Tuesday, April 7, 2015

Spy Hard
Review
Counterspy, Dynamighty (PS4)


Abstract: Counterspy is a unique game with an interesting take on Cold War espionage. The side scrolling stealth gameplay looks and plays great, but is mixed with frustrating shooting gallery sections and a gameplay loop that gets repetitive. Roguelike elements add an interesting flair to Counterspy, but bring about some frustrations of their own. Gorgeous Pixar-esque visuals and an energetic brassy soundtrack make Counterspy a sumptuous visual and auditory package, and create a fully realized and immersive world to play within. Small tweaks to the Roguelike formula and decreased emphasis on gunplay would have improved the final package, but I am happy to have tried Counterspy out and excited for what Dynamighty will do next.

The Electronic Entertainment Expo (E3) 2014 was the fist time I heard about Counterspy. Christian Spicer, co-host of one of my favorite gaming podcasts, ‘DLC’, stumbled upon this game during his time at the Indie Megabooth there. His excitement for the game permeated a lot of his DLC E3 talk, and quickly put the game on my radar. Counterspy appeared the be the coalescence of so many things I liked: it was a stealth game with a gorgeous Pixar-esqe art style that incorporated elements of the Roguelike genre—more on all of that in a bit. Other titles kept me away from Counterspy for a bit but, following its inclusion on PlayStation Plus’s complimentary games lineup for March, I knew it was finally my time to try it out.

The first title released by the San Francisco-based studio Dynamighty, Counterspy made its way to PlayStation platforms in August 2014. In Counterspy you play as an elite agent working for the secret intelligence agency, C.O.U.N.T.E.R. The game is set during the Cold War, and you are tasked to gain precious intel from the two competing world superpowers: the Imperialists (i.e. the US) and the Socialists (i.e. the USSR). Your end goal is to identify the location of a nuclear launch facility and prevent nuclear escalation. Counterspy made me feel like James Bond in all the best ways. You sneak into underground facilities, stealthily take out your enemies, use your special gadgets to open locked safes or destroy security cameras, and more. The world is vibrant and exciting, perfectly encapsulating the era of espionage and the space age. I greatly enjoyed working counter to both superpowers—your goal is not to help the Imperialists to defeat the Socialists, or vise versa, but rather to prevent either of the power hungry entities from ending the world through nuclear fallout.

Preventing nuclear escalation whatever the cost.
To accomplish all of this, you move your spy through underground military complexes to find the precious intel that will bring you, and the agency, one step closer to preventing nuclear winter. Counterspy is a side scrolling stealth platformer, with a couple big gameplay twists. Most of your movement will be through these 2D environments, hiding behind boxes or bulky computer terminals, silently taking out guard patrols and searching for intel. If you get detected while exploring the guards will raise the alarms. If these alarms sound for long enough, or if you are killed, the DEFCON level will rise. Once the DEFCON level reaches its max the superpower in which you are infiltrating will launch a nuclear missile, unless you can race through the level and access the launch computer to stop it. So stealth here is key, which perfectly fits the theme of Counterspy. Progression in the game is dictated by how much intel you can collect. Each level you play will have a certain number of hidden intel items to gather. Eventually, once you have collected enough, you can take on a special end level and defuse the nuclear bomb. As you move through the levels, you’ll quickly notice Counterspy’s first big gameplay twist. In certain areas, the background of the 2D screen will open up and become an arcade-like ‘3D’ shooting gallery. Your character can stay behind cover and shoot into the screen, where enemies move around in a quasi-3D environment. The sections become increasingly important as you move later into the game, as it gets quite hard to sneak past the large group of enemies. The shooting galleries demand quick decision-making and precise aiming, as enemies left alive for too long upon knowing you are there will raise the alarms. Blowing away large groups of enemies can be fun but, as I’ll describe a little later, can be problematic when considering the mechanics and stealth intent of the game. Counterspy’s second big gameplay twist is that it is contains Roguelike elements. Let me explain.
You will be scouring every nook and cranny for precious intel.
A ‘Roguelike’ is a genre of video games characterized by procedural level generation (levels are assembled by randomly combining pre-designed level pieces) and permanent death (your progress into the game resets upon dying). The genre got its name from the 1980 game Rogue that featured turn-based strategic gameplay with the now characteristic permanent death and randomization. Roguelike elements have reemerged in gaming in a big way recently. Hugely popular titles like Spelunky, Rogue Legacy and The Binding of Isaac all contain the core tenants of the Roguelike genre in combination with other classic gameplay stables like platforming, twin-stick shooting, or Castlevania-like combat. In all of those games, and in Counterspy, the player starts with nothing. In Counterspy you make progress as you move through the randomized levels, acquiring new guns, power-ups, and the all-important intel. Randomization means each level you play is, in theory, unique, which brings a certain freshness to each play session. If you die enough to raise the DEFCON to maximum, resulting in the launch of a nuclear missile, it is game over. This gives the player two options. You can continue, which is unique to Counterspy among its other contemporary Roguelikes, which will allow you to take on the same scenario as if you hadn’t lost. The other is to give up and end your game. If this option is chosen you lose all your intel & money gained and weapons purchased. Fortunately you do not lose everything, as some progress like power-up formulas and weapon blueprints carries over between play throughs.

I really enjoy contemporary Roguelikes, like Spelunky, so I was excited to try out Counterspy. Unfortunately for the Counterspy, its incorporation of Roguelike elements is not entirely successful. Short play sessions are incredibly important in Roguelikes. Because death results in a reset of your progress, you really want to keep the playthrough of the game short. For example, Spelunky can be beaten in 20 minutes. Counterspy with its incremental sense of progress (acquiring intel), on the other hand, takes a couple of hours to beat. As you might imagine, it feels a lot worse to lose hours of progress than it does to lose ten to twenty minutes. Of course, like I just mentioned, Counterspy does give you the option to attempt the level again if you ‘lose.’ This sounds great on paper but, in my experience, it is an imperfect solution. As you play through the game, unless you are perfect, your DEFCON level will rise. Some of the tougher levels can result in a death or two, easily raising the DEFCON to near maximum. When you lose and then continue, your world stays exactly as you left it—high DEFCON level and all. This puts the player in such a bad place. It requires you to expertly navigate the usually quite difficult level because any small slip up will result in a nuclear launch sequence being initiated, and another game over. This forced me to restart the game because it was just too frustrating to have to perfectly clear the level; I was stuck in a bad place with no other options. This is not the only issue that arises with the Roguelike nature of Counterspy, though. Stealth is vital to your success in Counterspy. You know what makes being sneaky difficult? An enemy directly in front of the new room door you open. And this can happen a lot because of the level randomization present in the game. The stealth elements in Counterspy are so satisfying too, which makes it all the more frustrating when the randomly generated level puts a guard in a perfect position to see you, shoot you, and raise alarms before you can do anything. Perhaps this is something that could be tweaked in the level generation algorithm, but it certainly was still an issue when I played Counterspy in March 2015. Neither of these frustrations are the absolute worst, but they add unnecessary frustration to a genre of games (stealth) that are inherently frustrating at times. The last issue is minor, but worth mentioning. The total level ‘parts’ in Counterspy felt too small so that, despite being random, many levels felt the same and had very similar layouts. I would have liked to see a little more diversity in the level generation.
The side scrolling stealth sections in Counterspy are a blast.
Not shown here, actually being stealthy.

Let’s take a half step back and talk about Counterspy’s gameplay, Roguelike elements aside. Playing Counterspy is a mix of solid fun and glaring frustrations. To start, the 2D stealth elements in Counterspy are a blast to play. It felt great to slowly walk up behind a guard and break their neck, or to shoot a guard with a tranquilizer dart, watch his companion go inspect the sleeping body, only to be tranq’d right on top of him. Counterspy also gives the player a lot to explore. I had a great time searching for hidden safes through blocked off ventilation shafts, getting me one step closer to unlocking a new gun for purchase. Speaking of guns, all of them were fun to use. I mainly relied on my trusty tranquilizer gun and silenced pistol, but it was also fun to mess around with the assault rifle, shotgun, and the dart gun that turned enemies against each other. Where the gunplay, and Counterspy itself, failed was in the ‘3D’ shooting gallery sections. There is really no good way to do these sections efficiently or stealthily. They turn you from this super sneaky secret agent into a guns blazing movie spy. That might have been nice in a different game that had a more focused gun system in place, but ultimately felt slow and awkward in Counterspy. Many of these sections were tough to avoid, too, as guards very easily spotted you trying to sneak by. The enemies in Counterspy generally all have too much health as well, making it tough to stay stealthy because you cannot always achieve quick kills. Finally, Counterspy’s gameplay loop, while satisfying at first, quickly becomes repetitive. Part of this arises from the sameness of the levels, and part arises from being forced to engage in similar shooting galleries as you move through the game. Sections in which total stealth was more viable would have gone a long way to reinvigorating the gameplay loop and making Counterspy more compelling to pick up and play whenever.
I enjoyed the idea of the shooting gallery sections, but loose gunplay
made their frequent inclusion a chore to complete.
One thing that Counterspy really nails is the balance of risk and reward. As you move through each level you a presented with a slew of difficult decisions. Should you go out of your way to grab the intel or money from a safe, even though opening it might alert guards, losing health in the process? What is the best path the go about taking out all enemies, keeping in mind any wrong move can result in a death and subsequent increasing in the DEFCON level? Is it worth attempting to navigate your away around a group of enemies, knowing full well that if you’re spotted you’ll need to take them all on? These kinds of choices come up all the time and make playing through the game tense and interesting. But Counterspy gives you even more decisions to make. At the start of each level you can choose to infiltrate either the Imperialist or Socialist military base. On the level select screen is an indication of what is present within the level: how many pieces of intel, weapon blueprints, power-up schematics, DEFCON level, and military officers are present (whom you can hold at gunpoint to lower DEFCON). So even choosing which level you want to start weighs risk and reward. Do you want to rush to collect as much intel as possible, even though your DEFCON is higher, or go to a level with fewer intel that has an officer you can use to lower your DECON? Or what about a level with a small number of intel items that contains several weapon blueprints? What if one level has lots of intel and power-up schematics, but your DEFCON is at nearly max level? Making these choices is consistently fun, and something I would generally like to see more of in games.
Move past these guards to get to a safe? Or clear them out first, using up
precious ammo in the process? These kinds of decisions were fantastic.

Perhaps Counterspy’s greatest success is its art and aesthetic. Dynamighty has a fascinating mix of talent on their team, and among them are several former Pixar guys. Counterspy takes obvious inspiration from their Pixar talent with its colorful and cartoonish visuals. While playing through the game I got serious ‘The Incredibles’ and Team Fortress 2 vibes. A fun, poppy brass soundtrack worked effortlessly with the striking visuals to create an almost unparalleled sense of space and belonging within the world. I was the secret agent that those old spy novels talked about. Counterspy has a terrific almost cell-shaded look, which made me feel as if I were playing in some Saturday morning cartoon. A brutal cartoon, for sure, but a cartoon nonetheless. Counterspy’s menus are a perfect continuation of this aesthetic, too, as each one is filled with 1950’s and 60’s iconography that really evoke the Cold War generation. I honestly cannot say enough about Counterspy’s gorgeous visuals. It certainly makes me excited for how future Dynamighty games might look.
 Just watch this. What isn't to like about the look and music of the game?
The answer is nothing, by the way.

Overall, Counterspy is a game I am pretty mixed about. The game is gorgeous and usually fun to play, but there are frustrations in almost equal number. The mixed critical reception is indicative of this. If you can see past the frustrating quirks, Counterspy is a beautiful and imaginative side scrolling stealth game. Because so much is successful in Counterspy, I would recommend checking it out to decide for yourself. And hey, it’s currently free on Playstation Plus. I’m certainly glad I got to try it out, and will be on the lookout for what Dynamighty has in store for the future.

Counterspy
3/5

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