Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Wednesday, March 30, 2011

Gaijin Games, Death Wish, Taxi Driver, stuff

My adoration for Gaijin Games has been made clear before. Out of that last post grew a rapturous---and I hope interesting---review of Bit.Trip Flux, over at Slant Magazine.


"Like Dziga Vertov's films, Mondrian's paintings, or Balanchine's choreography, BIT.TRIP FLUX presents the spectacle of a medium reveling in its essential properties, offering an aesthetic experience that wasn't possible until the form was created to engender it."

And then that led to an interview with Gaijin Games CEO Alex Neuse, which is chock-full of interesting practical tidbits and the occasional matzoh ball of conceptualism.


"Usually games teach the player how the game world works and stick to it; like when I'm playing Halo, I know a Grunt isn't going to suddenly split into four slower moving Grunts. But BIT.TRIP is all about simple visual elements that could do anything, and a lot of the humor of the BIT.TRIP games comes from that kind of surprise attack."




Meantime, my tradition of arguing with Glenn Kenny (all in good fun!) continues, as we argue about Death Wish, argue about Scorsese, and occasionally argue about criticism and Lester Bangs.


"I'm quite happy to say that social responsibility is more a negative than a positive virtue. That is, no artist is obliged to deliver "a positive message", but you are indeed obliged not to be actively evil. Y'know as if you were a person---you don't actually have to do missionary work, but you should refrain from yelling "ching-chong-Chinaman" every time you see a Vietnamese person on the subway. "

And finally... I've been writing regular game reviews over at Slant, which has been great---writing something that feels lower-stakes than my usual creative output is incredibly effective as a confidence booster. And occasionally, I get to write something as fun as my review of Pokemon White.

"So how does someone old enough to have voted for Paul Tsongas end up playing the new Pokemon game?"

Tuesday, February 1, 2011

Bit.Trip.Beat

The new Bit.Trip.Flux trailer is up, promising more of the Rez-meets-Pong gameplay that made Bit.Trip.Beat such a brainwashing gem. While I've enjoyed the other Bit.Trip games, none have had the unholy power of Beat---Core was marred by the Wiimote's unsatisfying thumbpad (has the art of making thumbpads just been lost, like medieval stoneworking techniques?), while Void and Fate had to accommodate a greater range of player action, which made Beat's musical precision impossible. And Runner, though fun, never sounded quite right to me---only after I turned my stereo's treble way down did the gold-grabbing sound stop cutting through the music.



It's only Beat that perfectly melded music and gameplay, producing a powerfully immersive experience that's surprisingly accessible. I've proffered Beat to a number of casual or non-gamers, and they've all been equally taken in by it, enjoying the experience from the start with none of the reluctance to waste their time on this nonsense that non-gamers typically have to overcome. A lot of that is due to its immediately accessible gameplay---pretty much anyone technologically savvy enough to use a telephone has seen Pong, so the how-do-I-do-it? barrier is low. Equally important is how the musical gameplay works on the player like a physical seduction, starting with gentle touches and building to a point where you couldn't walk away if you wanted to, and you've forgotten what it would feel like to want to walk away.

Okay, maybe I'm overstating some, but not by much. The basis for video games' power to compel is interaction: There's something incredibly appealing about "I can make the puppet do things!" The Bit.Trip games merge that with the physical dynamism of music, an art form with tremendous power to subliminally influence and control people in no small part because it's the art form that inflicts itself on the viewer's body (I always remind actors that to make an audible sound is to have a physical effect on your scene partner). Unlike more direct music games, Bit.Trip titles make the link between music and gameplay subliminal, and thus even more powerful---you don't quite realize your hands and ears are being enlisted in a technofrenzy crusade until your eyeballs have crusted over from not blinking.

Of course, the above also describes Rez, arguably the most successful of all the music-games-that-aren't-music-games. What Gaijin brings to the table is something rare among current developers: an unabashed willingness to fuck with the player. There's been a backlash against easy games lately, leading to the surprise triumph of a willfully difficult game like Demon's Souls. These hard games make a point of being tough but fair---critics praised Demon's Souls for always making clear what you had to do to beat a monster, so when you died, you had no one to blame but yourself.

Bit.Trip.Beat isn't like that at all; on the contrary, its most charming characteristic is the developer's gleeful sadism. Physics change in the middle of a level, dots will suddenly disappear, even your controls will abruptly change with little warning. The effect is surprisingly charming---the simplicity and consistency of Gaijin's games already make them feel more like an individual artwork than many made-by-committee titles, and the willful sadism paradoxically makes the game feel even more personal, even weirdly friendly. As designer Douglas Wilson notes, deliberate game designer sadism creates a dialogic relationship between the player and the designer, and it makes the latter much more real to the player, and therefore more human. You don't feel tormented by the world so much as specifically targeted by a human designer, who's cast himself in the role of your mean-but-loving older brother.

It's the simplicity of the Gaijin aesthetic that makes this enthusiastic messing-with-you so congenial. Look at a screenshot of almost any major-release game, and count how many elements on the screen have nothing to do with gameplay. If the designers started changing the rules on you, the player would soon find themselves completely lost, indignant, and frustrated. But when the player only has to look at a few on-screen elements, the designer can demand that they look much closer.

Tuesday, June 15, 2010

You are a controller

I'm incredibly psyched about the Kinect (a.k.a. Project Natal), Microsoft's upcoming motion controller for the Xbox 360. Many of its titles do indeed look like updated EyeToy titles, and in my book, that's great---if Sonic Free Riders is basically EyeToy Antigrav with a (finally!) working control scheme, I will be overjoyed.

I loved the EyeToy, even with all the gimmicky minigames. Like any sensible person, I found it incredibly immersive to make my body into a controller, and I was delighted by the total concentration induced by the physical gameplay. It's not unlike the effect of playing Rock Band (music, with its deep evolutionary origins, is a handy shortcut to physicality)---instead of the tunnel-vision concentration of most games, you get a kind of effortless oneness.

Unfortunately, a lot of gamers don't seem to feel that way---the comment sections over at Kotaku and Joystiq are full of whining from people who think all this flailing is the opposite of what games are for. Some of this is simple fat-ass don't-wanna-get-off-the-couch laziness, which is worth what it's worth. Some of this is horror at the idea of looking silly, though for those who complain that the people playing the games look like morons, I'd like to ask them if they think people look less moronic while staring slack-jawed at the TV with a controller in their hands.

But what's most prevalent is the typical North American Male horror of being made aware of their body in any way at all. The list of things that completely freak out typical North American Males includes dancing, being cruised, going to the doctor, and, apparently, motion controllers. What all these things have in common is that they make the body cease to be a tool, to be used as transparently as possible, and make the body instead an object in itself, a thing to be considered and evaluated.

In fact, it might be that part of what's driving gamers' horror at the Kinect (and the Wii before it) is a sense that they're losing an essential aspect of video games ---the mediation of an avatar. For a lot of hardcore gamers, much of the appeal of their entertainment of choice is the change to get out of yourself. You get out of your living room and into another, better art-designed world. You get out of your daily grind and into a bunch of challenging yet surmountable tasks. And maybe most exciting for those already deeply alienated from their bodies, you get out of your own meatsack and into a body vastly more responsive, agile, and capable. That sitting on the couch playing games makes your own body even less like that of your digital avatar is a classic irony of addiction.

As Douglas Copeland's Microserfs so ably dissected, much modern tech culture is built upon a foundation of body-horror, and a desperate need for body-escape. Video games ably meet this need, offering the player the chance to become an NFL star, a beefy marine, or a sexy babe gunfighter (and really, what guy hasn't wanted to be in the body of a hot chick, if only so they could play with their own boobs?). But if your body is the controller, then your body has to be subjected to the same sort of stress-testing and evaluation that every new gaming system is subjected to---it's like being cruised by the cattiest of queens! No wonder so many gamers look on motion control with a desperate, frozen sneer, hoping no one dares to glance below their necks.

Tuesday, July 21, 2009

Grand Theft Auto: Chinatown Wars: Continued

So, I'm slightly less hyped about Grand Theft Auto: Chinatown Wars now that I've, er, finished the entire game in a month of big, big bites; given the game's addictiveness and enjoyability, my complaints should probably be taken with enough salt to pay off a centurion legion. Chinatown Wars pays tribute to the old-school GTA games with its top-down view, but also with its fairly crappy third-person shooting controls, and the last stages of the game involve way too much of this mediocre shooting. GTA games are always strongest in their driving system (the Midnight Club experience really pays off in the series' strong car differentiation), and CW is no exception, so I wish they'd built more of the missions around unusual variations on driving, which the engine does really well, instead of on-foot shooting, which it does really badly.

That said, there's a moment near the end that makes me love the game all over again. SPOILERS AHEAD! if you don't want to see them, but...

When driving around the marvelously-rendered city of Chinatown Wars, you'll sometimes see a little icon indicating an optional side mission. I spotted one around the back of a building I was driving past, so I carefully backed the car up, drove through a narrow alley, and found myself in a standard GTA trash-strewn back lot. Walked up to the optional-mission-giver, a tiny little female sprite. Up pops the cutscene (a series of comic-book illustrations), in which the woman asks me if I "wanna have a good time".

Ah, it's a hooker! Well, hookers are a long-standing tradition in the GTA world, one that I've defended before as an important part of the series' satirical perspective. Now, everyone knows what happens to hookers in GTA games. But this time, said hooker *also* seems to know---just as you start to respond to her, she says (I'm paraphrasing from memory here) "Oh I know your type! Guys like you get me in the car, then shoot me to get your money back! Well we're not going to stand for it any more---get him, girls!"

At which point dozens of prostitutes charge you, Sin City-style, exacting vengeance for all their sisters cut down in previous GTA games. Auto-critique plus violence---that's the good stuff!

Monday, June 22, 2009

Over The Hedge

So the Wolverine game has prompted the usual round of "a licensed game that doesn't suck" or "licensed games always suck" talk. But allow me to put in a word for something even rarer than a licensed game that doesn't suck---a licensed game that doesn't suck on the Nintendo DS!

I know, this is hard to believe. Not even the world of cell phone games is so crammed with undercooked mediocrity as the DS movie game world, where developers with little time and less motivation crank out shameful crap on the assumption that it's all going to be bought by clueless moms who'll never play it anyway. The technical limits of the DS further encourage laziness on the part of developers---since your game isn't even going to look good enough to be on your studio's showreel, why bother making it anything other than an object in a box, the box being what sells anyway? My heart sinks a little every time I see my little brother-in-law's game collection---in the front, the first-party titles he saved his allowance for, in the back, the terrible Transformers and Disney games his mom bought him (and that he, bless his heart, it too polite to melt down).

Which is why Over the Hedge is such a stunner. It's not that it's such a fantastic game, but it's actually got a good concept going for it, and in the movie-game world, that's like getting an Audi from your office Secret Santa. It's not an original concept, but it's a great one-liner: Metal Gear Solid with raccoons. I can only imagine the design session where they looked at the plot of Over the Hedge---woodland creatures infiltrate suburban homes---and someone had the brilliant idea to apply the stealth-game template to the antics of nature's sneak thieves.

Though the game gets repetitive pretty quickly, it's executed with some impressive technical skill. I particularly liked the contrast between the top screens 3-D view, and the overhead view on the bottom, a use of the DS's unique properties that makes big console games seem... almost lacking. And you play as a number of non-raccoon-Americans, each with unique abilities.

But ultimately, this is a game made worthwhile by its idea---it's like the digital equivalent of a Warhol film, but shorter. The promise of the DS was always that its technical limitations would inspire developers to compete on the level of ideas, and this is one of the rare times where they did (and blew the console versions of the game out of the water, a definite first). I'd love to see more of this kind of meta-wit applied, not just to licensed games (interestingly enough, the other similar title I can think of was the very funny Simpsons game, another licensed title), but to all titles---sufficient in-jokey decadence can be a good way to stumble across originality, if only by making the unoriginal funny.

Friday, June 19, 2009

Grand Theft Auto: Chinatown Wars

Why is Grand Theft Auto: Chinatown Wars so impossibly fun? There's a pretty substantial technical achievement in cramming a big, open, no-load city onto a DS cartridge. And the art design team deserves serious kudos for making areas of the city look and feel significantly different despite the tight constraints of a more or less 2-D design. But I'd say the basic system-level strength is that the minigames are fun.

For most hardcore gamers, the sweetest words are "Grand Theft Auto game", and the bitterest are "minigame collection", so it's a little blasphemous to say that's pretty much what GTA is. But it is---and that's always been its strength. In any GTA game, you spend a lot of time taking missions, most of which are just drive-here-shoot-him. But what's always most memorable are the missions that change the rules for a little while---the jetpack in San Andreas, or the sniper runs in Vice City. GTA IV didn't have as many rule-shifting missions, which is much of why GTA IV got---ulp!---a little dull in the middle.


GTA:CW tells you right up front that you won't just be driving and shooting when your character, upon arriving in America, is immediately kidnapped, and is stuck in a car that's dumped into the river. You quickly tap the windshield to bust your way out---nothing fancy, or even particularly entertaining, but a straightforward warning that you're going to have to keep your stylus handy. This would be a pretty serious strike against the game---holding the stylus while using the thumb-pad and buttons is kind of a pain in the ass. But it's justified by the number of times the game shifts context on you---forces you to twist wires quickly to steal a car, tap numbers to bypass a security system, twirl a Chinese dragon costume, and so on.

Combined with GTA's usual attention-deficit-disorder approach to level design---"now steal a car now drive to Hey! let's be a cabbie! drive to your destination and collect your Hey! Let's help this guy bug his wife's car! follow the car until it parks don't get spotted while you Hey! Let's buy some acid!"---these stylus-based minigames don't have to be very challenging to accomplish their basic goal, which is to keep you from ever settling into a unitary rhythm of play. Instead you're always a little surprised, never sure what you're going to be doing in the next 10 minutes.

That's why Chinatown Wars has me hunched until my neck snaps, while Far Cry 2 is languishing in my 360. Far Cry 2 has a lovely open world, a solid story, and some very nice mechanics. But it's all driving and shooting, and after playing for 2 hours, I felt like I had done pretty much everything I was going to do in the game and now just had to do it another hundred times. Besides a reasonable level of wit and some solid visuals, GTA remains the king of the unexpected mission parameter, and that will keep me playing to the end.

Tuesday, March 17, 2009

Resident Evil 5

Oh Resident Evil 5, why you gotta make me hit you? I understand that in Japan, there just isn't the sort of racial sensitivity common in the US (at least, not regarding people of African descent---I don't know how they deal with their legacy of brutality to Chinese and Koreans). But some of the recent leaks from Resident Evil 5 confirm that the game is, if not the interactive Birth of a Nation some feared, at least a bath in some ugly stereotypical oogedy-boogedy.

And that makes me sad. Not just because, like, racism is bad, but because I had really hoped for RE5 to be good.


Africa is a great setting for a Resident Evil game, or any kind of zombie story. Areas like the Congo have been torn apart for a decade by armed groups that operate somewhere between an army, a cult, and a Buffy-style gang-on-PCP---much of the climate of almost incomprehensible atrocity in Africa's civil wars is due to the heavy use of drugs to get its militias revved-up, not to mention extensive recruitment of children (child-level reasoning skills + heavy drugs + social pressure = bayonet rape as lifestyle). It's a level of brutality and hive-mind evil that's hard to wrap one's head around, and that's exactly where literature of the fantastic can step in and make us capable of at least looking it in the face. Using zombies as the stand-in for the large-scale Manson families ripping across the continent is a terrific metaphor, especially when you have the series' Umbrella Corporation acting as a stand-in for the colonialist history that got Africa into this mess in the first place. Done right, this could have been the most cogent use of horror as parable since Dawn of the Dead, or at least Ginger Snaps.

Which is why its so disappointing that the design team seems content with King Kong style bushwa. This is a touchy subject, and in order to get it right, you have to go in armed with perceptiveness and original thinking, exactly the things that prejudice and stereotyping make impossible. When you start throwing around images of natives in grass skirts, I start thinking you're not engaging with contemporary Africa at all, just throwing around a images from Tintin comics, and the story's whole reason for existing crumbles right quick.

But even if RE5 does turn out to be just as bad as we all feared, I hope someone takes up the challenge again. American sensitivity towards racial stereotypes is really not a bad thing much of the time; we're a country that's trying to overcome some ugly habits, and a certain amount of awkward self-monitoring seems a small price to pay for that. But video games, like animation, are a medium that thrives on caricature. And the (entirely valid) sensitivity towards caricatures of people of color often results in simple locking-out of black, Latino, or Asian characters in games, as designers think "What with the stylized art direction we're using, do these African-American characters end up looking too much like R. Crumb characters? Ahhh fuck it, just make 'em white guys---then no one will complain."

So far, interestingly, the only games that seem to be really taking the problem head-on are games adapted from other licenses, like Afro Samurai, the Def Jam games, and Fifty Cent: Blood on the Sand, which are the gaming equivalent of blaxploitation flicks---unapologetically lowbrow, but at least offering some kind of representation. Gaming's still a long way from sensitive representation of anybody, much less historically underrepresented groups, so I think gaming's Citizen Kane will have to happen long before its She's Gotta Have It.

Friday, March 13, 2009

Splinter Cell: Double Agent

Well that was *terrible*!

When the fourth game in a previously solid series goes so terribly awry, it's tempting to imagine all kinds of scenarios that might explain what the hell happened---Ham-handed corporate interference? Breakdown in production process? Designer going through a nasty, highly distracting divorce?

Sure, this is the first Splinter Cell game for the 360, and there's bound to be some production tangles created by the hardware transition. But the problems here aren't technological at all---they're strictly design problems. And it's hard to understand how the company that got the previous Splinter Cell game so right could get this one so wrong.


I only got through three levels before turning the game off. But in all of them, the level design was disastrously bad, every time. The basic problem is that every step of the way, it was almost impossible to determine what your goal is. And for a stealth game, which is fundamentally a puzzle game wrapped up in a realistic skin, that's a fatal blow. The basic dynamic of a good stealth game is: Step 1: Survey situation; determine goal and obstacle. Step 2: Come up with a clever way to get to goal. But if you can't figure out where the goal is, as I couldn't over and over, you're left to wander around aimlessly, shooting guards and looking for buttons, and then you're just playing a slow-paced Unreal Tournament mod.

What makes it really sad for me is that I've really loved previous games in the Splinter Cell series. The highlighyt has always been the genuinely physical interaction with the controller, in which you have to push the sticks v-e-r-r-r-r-y gently---long before the Wii, this was a great way of analogizing avatar action through player action, as your digital delicacy translated to the character's delicate movment. Combined with the series' excellent visual design and strong, albeit Clancily Red-baiting storytelling, the series provided some of the most immersive playtime I had with my Xbox.

But this time around, everything's a muddle. The controls are still fine---screwing those up would take an act of deliberate sabatoge. But the art design is way too enthusiastic about throwing more objects on screen, with no consideration for whether those objects make clear what you should be doing, further compounding the problem of level layouts that make it impossible to get into the groove of gameplay because you're constantly wondering what the hell the designers want you to do here, instead of focusing on the mission.

And most surprisingly for a Tom Clancey series game, the storytelling is a disaster. I mean, I know that Clancey doesn't really oversee the writing process in any substantive way, but previous games have had solid pulpy plotting. And the basic idea of Double Agent---Sam Fischer, traumatized by the accidental death of his daughter, goes undercover to infiltrate a militia group---is a perfectly fine adventure story. But Double Agent gets its storytelling autistically wrong every step of the way. The cutscenes highlight irrelevant details, but skim over important facts; information is parceled out in all the wrong ways, with important things skimmed over or dropped in the middle of scenes focused elsewhere; there's completely arbitrary shifting between cutscene and in-game storytelling; and even the basic rules of the universe, like who's got the walkie-talkie, never get settled. It's as though someone wrote a decent video game story, then applied William Burroughs' cut-up technique to it---it's hard to imagine that anyone who's ever described anything to anyone could get the basics of narrative so consistently wrong.

And actually, I sort of doubt they did. The sheer every-step incompetence of DA suggests a game that was subject to some kind of crazy rushed revision process, with things being shoehorned into the story and the design at many last minutes. I can't even blame the design team exactly, when it's clear from the game that something went profoundly wrong in the production process. That doesn't mean it's worth playing, of course---oh christ no!---but I just can't hate 'em.

Thursday, June 12, 2008

Dead Rising: Repetition, Iteration, Repetition

So I finally finished Dead Rising, a game that came out a couple years ago for the Xbox 360. When I say "finished", though, I mean finished twice. Because that's the only way to say I've finished it. Or at least, finished the story. A story. Let me explain...

One of the less-explored components of games as a medium is replayability. As has been explored a lot in visual art, a basic fact of a medium that takes place in computers is that computers are very good at reproducing data. In fact, space and memory limitations mean that repetition of elements is a major aspect of building a digital environment.

In games, that means you have to deal with a lot of very similar-looking items, enemies, and environments. But also, because of the mission-based structure of nearly every game ever made, you frequently have to replay events that happen the same way each time. Obviously, that's true in shumps like The Belgian's beloved Galaga, which are all about learning the patterns. But it's equally true in games with more narrative pretensions---even in a game that's ostensibly a linear narrative, there's always parts that you have to play through again due to dying, which means tediously enduring the cutscenes and dialogue one more time, with the compensation of knowing in advance about the rocket-launcher guy around the ridge who killed you last time.

Dead Rising, though, plays with the option and necessity of replay in an interestingly self-conscious way, making the repetition central to the gameplay experience, and even to its storytelling. Which is appropriate for a game about zombies, those poor, shuffling, post-death bastards, driven by "memory of what they used to do."


In Dead Rising, you play as Frank West, a sleazy photojournalist who's gotten a hot tip about a mysterious outbreak in a small American town. You end up trapped in a shopping mall, together with various survivors and a couple of Dept. of Homeland Security agents who seem to know more than they're telling. From there, you have 72 hours before you're evacuated from the mall (the game happens in realish time, with 2 hours of real time corresponding to one day of game time). At the end of those 72 hours, the game ends, no matter what you've done---it's considered winning the game as long as you just survive the 72 hours, even if you don't do anything else.

Not that there isn't plenty of else to do. The game's missions come in two flavors: story-based missions that reveal the plot, and side missions where you save survivors of the outbreak, put down people who've gone crazy in the mall, or look for "scoops", where you can get dramatic pictures of the carnage.

The problem I initially had with the game is that doing any of the above is really, really difficult. The first time I tried to play through, I was approaching it as one does a game: When given a mission, I would try to complete it, and I pretty much gave up when mission after mission was just too! fucking! hard!!! Fortunately, a gaming guru I know explained the zen of Dead Rising to me: The first time you play, you're not supposed to finish most of the missions---what you're supposed to do is level up in anticipation of the next playthrough.

Y'see, you start Dead Rising with stats for strength, speed, inventory size, and other attributes. Throughout the game, you get experience points (XP) to boost your stats, which makes it possible to finish missions that were too hard before you leveled up. Once you finish a 72-hour play-through, you can then restart the game from the beginning, equipped with your new, more powerful stats, which lets you complete missions that you had to ignore previously. This option is even available within the game---any time you die, you're given the choice of reloading your last save, or restarting the 72 hour period with your most recent stats.

There's a few different ways to get XP in the game. One---the most common---is by taking pictures (photojournalist, remember!), with extra points awarded for composition and content of the pictures (a delightful twist on the first-person view that I wish more games would try). You also get lots of points for finding survivors scattered throughout the mall and convincing them to follow you back to safety, with still more points awarded if you get them there.

But the thing is, on your first play-through, you don't have a chance at actually saving anyone---you just don't have the mojo to keep the zombies away. So if you really want to max out your level points, the winning strategy is to find survivors, promise to get them out of the danger zone, lead them to someplace really exposed, then run to high ground, and... take pictures as the zombies eat them.

And that's every bit as horrible as it sounds, especially since each survivor has their own individual screams and death animations, all of which are quite blood-curdling. This is totally horrible, and you feel like a bad, bad person, even though it's really the parameters of the game that have forced you to make such a dreadful choice.

But it also means you get immensely more satisfaction on your next run through the game, as you find the people you previously condemned to death, and save them from the fate you've already seen. It's sort of comparable to the time-scrambling of John Travolta's death in Pulp Fiction---the medium trumpeting its ability to defy death, even as it makes you aware of the artifice needed to resurrect the dead. Amusingly, my wife (who insists that I refer to her on this blog as "The Fuzzwife") flatly refuses to accept this logic, saying that these people are dead and it's my fault, even though they're alive on the most recent playthrough---the very idea of arguing about whether the first or last playthrough is the real one gives you some idea of the questions of narrative ontology that this game brings up.

A similar logic applies to the game's story missions. The first time through, you won't be able to complete even the first day's missions (the story missions happen in time with the in-game clock---if you're too late to a key spot, you'll miss out on the story). So you develop a mentality of "I don't care why the zombies are here; I just want to survive." But each time you play through, you'll be able to learn more about what's going on, and learning about events often changes the course of them dramatically---the last day in the mall is very, very different based on how many of the story missions you've completed.

Since you can take different missions each time through, each with their own cutscenes, the narrative of each playthrough becomes very different. The first time you play, Frank is a monster, cynically seducing people from safety so he can take pictures of the deaths he causes, all the while ignoring the real story that he's supposedly here to investigate. The second time, Frank becomes a hard-boiled detective, pursuing the big story while mostly ignoring the saps who don't have his abilities, except the occasional survivor whose plight especially moves him. And the third time you play, Frank is a superhero, saving the innocents while ignoring the big picture.

In keeping with this approach, the game's cutscenes are very smart about keeping Frank's character ambiguous---he's presented as a self-important sleazeball with glimmerings of conscience, but whether the sleazeball or the conscience wins is determined through your play. There's few games, in fact, where the double meaning of "play" is so appropriate. You "play" Frank West very much like a movie star plays a role---you settle on an attitude to the scripted events, and move through the narrative that's been laid down beforehand, changing it through the application of your personality.

A lot of games create interactive narrative through the strict application of choice, but the choice is usually fairly binary---kill or save this character, investigate this or that path, and the like. What's neat about Dead Rising is that its narrative choices are much more of a continuum---you can be somewhat good, or somewhat bad, with a lot of gradations and varieties in between. You have the option of doing many vile things, like taking pictures of suffering victims, but you can also not do them, or do them and then make up for them by saving said victims. And unlike many sandboxes, Dead Rising keeps you very conscious of the moral implications of your choices, with Frank's lip-smacking photo critiques or survivor's pleas constantly heard based on your actions.

Even niftier is how it makes the repetition of missions, which is a basic component of most game-playing, inherent to the overall vision of the game. In order to really see what the game has to offer, you have to play the same parts in different ways. And because each approach gives you different cutscenes, including a different end, none is the complete or correct version of the story---all are equal options, and all are the real story.

I'll leave it for others to answer why zombie stories so often end up surprisingly artistically ambitious. But Dead Rising is definitely yet another example of a gory little shocker that turns out to have much more up its tattered sleeve. Much as I liked the storytelling of Bioshock or Mass Effect, Dead Rising ultimately seems like the more exciting and experimental approach to interactive narrative, laying down paths that few other games have tried to follow. It's foregrounding of choice and its awareness of repetition makes it the most genuinely medium-specific approach to narrative I've seen in a videogame, creating a story---or stories---that I really can't imagine being told in any other medium.

Plus, you get to run over zombies with a lawnmower. What's not to like?

Saturday, May 31, 2008

Grand Theft Auto: Girlfriend Experience

Grand Theft Auto 4. Been playing it, like everyone. And, y'know... I love the girlfriend mechanic. Loved it in GTA: San Andreas, loved it in Bully, love it here.

Early in GTA4, you have to post an online dating profile to complete a mission. Once that's up, you can meet various girls through the service, each with a profile that tells you about their personality. Once you've, ahhh, met girls on the internet (GTA4 is a game famous for its willingness to let you kill time in-game by surfing the web, listening to talk radio, or watching TV, among other amusingly ordinary activities), you set up dates with them. They grade you on your clothes and your car (their profile gives you hints about what kind of man they like), and decide whether you get positive or negative points for the date. In GTA:SA, they also graded you on your body, which you could make fatter or thinner based on what you ate and how often you went to the gym---a mechanic that a lot of people seem to have hated, but which I thought was a riot.

Much of the hilarity of Rockstar's funny, funny games comes from the whole concept of translating social behavior into the rules-based world of a video game. The process of translation often yields a vision that's both amusing and disturbing: kisses are a unit of currency, cynically exchanged according to strictly laid-down rules, and the whole process of living in the game world is about learning what those social rules are.

Smooches (in Bully) or sex (in GTA) thus becomes like money, points, or any other pellet handed out to keep you playing a video game: the basic unit of which game narrative is composed. By layering story elements (the character of the girls, and the activities you have to do to please them) on top of that, the interaction of narrative and story produces some very funny results.

Like for example: In Bully, kissing girls restores your health. Giving girls flowers makes them like you, but you have to give them flowers many times for them to like you enough to kiss you. You can make them like you more by giving them chocolate,but buying chocolate at the store in town requires more money than just stealing flowers from the teacher's garden, so you have to get a paper route to pay for it... and so on. Better yet, if you complete Art and English classes, you gain abilities to talk girls (and teachers, and bullies) into liking you, even if you don't have any gifts.

Now, comedy is relative, but to me, the whole concept of deciding to increase your sex appeal via either Art class or a paying job is, like, pure satiric genius.

Among the many bummers of the Hot Coffee foofraw was the loss of the Hot Coffee sex minigame in GTA, which really was a shame---it's low-res minigameness, in which your ability to sexually satisfy your partner was based on your ability to listen to their, ah, verbal cues to determine how fast to hit the buttons, was the perfect jaunty, mean-spirited cherry on top of the game's view of a man's relationship to the world.

Tuesday, July 31, 2007

Guitar Hero Encore: Rock The 80s

My most recent gaming purchase has been (deep breath) GuitarHeroEncoreRockTheEightiesWHEW!---an appropriately silly name for a profoundly silly era in popular music. I've always loved the way that rhythm games give the player a perspective from which to examine the music (interactivity may be a dubious storytelling tool, but it's a fantastic teaching device), and there's all kinds of insights to be gleaned about 80s music in the course of playing. For one, it's a potent reminder of what a cocaine-driven decade the 80s were---all the new wave songs are obsessively downstroke-downstroke-downstroke-dwnstrk-dwnstrk-dnstk-dnstk-
dnstk-dskdskdskdskfasterfasterfasterfasterfastertightertighter. Eighties pop, like eighties interior design, is all about shiny, perfect, impenetrable surfaces executed with gleamy-eyed obsessiveness.

Along with the hits ("I Ran" is surpassingly fun to play guitar on), there's also a lot of the lesser-known punk rock and new wave that's way more exciting to me than the hair metal (and for which they seem to be catching some flack). When I saw the song list, I was simultaneously psyched to play Guitar Hero to the Dead Kennedys and X (Husker Du is too much to hope for, I know), and wracked with sorrow for smash-the-system music turned into a level in a video game.

So I am happy to report that the in-house cover band has censored the punk lyrics heavily---"Los Angeles" has lost a few lines, and the Dead Kennedys "Police Truck" has been more or less altered into incoherence. If I were 15, I might bitch about the System being afraid to let people really hear what the Kennedys were saying; now I'm strangely comforted that there's still something about the music that is, if not terrifying, then at least Not Allowed.