LOUD, OBNOXIOUS AND PRETTY
My ears bleed and my eyes melt while playing
Marvel’s Guardians of the Galaxy. At any given moment the screen erupts in color: pink,
purple, turquoise, yellow, green, red — tasteful design clashing with garish
excess in something resembling an abstract art installation. At times, I
swear I’m seeing colors that don’t even exist. I can’t decide whether it’s beautiful or distracting. Maybe both.
The audio assaults you in much the same way, layering dialogue and music on
top of each other. The orchestra roars without melody. The characters
constantly voice their opinions. The soundscape desperately tries to direct
my emotions while I struggle to tune it out.
This is exactly how I remember the Guardians of the Galaxy movies. Every
dial is cranked to maximum — and these ones go to 11 — all the time. In that
sense, Eidos Montreal has captured the feeling perfectly.
Unfortunately, because I don’t like it. The game’s relentless need to
entertain through millennial quip-dialogue gets on my nerves. They never
shut up. ADHD seems to be the greatest superpower of all.
Still, the story is good, even if it feels somewhat unfocused at first. As
Star-Lord, your task is to unite and lead your ragtag crew of Guardians. A
mysterious alien force is enslaving entire civilizations across the galaxy
by luring them into “The Promise”, a fantasy of a better life.
Aboard the
Milano, you travel from planet to planet, visiting space stations, desert
worlds, ice planets, and other places that practically defy description.
Most astonishing of all is the Quarantine Zone: the shattered remains of a
massive space fleet, fused together by strands of pink, fleshy organic
matter. All throughout, the lighting is brilliant. The presentation is on
Sony first-party levels.
In a less exhausting context, the universe Guardians of the Galaxy creates
would have been phenomenal. But the game never allows you to absorb any of
the details. Everything that happens is commented on, and when nothing
happens, that has to be commented on too. As a result, everything — the
story, the world, the lore — reaches the player pre-chewed. Repeating the
same observations internally isn’t the same thing. You’re never given the
chance to make the experience your own.
Terrified of allowing even a single minute of downtime, the game hurls one
action sequence after another at you. Generic combat encounters are broken
up by sliding sections, free-falls, spaceship battles, and quick-time
events. Every now and then, the game lets you breathe through a puzzle or
some simple exploration. But then Square Enix opens the dialogue floodgates
again and unleashes the nonstop bickering. Complaints that you’re taking too
long. Snarky comments because you’re exploring for loot and upgrade
materials.
“Hell-OOO! The unbeatable intergalactic threat is THIS WAY!”
The entire game revolves around coming together as a team to defeat an
overwhelmingly powerful enemy. Combat becomes tedious quick if you don’t
rely on your companions. Your blaster barely scratches enemies on its own.
But through an absurd number of button combinations, you can strike where it
hurts most: stagger enemies, expose vulnerabilities, pile on status effects.
Order Gamora to assassinate targets or Rocket to blow them sky-high, and the
job’s done. Underneath it all lies a surprisingly deep stat and ability
system.
So yes, the freedom is there. But the game is far too frantic to let players
fully take advantage of its systems. The controls barely have room for all
the mechanics. Some abilities I almost never used simply because I forgot
they existed. Before long, combat turns into a repetitive headache,
especially the endlessly drawn-out boss fights.
And honestly, I don’t understand how these characters can stand each other.
Drax distrusts Gamora. Rocket can’t handle being contradicted. Gamora
threatens anyone who gets too close. Worst of all is Star-Lord himself: a
man in his thirties or forties trapped inside his teenage self, mentally
frozen in the moment his mother was murdered by aliens. He still listens to
his ’80s mixtapes. He dresses like a teenager trying to look cool. He talks
like a teacher trying to sound hip in front of his students.
At times, the game attempts real emotional depth. But when Star-Lord tries
to bond with the crew, in the style of Shepard from Mass Effect, it rings
painfully hollow, like someone who has watched how real leaders speak and is
trying to imitate them.
The personal conversations with the crew are
completely uninteresting, probably because the characters in Guardians
function and look more like toys than actual people. It feels like
interrupting a game with your Star Wars action figures just to make them
have deep conversations.
I’m simply outside the target audience here. Guardians of the Galaxy is made
for younger players. Maybe they need protection from anything too
unpleasant. Personally, I want to stare death in the face. Around the
halfway mark, though, the game finally pulls itself together, becomes more
focused, and the story takes a fascinating turn. Or maybe that’s just when I
finally accepted the game’s tone. Its portrayal of a religious intergalactic cult threatening to consume all
life is unsettling. The darkness lurking beneath the surface is finally
allowed to speak louder, and that’s ultimately what saves the game from
mediocrity.




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