Tim Schafer's Double Fine games tend - for myself at least - more interesting in theory than they are in practice. I have a soft spot for Schafer, since I truly loved his work with LucasArts, and the fact that he made a sequel to my favorite game - Maniac Mansion - still makes him someone I'm always excited to hear is making a new game.
But when I look at the two major games from Double Fine - Psychonauts and Brutal Legend - they're games that I love the concept of, but didn't have that much fun playing. With Psychonauts, I remember it fondly, but when I was playing it, the platforming elements always frustrated me, and the idea was always more fascinating than what the game ended up being. The same is true of Brutal Legend, a love letter to metal music that has so many great ideas, but all of them are executed from fine-to-terrible.
I think this might be the biggest problem with Double Fine: great concept, mediocre-to-bad execution of everything else. Throughout Brutal Legend, I kept wishing that Schafer had maybe just written the script and let someone else handle the rest of the game's mechanics. At first, Brutal Legend presents itself like a standard brawler, and that works fine, but it's nothing special. Then, Brutal Legend makes a shift into tower defense strategy game - a style of game I've written before that brings any game down for me - and the whole game starts to become exhausting trial-and-error.
Early on in the game, Brutal Legend holds your hand, explaining the combat and driving system, and then throws the gamer into the open-world and allows them to figure things out. I think this is a major problem of why Brutal Legend doesn't work. For one, the open world is too empty, and considering there's no jump button - A MASSIVE problem for this game - it's hard to traverse this world to comb over its secrets. But if you drive around, you can easily miss things, and quite often, you have to recall your car back to you after each individual mission. The in-game hints kept telling me I had upgrades available to me, and until the game explicitly made it impossible for me to move on until I upgraded and told me exactly how to do it, I had no clue how to upgrade myself.
Just out of curiosity, I looked to see what it takes to 100% this game, and there were entire features I wasn't aware of. Considering I did a ton of the repetitive side missions and explored the world quite a bit, I'd say this is more poor game design than it is my lack of interest. It's insane that there are large chunks of this game I missed because the game didn't take the time to explain anything about the open world to me.
Yet what really disappointed me about Brutal Legend was that shift to tower defense. I don't think this type of game is necessarily bad, but most of the time, it's just an added element that a game doesn't need and it isn't done particularly well. That's the case here, as the game pushes through the explanation of how to do its tower defense sections, before pushing you directly into the fire.
The material I did like about Brutal Legend though is the stuff that I can always rely on from Schafer. The world that he has built is unique and weird, such a clear idea and one where you can easily see the metal influences. The comedy works well here, and the voice acting, particularly by Jack Black, is all quite good. I'm glad this is a more toned down version of Black, as it matches the character far better than the more manic one I think a lot of game designers would've gone for.
But it's this world and these characters that got me through this disappointing game, and that's a shame. There's such an intriguing opportunity here, and almost every other element of the game just doesn't have the care or precision as the script does. If Schafer could combine great game mechanics with one of his scripts, he'd make a massive hit.