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Ever wondered what it would be like if God of War, your local Renaissance festival, Jack Black, ridiculous cleavage shirts, The Legend of Zelda, Ozzy Osbourne, Warcraft III, Heavy Metal, Midgard, and this costume were all thrown into a cauldron, brewed for three to four years, and poured into a video game? You would get Brutal Legend, the latest free-roaming action-adventure game released by video game designer Tim Schafer, a man so popular that he may in fact get more hype from the gaming community when releasing a new product than Jesus Christ gets on Christmas.
Brutal Legend is the story of Eddie Riggs, a leather-donning roadie with biceps that would make a gorilla look ridiculous. His wish: to go back to an era when music was pure - the early 70s. When a set collapses on him, the mythical fire-beast Ormagöden does him one better, transporting him to a fantasy land filled with dangerous creatures and colossal monuments, archaic effigies to the Titans, ancient gods of Rock.

Brutal Legend's story is, without a doubt in my mind, the strongest aspect of the game. It's very, very, good. And refreshing. In an industry that is prone to place little emphasis on the importance of good writing in the design process, it's nice to see a game in which the gameplay is determined by the story, and not vice versa, while still keeping both parts balanced.

That being said, the story in Brutal is waaaaay too short. The average time of completion for the campaign that I've seen online ranges from six to ten hours. I finished in around eight, and immediately wanted more. Unfortunately, life after the campaign in Brutal is based on playing Lewis and Clark, exploring the world and picking up upgrades or achievements, not on completing interesting side-quests with the characters you have come to know and cherish. There are a few easter egg type interactions and missions to keep you occupied, but most are repetitions of one of four mini-games: race to the target, ambush the troops, guide the cannon, or man the turret. After fifteen 'ambush the troops' missions, I was ready to be done questing, donate my Xbox to charity, and spend the rest of my days in an Italian monastery without electricity. With ten more hours main campaign content to supplement a bland endgame, this game would have been truly legendary.

Playing Brutal Legend's 'hack-and-slash-meets-real-time-strategy' combo can be daunting at first, especially to hardcore fans of either genre, but after giving it a few dozen trie - during which you may angrily throw your controller, the coffee table, or the pet cat at the nearest wall - it gets fun. The trick to succeeding is to not treat the game like it fits into one genre or the other, but to adapt your style of play so it incorporates a bit of both. For me, a veteran of many a real time strategy war, this was tough. I wanted to create units and send them in to the front to fight gloriously for my cause while I stayed back at my comfortable stage (base), managing fans (resources), directing workflow, and getting fed grapes on an easy chair by scantily clad groupies. That ended badly.

In the game's multiplayer mode, which lets you square off against human players online or an artificially intelligent foe, you can choose one of three factions to wage stage war with: the Gothic and depressing Drowning Doom; Eddie Riggs' Heavy Metal themed human army, Ironheade; or Doviculus's legion of sadomasochistic demon followers, the psychologically disturbing Tainted Coil. Unfortunately, you cannot play as the beautifully shampooed and conditioned Glam Rock warriors of Lionwhyte that appear in the campaign. Their entire faction is like an ad for Head and Shoulders.

In terms of audio, well - it's a game about heavy metal, so as you can guess, it's loud. Loud enough to make your house plants die, have your girlfriend hand you a written warning to play it on mute after eleven or face the prospect of a life of chastity, and have you evicted from your apartment complex. So, basically, it's awesome. I thought so, and I don't even really like metal.

After hours of driving around doing side quests to a soundtrack of Death Metal, I often found myself turning off the Druid's Plow's tape deck and cruising to silence, if just to give my migraine a quick 15 minute break. During those peaceful moments I heard the beautifully crafted ambiance of the world. And I do mean beautifully. Every realm in Brutal has a specific set of sounds that sets them apart as unique and mystical places. Here, Double Fine did a terrific job. It's worth turning off the music now and then just to listen to the incredibly emotive, well crafted environments that the world offers. It's like a mini, virtual holiday through an album cover.

Being able to explore such a vast, awesome world kept me from turning off the system a couple of times. This was especially true after I'd beaten the campaign, when I was forced to complete a bazillion repeat quests to capture over half of the game's possible achievements. Quests like drag racing Fletus, the bitter and yet strangely sassy demon mechanic with an Irish accent, across every nook and cranny of the island, seventeen thousand times, just because. God, how I came to hate Fletus.

If you can think of a recent game with visuals even half as creative as those in Brutal Legend, and you convince me of that sentiment, then I will send you... erm... one American dollar. Mainly because I think it would be funny to send a single dollar across the Atlantic Ocean while paying over three dollars on international postage.
Brutal Legend is getting a lot of flack in the gaming journalism community for its short campaign, repetitive side-quests, and strange hybrid of a real-time strategy system (see Gabe and Tycho's mocking response). As I write this, its cumulative review score on GameRankings.com sits only slightly above 83%. 83%? Come on. With all the journalists who gave this game less than an 8.5 out of 10, and with Penny Arcade, I disagree. I never thought I'd say the latter. I can see where reviewers are coming from when they criticize Brutal's repetitive quests and short campaign. Those are serious annoyances that can make or break whether a game is just good, or whether it's legendary. And Brutal Legend is definitely not legendary, a fact which I find wholly ironic.

For that, it should be applauded - even its much debated real-time strategy system - not just because the idea of artistic and design innovation is a rare thing worth applauding in the current game industry, but because the ridiculous non-sequitur imagination of Brutal Legend makes it fun. I think I speak for a lot of people when I say that's all I really want in a game. That, and scantily-clad Samus after 100% completion.
Brutal Legend was an exceptionally fun game, and I can't wait for the sequel.*

*Dear Tim Schafer, EA, and Double Fine. Make a sequel, and hire me as a writer, with a salary of one million dollars. Or any other currency, it doesn't matter. Rupees work. Or Schafer Bucks. I've got this great idea where Eddie teams up with the ghost of the Carthaginian general Hannibal to fight off Cyborg Hitler's evil Robotoid Legion, and therefore saves Christmas. I'll call your people. Love, Greg.
Labels: Brutal Legend, Double Fine, Greg Mengel, Review
- Greg Mengel

In case you've forgotten, today - Friday, October 16th - marks the beginning of a new epoch in Europe... Rocktober. It's not just a month - it's an era that will hopefully change the way we think about games.
Why, you ask, with one eyebrow raised? On that date, the much-anticipated Brutal Legend will be released for the Xbox 360 and Playstation 3. Hopefully, it's going to kick major ass. I'm all giggly with excitement, so I thought I'd remind you of the game too with a video. Or two. Or seven. I'll just link two. They're from the Brutal Legend website. Hit the jump to check them out.
And the second:
If this game rocks as hard as it looks like it will, then I'll follow in Led Zeppelin's footsteps, and I'll sacrifice an animal. To Thor.
Greg
Labels: Brutal Legend, Greg Mengel, Video
- Greg Mengel

The who-owns-what tangle originally began when Vivendi (Brutal Legend's original publisher) merged with Activision in 2007, in turn prompting Activision to abandon releasing the game. Double Fine then took up the project.
As a result, Activision sued Double Fine in order to halt Brutal Legend's scheduled October 2009 release date. In its suit, Activision alleged that the rights to Brutal Legend still belonged them despite stopping its prior release.
To further complicate matters, Double Fine counter sued, stating that Activision wasn't trying to protect the rights to Brutal Legend but merely trying to eliminate competition for the long-running Guitar Hero franchise. Double Fine also claimed faulty business practices in its suit. Apparently, EA failed to follow up on Brutal Legend's standing as what was supposed to be a sequel to Guitar Hero.
For the most part, publisher Electronic Arts has played a sidelines role in this battle. EA adopted Double Fine into its EA Partners program in 2008 to publish the then-rejected Brutal Legend, which CEO of EA John Ricitiellio called "a creative risk." A risk indeed: if Activision's suit had been successful, EA would have lost the publishing rights, and the Jack Black shred-fest would be propelled further out of reach for gamers once again.
Hopefully, more details regarding the settlement will be made available in the coming weeks. But I'm pretty confident that Brutal Legend's fiery trail through courthouses over the last two years will make its rightful diversion soon enough: into gamers' consoles.
Jacob
Labels: Activision, Brutal Legend, Double Fine, Jacob, Legal
- Anonymous
Watching the second Developer's Commentary video from our friends over at GameTrailers, it's hard to imagine that Brutal Legend - the upcoming heavy metal themed, ass-kicking, speaker-destroying action-adventure title from Double Fine Productions - was almost buried by its first company, Activision, as one of the many casualties enduring by the gaming world during that emotional and frightening saga now known as the Activision/Blizzard merger of 2007.The fact that the game still exists, and in what looks like a comedically pristine form, no less, is a testament that there are Gods of Rock in this world ...and Jack Black is their prophet.
Hit up the video below. It's 22 minutes long, so grab a coke or something. It's worth it. ...the video, not the coke. Maybe both.
...*cough*
Enjoy.
Greg
Labels: Brutal Legend, Double Fine, Greg Mengel, Video
- Greg Mengel
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Originally founded by Matthew Meadows in 2007


24.10.09
