A lot of game players talk about the constant battle of working through their backlog of games. Devoid of the ample free time with which we desire to play video games, we end up accumulating at a faster rate than we can consume. Our shelves fill up with shrink-wrapped boxes. Our digital Steam accounts becomes giant lists of unplayed games—most, if not all, purchased at a special sale price that we just couldn't pass up. Let's not even mention the inevitable Humble Indie Bundle.
I have my own games backlog, but I also have another backlog on top
of that one. These are the games that I've played but haven't blogged
about. Obviously, there's no rule that says I have to write about
every game I play. I actually don't think that's a very good way to
approach writing. In the future I would love to take a more thematic
approach to my posts. I'd love to be able to tackle games from a more
intellectual standpoint, to treat games as cultural artifacts with
rhetorical (not necessarily authorial) messages worth examining. I
would love to do a close reading of a game, like this.
Unfortunately, most of my eight-hour-plus day job involves writing and
editing. It's hard to put my remaining time and energy into more hobby writing and hope to achieve much analytical depth. But it's also hard not to feel
I'm being derelict in my duty when my ratio of played games to
blogged games becomes too unbalanced. So in this post I play a wee
bit of catch-up. Similar posts may or may not follow, but for now
here are a few quick thoughts regarding four indie games I've played
through since starting this blog in late 2011.
Bastion (2011)
developer:
Supergiant Games
There's a lot of style coursing through
Bastion, especially in the
soundtrack. But more than that it's got a lot of styles plural, which
is also true for describing the soundtrack. (I like how The Gameological Society put it: “It sounds like Portishead scoring a
Sergio Leone film.”) I'm just not sure how well all those jumbled
styles work together.
Everyone
knows Bastion as that
game with the awesome gravely-voiced narrator who comments on
everything in real-time. (“An old ferry barge sends the kid on his
way,” “Now the kid sees something stranger still,” “The kid's
ready to go, and his ticket out is right where he started,” etc.)
This being the age of “Let's Play (insert game title here),” it's
no wonder people ate it up. It seems the era of the sad lone gamer in
the basement died quietly (and with dignity) a long time ago. Today's
gaming consumers yearn for companionship, and they can have
it—whether that be directly through a voice-chat headset or through
more indirect (introverted) YouTube channel surfing. Bastion
gets that. It offers a different
kind of companionship.
It's also a new
take on narrative, with that voice constantly explaining, constantly
interpreting, constantly codifying the action on-screen. Is he a
reliable narrator or is he full of hot air? Or is he like a sports
commentator who gets paid to make sure there is never a dull moment
during the broadcast?
Unfortunately,
I happen to be a terrible auditory learner. I'm pretty sure everyone
feels that way, but it's true in my case. There's a problem when
every line gets treated in dramatic, hard-boiled fashion. It becomes
its own version of monotone. I start to tune it out, and that being
the case, I didn't quite follow the “story” of Bastion
very well.
But more than that,
the narration just felt like a gimmick to begin with. Whatever
happened to show don't tell? Why was that narrator so expressive when
I felt absolutely nothing as the player character? All those heavy
thoughts and feelings the narrator was relating? I was too busy just
rolling around trying to smash shit and kill things. It was sort of
fun. The art direction was cute.
Insanely Twisted Shadow Planet
(2011)
developer:
Fuel Cell Games
I'm a little
surprised this game didn't make more of a splash, seeing as it
released alongside Bastion as part of the same Xbox LIVE
Summer of Arcade promotion in 2011. Maybe it wasn't hip enough. It
didn't come pre-packaged with a cool indie soundtrack. It offered no
commentary or companionship, except for in a separate multiplayer
mode that probably no one played (I sure didn't). Insanely Twisted
Shadow Planet was a game that didn't talk to you. It didn't speak
at all, and in that sense it was kind of like the WALL-E of
video games, or a less demented Limbo. I actually enjoyed the
game quite a bit.
In it the
player controls a flying saucer investigating a mysterious alien
planet. The game is structured like a Metroidvania—one giant level
with different areas made accessible by obtaining different
power-ups. As the player explores the world and solves environmental
puzzles, the game adds on cool new features to the flying
saucer—everything from a tractor beam to a missile launcher to a
spinning saw blade attachment used to excavate through enemies and
debris. Each of these can be custom mapped to the controller buttons,
however, there are more attachments than buttons available—meaning
proper selection at any given moment is important.
When I just said
the game doesn't talk to you, that was only partially true. It's just
that—opposite of Bastion—it doesn't use very many words
in doing so. What it does use is mechanics and visual clues. The
player's ship starts out with only one ability, a scanning device
that analyzes various features in the alien environment and comes
back with a pictographic description. These are the cues and clues
that help you figure out how to play the game.
While the game
doesn't necessarily push the boundaries set by its genre
predecessors, it excels at everything it does do. The animations are
superb. I love how the interior of the planet goes from organic—with
black writhing tentacles for walls—to mechanical-industrial gears
and conveyor systems. The sound design is even better. Every chirpy
alien noise rings with subterranean echo and reverb. Most of the
actual music is ambient and generally low volume. The prime
instrument is the flying saucer as it quietly flits about like a
Jetsons car.
Perhaps the best
thing about the game, however, is the kinetic feeling of the ship
itself. Its movement, controlled with the left thumbstick, is so
swift and responsive. There's no fighting for control! And the way
this movement integrates with the control of the ship's weapons and
accessories—via the right thumbstick—is seamless (parts of the
game play out like a twin-stick shooter). One of the earliest ship
attachments that the player picks up is a mechanical arm, which is
used to pick up and move lose debris, such as small boulders. If
driving any piece of industrial equipment felt this natural and fun,
we would all be lining up for jobs in construction and civil
engineering projects.
Ms. Splosion Man (2011)
developer:
Twisted Pixel
I enjoy a good platformer, and I trudged through the entire
single-player campaign of Ms. Splosion Man about a year ago. I
even searched out and found all the hidden collectible shoes (without
using a guide). It's not a bad game, but I can't really say it's a
shining example of the genre.
First of all, the visual style is playful but too cluttered. Yes, the
game has “splosion” in the name, but all the a'splody things and
their shiny particle effects sometimes add up to create an incoherent
playing experience, visually speaking. This is problematic for a game
built around quick timing and precision. Miss one of your marks as
you're running or flying along and it's usually instant death—back
to the last checkpoint.
At its heart, I think the playing experience is one of timing and
memorization. To get through some of the harder levels, the player
will be forced to repeat the same sequences over and over again until
essentially there are no timing mistakes. I don't generally mind
repeating platforming sequences in other games as long as I feel
there's a good reason for it. If I'm actually getting better at the
game, if I feel that I'm getting more comfortable in the skin of my
little on-screen avatar, and if the game eliminates the annoying
delay between failing and starting again, I probably won't mind the
punishment.
Unfortunately, there is almost no room for expression in Ms.
Splosion Man. There's no variable running speed. There's no
figuring out better, quicker, or more interesting ways to get through
the levels. There is one way to get through, and you either get the
timing and spatial placement right or you don't.
That said, the multiplayer levels can actually be pretty cool. All of
the same aspects of the single-player mode apply, but the challenge
becomes one of teamwork and communication. While the visual
incoherence persists with multiple players on screen, it actually
sort of makes everything ironically enjoyable. It exacerbates the
frustration of trying to cooperate to the point it becomes funny. Not
that the humor lasts forever. Before long, the cooperative game
becomes damn near impossible. Kudos to anyone who has managed to
finish it.
By the way, dear reader, you might want to turn the sound off for
this game, or at least Ms. Splosion Man's voice. It's extremely
annoying.
Bit.Trip Runner (2010)
Speaking of games that make you repeat failed sequences ... there's
this game. Bit.Trip Runner looks like a platformer, but it's
really a rhythm game. It still has a bit in common with Ms.
Splosion Man, but in this game the running is automatic. The
player's job is simply to jump, slide, spring, kick, and block at
each of the right moments. Each level is basically a song. All of the
obstacles are timed in accordance with the beat and tempo of the
music; successfully performing an action triggers a tone or musical
note that contributes to the soundtrack.
On the one hand, Bit.Trip Runner can be a very Zen kind of
game. It's a beautiful experience just running along and becoming one
with the game, falling into its rhythm and cadence. But that's only
if you're good at the game.
Here's where it gets interesting. Each level lasts anywhere from
about one to two minutes. If the player misses a mark and runs into
an obstacle, the game goes all the way to the start of the level.
Granted, there's no delay—no game over screen. The game cycles
through a pattern of (1.) restart level, (2.) attempt level, (3.)
fail level, (4.) restart level, etc., on an infinite loop until
successfully completed. It doesn't matter how near or far the player
was from finishing the level. Each failure is a restart.
Why so demanding? Why not let the player make a couple mistakes on a
given run, perhaps include some kind of recovery animation that puts
the player back on track after the first mistake in a given attempt?
Why not make it more like the Guitar Hero games, whereby the
player can advance to the next level if they hit a certain percentage
of the marks? Why not include some mid-level checkpoints? I'm not
saying Gaijin Games was wrong in the decisions they made. But these
are fair things to consider.
What sort of effect does the actual design have on the playing
experience? For me, it engenders a type of harsh discipline. If the
apex of the playing experience is a state of Zen, then it only makes
sense that such a state can be achieved only through constant
practice and meditation—and also by being some kind of superhuman. The
game becomes an interesting exercise in concentration. If I get hung
up on failure, it's a distraction. If I find my brain becoming numb
(which is hardly avoidable) after my umpteenth level attempt, I have
to apprehend that numbness and force myself to try and refocus.
There's a psychological element to it.
Playing
Bit.Trip Runner could
also be likened to learning a musical instrument. Instead of a
solitary monk striving to subjugate the self, the player becomes a
pupil under the watchful command of a strict and exacting
pedagogue—one with a controversial teaching style. The player is
forced to learn a song only by playing it in real-time to a steady
metronome, and without making any mistakes. (The optional gold items,
by the way, are the musical flourishes. For those not satisfied with
merely getting the basic notes right, collecting these pieces is a
surefire way to impress the teacher even more.) How will I be
prepared to play the music if I don't know where it's going? The
teacher (game) will gladly flip the pages of sheet music while you
play. You just need to be quick on your fingers.
Regardless of whichever model I choose to frame my 8-bit adventure, I
arrive at the same nagging question. At what point do I excuse myself
from this punishing regiment? How much do I endure? Either I finish
the game or I don't. But what is the value of enduring all those
failures if I can't manage to finish the game? What's the payoff if I
do?
I know I should give up, but I probably won't.
No comments:
Post a Comment