and the oppressed–have their throats ripped out by trained killers on a regular basis.

Although dispatching opposition forces is an all-too-common element of gaming, it is (thankfully) rare to find the player being encouraged to slay his or her adversaries in such an unprovoked, indiscriminate and bloodthirsty way, and to have death portrayed with such obvious relish.

That this sequential slaughter should be tricked out as a sort of ethical quest, complete with the hit men offering forms of absolution to their victims as the latter expire, will only make it more repugnant to gamers of faith.

Although it’s by no means as blasphemous as its predecessor, the heedless approval of butchery that underlies “Revelations,” and the slow-motion death sequences by which such mayhem is accompanied, make this one statement of faith to which no believer will want to subscribe.

Also available on Playstation 3 and Microsoft Windows.

The game contains sacrilegious incidents, frequent, excessively gory violence, some mild sexuality, a few uses of profanity, and occasional crude and crass language. The CNS classification is O–morally offensive. The Entertainment Software Ratings Board rating is M–Mature.

Shaw reviews video games for Catholic News Service.

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Video Game Review: Super Mario 3D Land

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'SUPER MARIO 3D LAND'--Cover to game "Super Mario 3D Land." The Catholic News Service classification is A-I--general patronage. The Entertainment Software Ratings Board rating is E--Everyone. (CNS photo/courtesy of Nintendo)
'SUPER MARIO 3D LAND'--Cover to game "Super Mario 3D Land." The Catholic News Service classification is A-I--general patronage. The Entertainment Software Ratings Board rating is E--Everyone. (CNS photo/courtesy of Nintendo)

One day back in 1981, so the story goes, real estate developer Mario Segale barged into the Seattle-area warehouse he was renting to a cash-strapped company called Nintendo of America and angrily demand his overdue rent.

He could scarcely have imagined, as he did so, that he was spontaneously providing the inspiration for the company’s future mascot, the long-lived–and highly profitable–main character in one of the most iconic video game series in history.

Segale’s namesake, the diminutive Italian plumber by now familiar to gamers around the world, has appeared in hundreds of widely varied outings over the subsequent three decades. But his bread and butter, so to speak, has remained the platform genre, where he continually seeks to rescue his beloved Princess Peach from the clutches of his lizard nemesis, Bowser.

In his quest, the plucky protagonist must battle through the Mushroom Kingdom, navigating ledges and pipes and combating a varied host of enemies including turtles, spiky hedgehogs and the infamously pudgy figures known as Goombas to reach his royal companion.

“Super Mario 3D Land” (Nintendo), designed for the 3DS format, manages to keep pace with the high expectations the series has long raised. It’s a polished installment that–while taking no leaps into radical territory–supplies exactly what can reasonably be asked of it, and supplies it well.

The most noticeable upgrade is the skillful integration of the 3DS’ 3-D capabilities into the gameplay. While certain other titles treat this new dimensionality as a mere gimmick, the developers of “3D Land” have incorporated it subtly so that it enhances, rather than chokes, the traditional platforming format.

Thus, although most of this entry can be played with the 3-D switched off, the experience will feel much more immersive, and the graphics appear more impressive, with the mode left on.

Taking to heart the proverb “If it ain’t broke, don’t fix it,” the game’s developers have crafted this newest iteration to improve on what their franchise always has done well–with intuitive controls, stunning environments, and thoroughly addictive action.

There’s very little of a moral or spiritual nature to be found–or assessed–here, yet there is nothing really objectionable either. Apart from some light cartoonish combat, “Super Mario 3D Land” is an entirely family-friendly, wholesome adventure that parents can feel comfortable purchasing for the kids.

“3D Land” is also suitable for most from a technical perspective. Much later bonus levels are undeniably challenging, and only the veteran gamer will emerge victorious. But the majority of the gameplay is characterized by a gentle learning curve with which youngsters (and perhaps less experienced adult gamers as well) will likely be comfortable.

The game contains mild cartoon violence. The CNS classification is A-I–general patronage. The Entertainment Software Ratings Board rating is E–Everyone.

Shaw reviews games for Catholic News Service.

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Media Notebook: Grand Theft Redemption?

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The announcement of the impending release of “Grand Theft Auto V” was probably enough to send shivers down the spine of many a parent with video game-playing children.

So enormous, so pervasive, so infamous is the franchise that for many people the phrase “grand theft auto” now primarily calls to mind the video game series, not the real-life crime from which it takes its title.

The games, often referred to simply as “GTA,” are frequently cited by social commentators, religious groups, politicians and parent advocates as symbolic of everything that’s wrong with the industry that produced them. And their impact, for good or ill, has been discussed in arenas as august as the Supreme Court of the US.

Is it premature, though, to condemn the forthcoming fifth installment of the series when so little is, as yet, known about it? Possibly.

“GTA” is undoubtedly the most controversial franchise in gaming history. For nongamers, especially parents, the 1996 release of the first “Grand Theft Auto”–accompanied, as it was, by a frenzy of intense media coverage–marked the moment when digital entertainment was transformed: Instead of a collection of such harmless distractions as those which featured Sonic, Pac-Man and Mario, the medium was now seen as a genuine threat to children’s psychological and social well-being.

Although the reaction to the original “Grand Theft Auto” is commonly described as an example of overkill and hysteria by some gaming historians, there were legitimate reasons for serious apprehension. As developed by a company now called Rockstar North, this first entry–best termed an anarchic crime simulator–placed the gamer in control of a faceless, nameless individual for whom violent criminality was the only option.

Eschewing any form of realism, moreover, the first “GTA” was free to break more taboos than would normally have been permissible–the most famous moment being the so-called “Gouranga” achievement in which the player was rewarded for running over and killing a line of Hare Krishna devotees.

The next few sequels merely developed the formula. But things changed with 2004’s “Grand Theft Auto: San Andreas,” which was notable for the innovative character of its protagonist. Although previous installments had brought in named personalities and more detailed story lines, “San Andreas” introduced a character–CJ–who was actively trying to get away from life in the underworld. By dealing with CJ’s background as a young black man from gangland Los Angeles, moreover, the game raised important social issues concerning race, family life and the effect of environment on behavior.

Then in 2008 came “Grand Theft Auto IV,” in which the player assumed the persona of Niko Bellic, an East European immigrant to the US. Bellic’s story is that of a man who yearns to live a good life–and escape the horrors of his past–but who is ultimately dragged back into wrongdoing, fatally corrupted by the many temptations of the game’s fictional urban setting, Liberty City.

While CJ and Niko were characters with depth, the “struggling” aspect of the plots centering on them seemed to ebb quickly as they (and the player along with them) were submerged into–and overwhelmed by–a world of excessive violence, sex, foul language and general skullduggery.

That was not the case, though, with Rockstar’s next hit, “Red Dead Redemption.” This successful offering–which took gamers back to the beginnings of the 20th century and the end of the Wild West–established a new direction for the Rockstar team. Not only was the game set in a different era, it thrust players into the spurs of reformed outlaw John Marston, a man trying to buy his freedom and gain Pelagian-style self-redemption by helping the government hunt down his ex-comrades.

“Red Dead Redemption” could rightly be described as “Grand Theft Auto Grows Up” in that it abandoned what might be termed the Beavis-and-Butthead approach to violence, toned down the offensive content, and introduced positive themes relating to religion, family, morality and, of course, the meaning of redemption itself. Consequently “RDR” had a multitude of beautiful moments that could be appreciated–and lauded–by gamers of faith.

More recently, Rockstar co-developed “L.A. Noire,” a game that turned the “Grand Theft Auto” premise on its head by having the player assume the role of Cole Phelps–a 1940s Los Angeles police detective. Phelps, too, was a man trying to outrun his past and evade the quagmire of corruption that had swamped his department.

Rockstar’s developers have thus begun to explore more nuanced themes, among them the inevitably unsatisfying results of indulging in evil. It may be noteworthy, then, that the trailer for “Grand Theft Auto V” shows its main character expressing his desire to become a “good guy.”

Speculation is likely futile at this early stage–the game, after all, won’t actually be released until late 2012–and it would take a brave observer to predict that “Grand Theft Auto V” will ultimately turn out to be acceptable to Catholics or others with scripturally founded standards of morality.

But there is reason to hope that Rockstar’s designers are gearing up to introduce into their number-one franchise the thoughtful themes they have matured in their other titles. Though surprising, such a turn of events could offer the “GTA” franchise itself at least partial redemption in the eyes of faith-based gamers.

Shaw reviews video games for Catholic News Service.

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‘Spiderman: Edge of Time’

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Superhero games have undergone something of a renaissance in recent years. Once mere cash-ins with terrible gameplay and hideous graphics, 2009 introduced the expansive “Batman: Arkham Asylum,” and 2010 brought the enjoyable web-’em-up “Spiderman: Shattered Dimensions.”

With the reputation of the genre thus revitalized, both franchises announced sequels for 2011. So the Caped Crusader is crime-fighting again in “Batman: Arkham City,” while two personas of Spiderman can be found era-hopping in “Spiderman: Edge of Time” (Activision).

'SPIDERMAN: EDGE OF TIME'--Image from video game--"Spiderman: Edge of Time" (Activision). The Catholic News Service classification is A-II--adults and adolescents. The Entertainment Software Rating Board rating is T--Teen. (CNS photo/Activision)
'SPIDERMAN: EDGE OF TIME'--Image from video game--"Spiderman: Edge of Time" (Activision). The Catholic News Service classification is A-II--adults and adolescents. The Entertainment Software Rating Board rating is T--Teen. (CNS photo/Activision)

Previews for “Arkham City” caused paroxysms of excitement in the gaming community, yet “Edge of Time” has been released with little fuss and few flights of any particular emotion. My Spidey-sense warned me that something was amiss. I was not wrong.

As played for review on the Xbox 360, “Edge of Time” takes all that was right with “Shattered Dimensions,” hurls it out the window, and replaces it with a linear, corridor-based game that contains little more than room after room of mindless enemies and button-mashing combat via clunky controls.

The gamer plays both the Amazing Spiderman and his futuristic counterpart Spiderman 2099. Super-villain Walker Sloan has developed a time-traveling machine, and has journeyed into the past to build the megacorporation Alchemax, creating a whole new timeline in the process. Spiderman 2099–Miguel O’Hara–is caught between competing chronologies and witnesses the death of his character’s original incarnation, the Amazing Spiderman–Peter Parker.

O’Hara must communicate and work with Parker to stop this fatal vision from coming to pass. Their respective alternate timelines unfold in a state known as “quantum causality” where the actions of one affect the world of the other.

Though confusing, the plot is classic comic-book fare, and has many exciting possibilities. Unfortunately, this promising premise fails to translate into thrilling gameplay.

Instead, time and again, the gamer is presented with savory cutscenes–a between-levels intermission without the gamer being in control–only to be dumped into yet another series of confined spaces packed with faceless opponents irrelevant to the story.

Those who approach the game hoping to feel invincible and cool as they swing between buildings can–as they say in New York–fugeddaboutit. At no point does Spiderman, past or present, step into the open air, so any swinging around takes place indoors. Throw in the unwieldy controls when crawling on walls and “Edge of Time” has effectively managed to remove the main attraction of the entire franchise.

The uninspired action that remains relies heavily on basic fist-fighting. And even these brawls don’t feature the intuitive parry-and-riposte-style combat of, say, “Batman: Arkham Asylum.” The developers chose not to include a block option, which means that sparring depends on button pounding sprinkled with a few combos.

“Spiderman: Edge of Time” does get a few things right. It taps into the Marvel mythology, and comic book fans will be pleased by references to Captain America, Iron Man, and other classic characters. Additionally, the dialogue throughout is both authentic and genuinely funny.

Parents, however, will want to be aware that one of Spiderman’s main antagonists is an old flame of Parker’s who reappears in distorted form. Her character exudes overt sexuality, dabbling in innuendo and favoring skin-tight costumes complete with diving cleavage. For a game based on one of Marvel’s more child-friendly figures, such elements are obviously inappropriate.

Thematically, on the other hand, “Edge of Time” raises no issues for gamers of faith. In fact, it’s eventually revealed that the story’s most prominent villain is attempting to re-create the universe, believing he can improve it. Yet by doing so, he threatens to obliterate the whole cosmos. The message–that human beings should be wary of trying to play God–is both clear and thoroughly Catholic.

This ultimately positive takeaway, however, fails to compensate for a poor game that feels designed to wring a quick buck out of Spiderman fans. The campaign lasts less than seven hours, and the extra challenges–and a smattering of unlockables–do little to add value to what is, overall, an anemic offering.

Versions of “Spiderman: Edge of Time” are also available for the PlayStation 3, Nintendo Wii, Nintendo DS and Nintendo 3DS.

The game contains frequent but mild cartoon violence, some sensuality and occasional innuendo. The CNS classification is A-II–adults and adolescents. The Entertainment Software Rating Board rating is T–Teen.

Shaw reviews video games for Catholic News Service.

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Does Mario go to Mass? Catholic gamers and the video game industry

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CHILDREN PLAY WII VIDEO GAME--Members of the Jimenez family play Wii video games at their home in Brighton, NY. The Nintendo Wii is the most "family-friendly option" in the video gaming world, says Thomas L. McDonald, a Catholic catechist who writes on the topic. (CNS photo/Mike Crupi)
CHILDREN PLAY WII VIDEO GAME--Members of the Jimenez family play Wii video games at their home in Brighton, NY. The Nintendo Wii is the most "family-friendly option" in the video gaming world, says Thomas L. McDonald, a Catholic catechist who writes on the topic. (CNS photo/Mike Crupi)
Is it possible to be a faithful Catholic and a video gamer?
That’s a question all Catholic gaming enthusiasts–including the young adults at whom many of the industry’s offerings are primarily targeted–must ask themselves as this medium continues to develop and expand its influence over contemporary society.
Once upon a time, back in the 1980s and early 1990s, classic games such as “Pac-Man” and “Super Mario Bros.” raised few if any moral issues. So youthful Catholics could casually–and comfortably–pick up whatever new release was available at the local store. There was no need for them to worry that the sensitivities of their faith would be assaulted or that troublesome opinions would be aggressively foisted on them by game developers.
Things are different, of course, in the second decade of the 21st century. The world of video games has never been more exciting or more innovative. Instead of the primitive platforms of 30 years ago or the basic, blocky shooters available 10 years after that, today’s games are accompanied by hyper-realistic graphics and complex, multifaceted storylines. In short, the best of them present an entire alternate reality just waiting to be explored.
It would be uselessly contrarian to deny that this is, in itself, a positive thing. Yet, along with such increased sophistication, come a number of difficulties and dilemmas for gamers striving to stay faithful to Christ and his Church.
The Catholic gamer knows that, as with most things in our modern world, there are aspects of this pastime we can enjoy, but also aspects we would be well advised to avoid. This process of discernment can sometimes be easy; all too often, it can prove extremely difficult.
When initially making a purchase, for example, the consumer is frequently flying blind, with no knowledge of all that the game will ultimately contain. And, unlike a $15 movie ticket or an even less expensive video rental, where the option always exists simply to walk out of the theater or turn off the disc, a $60 product to which the buyer has already devoted some hours of play is likely to be a lot harder to just set aside and forget.
This belated discovery that a game’s content is tasteless and/or morally offensive is one of the most frustrating aspects of being a Catholic gamer, especially with increasingly stringent returns policies being enforced.
That’s where Catholic News Service (CNS) hopes its video game reviews will come in handy. In keeping with CNS’ approach to assessing other media, games will be analyzed from a faith perspective as well as providing a summary of their aesthetic and technical qualities. The emphasis will not be on condemning, but on providing guidance.
Along with informing young adult and older gamers–and, of course, parents–about objectionable content (i.e., gore, language and sexuality), CNS also will provide an assessment of the ethical and moral content of the issues and themes raised within each game. We’ll examine what sort of message the game is attempting to promote, what the motivations of its lead characters are, and what sort of mindset it’s encouraging. In this way, we hope to explore the full range of spiritual and moral questions posed by interactive entertainment.
Given that readers may have differing levels of tolerance for certain content, reviewers will note in some detail the potentially offensive elements each game includes, and assign a classification indicating its appropriate audience–from everyone to no one at all. These classifications will be identical with those used in CNS’ film reviews; game reviews also will carry the Entertainment Software Rating Board’s rating.
As experienced gamers themselves, CNS’ reviewers recognize the importance of a title’s technical distinction. So, while their work will focus primarily on matters of philosophical outlook and morality, the quality of the game-play will by no means be ignored.
So to the initial question of whether a faithful Catholic can also be an avid gamer, the answer is an emphatic yes. But prudence is required–and so too, perhaps, is the well-grounded advice of some like-minded fellow players.
Shaw is a freelance writer currently based in Manchester, England.
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