So here's that second piece I wrote for Unwinnable. It's basically about my experience playing Game
Dev Story, which is kind of a
fun, stupid business simulation game for iOS and Android. You
can read it here (or rather, there).
Thursday, January 9, 2014
Tuesday, December 31, 2013
What's in a roguelike?
Well, I was going to wrap up the year
by posting a link to my second article on Unwinnable and calling it
good. Unfortunately, it looks like I waited too long. In my
laziness—perhaps as a result of it, for all I know—there seems to
be a server issue with Unwinnable that has rendered anything pre-July
2011 inaccessible. Anyway, hopefully that gets resolved soon and I
can furnish said link.
Still, that leaves the question of what
to post for December 2013. So here's an idea. Let's talk about
genre … or rather a particular sub-genre in the realm of video
games.
![]() |
| Yes, I still want to be able to call FTL a roguelike. |
It's recently come to my attention
that some people have taken exception to the term “roguelike” —
or rather, its liberal usage as a catch-all genre descriptor for a
recent surge of games that involve a heady mix of procedurally
generated content and permanent player death. I've written about some
of these games on my blog (namely Spelunky and
The Binding of Isaac), and in both cases I've basically called them both “roguelikes.”
It's also come to my attention that
people have debated the usage of the term for different reasons, on
the one hand because it may or may not violate a set of guidelines
established by some people who met five years ago at a little
get-together in Berlin. Other people say the term “roguelike” is
just a bad name. It's confusing. Right from the get-go it references
a particular game most people have never even heard about.
I may not have a personal stake in this debate, but I do have an opinion. I guess it just
never struck me that the term was problematic.
I myself have never played Rogue or any of its spiritual brethren that used ASCII characters for
graphics. For a couple of years I'd heard the term “roguelike” kicked
around, not really knowing what it meant. Then,
slowly, I began to piece it together. I started reading and following
up on games like Epic Dungeon for
Xbox Live Indie Games, 100 Rogues on
iOS, and eventually the Spelunky remake
for XBLA. The latter game particularly piqued my interest, and it was
all I could do to resist buying it until it went on sale toward the
end of 2012. It turns out I enjoyed the game about as much as I
anticipated I would. And yes … it was sort of like being introduced
to a new kind of game.
The
game was like my own personal dungeon master. Each new attempt to
make my way through the mines, jungles, ice caves, and that
confounded temple was a unique experience. Each freshly generated level
was like unwrapping a mysterious Christmas gift. It could be a Red
Ryder BB Gun (a free jetpack waiting for me in a nearby item crate).
It could be a lump of coal (a dark jungle level, wherein I stumble
into a hive of giant hornets). I had to prepare myself for a
multitude of potential scenarios, to gamble my precious time and
resources on an unknowable path of downward progress.
This
past year I played two of the other popular games commonly associated
with the “roguelike” moniker—the aforementioned The
Binding of Isaac and the
spacefaring FTL: Faster Than Light. As
far as I'm concerned, these three titles constitute the holy trinity of the neo roguelike. With no disrespect to the many talented developers
who have been working within or around the genre for multiple decades, I think
it's really these three games that have put the roguelike under the spotlight for a larger audience.
Partly what I
like so much about the more generalized roguelike definition is how it puts the emphasis on something other than a game's central mechanics. In other words, by calling a game a roguelike we're not necessarily
dealing with the specifics of what the player is doing. Spelunky
could just as easily be considered a side-scrolling platformer, because the player must literally navigate their player
avatar through a network of 2D platforms while avoiding hazards and
fighting off enemies. Clearly, the same could not be said about The
Binding of Isaac, which would
more likely be pegged as a top-down dungeon crawler. FTL, which has players strategically
managing the crew of a spaceship in a series of real-time encounters, is perhaps the most divergent of the three games, at least in terms of how the player interacts with it.
What ties them all together is really more a matter of design philosophy. And while things like procedural content generation and permanent death might still be perceived as rather prescriptive or rigid genre signifiers, as these three games demonstrate, there are many different ways to put those signifiers into practice. There remains a similar quality to the playing experience, one that for me is about learning how to overcome the fresh surprises and incredible odds being stacked against me as I progress (hopefully) closer and closer toward the final boss encounter.
As I
mentioned earlier, there's a crowd of people who take
issue with the fact that these recent slew of games do not fit the
more restrictive set of guidelines for what should be considered a
true roguelike. None of these games are turn-based, grid-based, etc.
None of them—to reiterate—use ASCII characters for graphics. This is partly out of deference and respect to a particular canon of games that became popular around the same time. It codifies a particular moment in gaming history.
In an
attempt to satisfy the demands of the Berlin interpreters, some have
suggested we call these modern-day imitators "rogue-lites" or—worse
yet—"roguelike-likes." I myself am not a fan of either term. The
latter one seems particularly silly and redundant. If we do have to make a distinction, I would rather use the term "neo roguelike," which I alluded to earlier.
I can
appreciate the recent efforts of game developer Lars Doucet, who has
tried to singlehandedly coin the all-new term “procedural death labyrinth”
as a replacement genre name. I could maybe get behind the
shortened term “deathlab” if enough other people did the same,
but … here's what I really think.
Popular
opinion has already spoken.
I
think it's already been established by too many people that Spelunky,
FTL, and numerous
other recent titles are indeed modern-day roguelikes. To try and
backpedal seems to do little to elevate the conversation surrounding
these games. But more than that, it might be futile. There's nothing wrong with educating people about the
past, but people need to understand that genres and terminologies tend to function more like avalanches than like meteorites—they pick up more stuff over time. If you ask a pop music historian what constitutes hip hop music, they might be tempted to correct you in saying that "hip hop" technically refers to an artistic subculture that originated amongst the black and Latino communities of 1970s New York. While most people might use the terms "rap music" and "hip hop" interchangeably, for many the latter usage would be inaccurate, because hip hop also encompasses DJing, breakdancing, and graffiti. Still, try and tell that to the people who organize the music section at your local big-box retailer. It will probably fall on deaf ears.
Even today, there are those who would argue that a film noir can't truly exist beyond the boundaries of 1958 without being a self-conscious imitator of what was previously an undefined and organic trend in American cinema. And while I admit there may be some truth to this—once a genre (or really anything) has been defined and labeled, it reshapes our perception of the thing—no one can deny that artistic influence shapes all creative output with or without the guidance of established genre definitions. Many of the classic film noir pictures would never have existed in the same way that we know them without the hard-boiled literature that formed the basis of their adapted screenplays. The original game Rogue might not have been the same game without the influence of Dungeons & Dragons.
At its best, genre helps us identify and celebrate the ties, influences, and commonalities that underly a particular work of artistic expression in relation to other works that came before, after, or contemporaneously. Personally, I'm of the opinion that genre should try to be inclusive wherever possible and used as a means to encourage thoughtful elaboration, deviation, and reinterpretation of old ideas. Some of the best genre films, for example, have originated from iconoclasts like Robert Altman, who contributed to our understanding of multiple Hollywood genres by the act of subverting their conventions.
Then again, I also understand that we each must draw our own lines in the sand. Just as a particular camp of people have tried to argue for years that Citizen Cane is a film noir, so have a small but persistent number of people remained adamant that The Legend of Zelda is an RPG series. Determining whether or not a particular work of art fits a particular genre is always a matter of opinion, both to the populace and to the individual.
I will agree that the biggest danger with using the term “roguelike” is its inscrutability to the casual game player. But I'm also of the opinion that people marketing and developing games should find better ways to describe their products than through a reliance on genre tags. I'm more interested in the use of genre as a vehicle for rhetorical criticism. People who will want to know what a "roguelike" game is will be able to find out, just like I did.
Even today, there are those who would argue that a film noir can't truly exist beyond the boundaries of 1958 without being a self-conscious imitator of what was previously an undefined and organic trend in American cinema. And while I admit there may be some truth to this—once a genre (or really anything) has been defined and labeled, it reshapes our perception of the thing—no one can deny that artistic influence shapes all creative output with or without the guidance of established genre definitions. Many of the classic film noir pictures would never have existed in the same way that we know them without the hard-boiled literature that formed the basis of their adapted screenplays. The original game Rogue might not have been the same game without the influence of Dungeons & Dragons.
Then again, I also understand that we each must draw our own lines in the sand. Just as a particular camp of people have tried to argue for years that Citizen Cane is a film noir, so have a small but persistent number of people remained adamant that The Legend of Zelda is an RPG series. Determining whether or not a particular work of art fits a particular genre is always a matter of opinion, both to the populace and to the individual.
I will agree that the biggest danger with using the term “roguelike” is its inscrutability to the casual game player. But I'm also of the opinion that people marketing and developing games should find better ways to describe their products than through a reliance on genre tags. I'm more interested in the use of genre as a vehicle for rhetorical criticism. People who will want to know what a "roguelike" game is will be able to find out, just like I did.
As much as I might otherwise steer clear of semantics debates, I actually think it's a little bit exciting that this conversation is happening
at all. I think it speaks to the fact that people do want to elevate and advance the way we think and talk about games. And whatever we want to call these particular games in question—be they roguelites, rogue likes, death labs, or something else completely—they've certainly struck a chord.
Sunday, November 10, 2013
So I wrote a thing for Unwinnable...
So I wrote a thing for Unwinnable. You
can check it out here. It's a personal reflection on one of my
favorite games of all time, Ion Storm's 2000 PC masterwork Deus
Ex. The article doesn't really
critique the game itself. It has more to do with coming to terms with
how the game may or may not have informed my political identity and
susceptibility to real-world conspiracy theories—namely those
surrounding 9/11.
It was published last Tuesday to
coincide with election day, but in reality I finished the article in
early September—and I'd been trying to write it since early May.
The piece was partly inspired by a
previous Unwinnable article written by Owen R. Smith—an old friend
and coworker at my former newspaper job—in which he talks about how
the ending of Metal Gear Solid 2
made him reconsider his former adulation for the ending of Deus
Ex. I had already been
toying with the idea of trying to write for Unwinnable for a number of months, so
I decided to see if I could respond in my own way to the game that
had occupied a similar space in my own mind for so many years. I
submitted a pitch to the site and then promptly failed to get my idea
off the ground for months.
To be
perfectly honest, I'm still not entirely satisfied with how the
article turned out. Did I communicate what I had wanted to
communicate? Sort of. But I only had a very nebulous idea of what I
thought I had to say in the first place.
One of
the things I found so interesting was how the choices I made while
playing Deus Ex in the
year 2000 felt more
meaningful and predictive of my political identity than my actual
voting choices that same year. Granted, I think that's more of a
testament to the sad state of our present democracy than anything
else. I really don't think the makers of Deus Ex were
trying to make any kind of overt political statement—and my article
basically suggests as much. It's more interesting to see how the
choices of Deus Ex serve
as a sort of personality test for the player, which—again—is not
necessarily profound in and of itself. Nevertheless, I wonder
if video games like Deus Ex—through
their very emphasis on player freedom—lend themselves to a sort of
libertarianism. Even when I listen to the rationale that Tracer Tong
gives for destroying Area 51 at the end of Deus Ex,
it's not a far cry from the rationale that someone like Ron Paul
would offer for dismantling large segments of the Federal Government.
For
better or for worse, I think there also seems to be a correlation
between libertarianism and the conspiratorial outlook. In other
words, people with a predisposition toward one have a tendency toward
the other.
Obviously,
a lot of people would consider this a negative trait. My feelings are a bit more ambivalent. I came to the conclusion long
ago that I know very little about what actually goes on in the
world—beyond what I can see with my own eyes and hear with my own
ears, that is. There is a lot that I can choose to believe based on
empirical evidence, popular opinion, and authoritative assurances. But I
think it's probably just as unhealthy to subscribe to any old
conspiracy theory as it is to write them all off just because they
might be labeled such.
At the
end of the day, my writerly feelings toward my own material
notwithstanding, I did work very hard on the piece and I did manage
to make a number of significant content revisions that made it stronger in the end.
As a
matter of fact, it's a pleasure to be able to announce the article
here at the two-year anniversary for this blog (see here and here). I feel very
privileged to be able to share my writing with a larger audience,
especially on a site that I truly admire and that has such a respect
for the work of the writer to begin with. There's a good possibility
that a second article of mine might be going up there in the near
future, too. So … stay tuned?
Thursday, October 31, 2013
Charmed to my wits end in the Machinarium
One of my favorite pastimes growing up
was playing through Sierra adventure games again and again and again.
I used to run laps around the fictional Kingdom of Daventry and its
neighboring realms, playing speed runs that weren't really speed runs
in the early King's Quest
games. I had even more fun ripping through time and space as Roger
Wilco in the satirical Space Quest adventures.
Back then, it wasn't so much the challenge of the game that drew me
in—I'd memorized the solutions to all of the so-called puzzles like
the lines of dialogue in a movie. It was fun just going through the
motions, triggering the animation sequences and sometimes having fun
experimenting with all of the goofy ways to lose or die.
So
it's interesting to return to the genre in the present day—even for
a title as distinct as Machinarium.
Unlike
the Sierra and LucasArts games of the past, Machinarium
tells its story without text or exposition. Characters communicate
with body language and illustrated thought bubbles. The protagonist
is a down-on-his-luck robot, who finds himself cast out from a
towering robot enclave by a band of unsavory robot thugs. After
sneaking back into the city and succumbing to further gaffes and
blunders, the player must uncover and thwart a nefarious plot against
the denizens of the city.
The story and style of Machinarium actually reminds me of the silent movie era—particularly the American
comedies of Charlie Chaplin, Buster Keaton, etc. I have no idea
whether the influence is direct or intentional, but the plight of the
protagonist does bear some thematic resemblance to that of Chaplin's
tramp. The robot, while plucky and persistent, is clearly on the
margins of this cold-hearted, industrial society, forced to navigate his many setbacks through impromptu tricks and disguises.
Those
are the things I liked about Machinarium.
What I didn't always like was how the game actually played as a
puzzle-solving exercise.
It
seems to me that the game's puzzles tend to fall into one of two
camps. First are the environmental puzzles, the ones that involve
finding clickable objects and inventory items to use and manipulate.
These are the types of puzzles we typically associate with the
classic adventure games genre. The second suite of puzzles were more
like logic mini-games and brainteasers. Surprisingly, I enjoyed the
latter much more than the former. The traditional puzzles rarely make
logical or predictive sense, which means the player will resort to
brute-force tactics—clicking the mouse cursor all over the screen
in hopes of triggering some sort of interaction. In adventure game
terminology, we call this activity “pixel hunting.” It's all the
more frustrating in Machinarium,
because the player is further restricted from interacting with
anything outside of a short radius of the character avatar.
Part
of the problem is the lack of visual cues. At one point in the game I
had solved a pretty challenging mini-game puzzle, which—in my
mind—should have progressed a related environmental puzzle.
Unfortunately, I hadn't noticed a small button on a panel, because
there was nothing that differentiated that button from being anything
other than a simple screw, rivet, or any other pencil-textured circle
in the homogenous background environment.
With
Machinarium, the
developers must have foreseen this, because they implemented their
own in-game hint and cheat system. For most locations in the game,
the player can click on a lightbulb icon that offers a quick hint.
Nine times out of 10, these hints are useless. In that case, the
player can click on a book icon that enacts a strange side-scrolling
arcade game. By winning the game, the player will gain access to a
page that shows a visual representation of the solutions to that particular game screen's puzzles.
At first I hated
the very thought of this. But let me tell you, it was necessary to
go back to that cheat system more than once. And I guess if it's right there
in the game, it's not technically cheating, is it?
By the time I made it to the end of the short game, I was happy that I'd stuck with it. And I'm definitely interested to check out some other games (newer and older) from Czech developer Amanita Design. Based on this title alone, however, I would have to say they are much better at animation and illustration than game design.
By the time I made it to the end of the short game, I was happy that I'd stuck with it. And I'm definitely interested to check out some other games (newer and older) from Czech developer Amanita Design. Based on this title alone, however, I would have to say they are much better at animation and illustration than game design.
Monday, September 30, 2013
Hot Dog Homicide
Those death matches were a lot of fun. The game would start and you would find your little avatar placed in some random location of the sprawling city. Your safest bet—regardless of your positioning—was usually to get your feet off the pavement and into a vehicle as quickly as possible. The easiest and funniest kills involved simply finding and running over anyone who hadn't yet managed to steal a car.
Our afternoon play sessions didn't last very far into the semester, which is kind of a shame. There was a quality to those matches that was both Darwinian and democratic. None of us had come to the game with any prior experience, so nobody ever dominated. We were equal-opportunity psychopaths.
A few of us struck out on our own and tried playing the single-player game, and that's when we got a taste for what the GTA experience was really about. I distinctly remember huddling around some friends and watching a dorm mate play one particular mission that involved rounding up random, unsuspecting citizens on a hijacked transit bus and driving them to a nearby meat-processing facility. From there, a Russian mafia boss tells the player character to go to the top of the cage and supervise (which really just means watch) as the passengers—now stripped naked—are brought in and forced at gunpoint onto a conveyor belt headed toward the grinder.
I think our collective jaw dropped at the scene that unfolded—crude sound effects of people sobbing and pleading, a cluster of reluctant victims running backward off the belt and being mowed down by machine gun fire. I couldn't have been the only person to notice the resemblance of this massacre to a particular historic event, now being turned (whether intentionally or otherwise) into some kind of cartoonish parody—the punchline being a hotdog delivery van filled with fresh cannibal chow.
“That's fucked up,” said the guy playing the game, and he was right.
Still, we couldn't help but laugh—just a little bit—if only at the sheer audacity. Or maybe just to counter the shock.
“That's fucked up,” said the guy playing the game, and he was right.
Still, we couldn't help but laugh—just a little bit—if only at the sheer audacity. Or maybe just to counter the shock.
Wednesday, August 21, 2013
Requiem for a Halo
Creating a sequel is no enviable task,
even less so when the original artifact is something truly special.
Granted, there is perhaps the
thrill—particularly for newcomers—of becoming a part of the saga,
of being able to contribute to a great and admired legacy. But fans
are a prickly bunch—very difficult to satisfy. The fans don't
always know what they want. A sequel has to be innovative, of course.
But it can't stray too far from the original source, not in spirit
and certainly not in whatever has been deemed canonical. It must be …
faithful.
Having played through the first few
missions of Halo 4, I think I
can safely say the developers at 343 Industries have remained
faithful to the Bungie games that came before it—for better and for
worse.
I like
the Halo games. They
tend to have a nice clean aesthetic. They're linear and easy to
navigate. You see your objective marked off in the distance and you
make your way there—picking off all the enemies standing in your
way. I like to play on the heroic difficulty. It gives me just the
right balance of fun and mild challenge. Playing legendary is slow
and punishing. Heroic moves at a much nicer pace. Sure, I still end
up failing a lot and repeating the same firefights, but I know
there's never any doubt that I'll soon get it—it might even be
close and a little bit exciting. I'll shoot down one of the last
standing elites, my shields blasted down to nearly nothing. Then I'll
see those two glorious words display without fanfare at the bottom
corner of the screen: “Checkpoint... done.”
At the
same time, I know these games are stupid. I think it was while
playing Halo: Reach
that I finally saw how stupid it really was. It was most evident
while playing with the game's Firefight mode, which sends
increasingly difficult waves of Covenant enemies to attack your
position.
It was
during these staged battles that I began to question the entire
Covenant military strategy. You see, the Covenant are an alliance of
alien races, all bound together in service and adherence to some kind
of religious order. There's a social hierarchy to the species, which
shows in their military structure. The Grunts are the lowest ranking
members—the cannon fodder. They're the squat, slow-moving creatures
who get sent off to the front lines of skirmishes. Half the time they
can't even figure out where they're supposed to be going, their
relentless squeaking chatter giving away their position as they
approach. When a human soldier actually engages them in combat, it's
not uncommon for these grunts to simply turn around and waddle away
in terror.
The next
most-common enemy is the Jackal. Sometimes I think these guys are
even stupider than the Grunts. The Jackals are easily spotted by the
circular colored energy shields they carry around with them (some
enemy types from this species forego the shield for a two-handed
rifle). Their modus operandi is to fire off the occasional
shot from behind cover before deciding—for whatever reason—to
start creeping around the open battlefield, often turning their
shields away from the line of fire in the process. Some are a little
better at staying hidden than others, but when you happen to approach
a Jackal in close quarters, don't worry—they're extremely frail and
timid. Most of the time you can just punch them repeatedly until
their shields peter out and they die. You'll feel like the
playground bully, but it's faster than wasting ammo on their shields and having to reload.
The Elites are a
different breed, and their name is no misnomer. Elites are the true
soldiers of the Covenant military. They're tall, athletic, and they
come equipped with surprisingly effective energy forcefields that the
player needs to wear down before being able to impart any lasting
physical damage. These guys employ much more believable fighting
tactics. They take cover when shot at. They charge when desperate.
Simply put, they're a worthy adversary.
I
guess it just makes me wonder, why does the Covenant bother with the
Grunts and Jackals at all? Are they simply meant to soak up and
deplete the enemy's limited ammunition? I guess that might
be a reasonable explanation if
the rest of the crew managed to get the job done. But the Covenant
troops are constantly failing—to a lone space marine, no less! As
opposed to placing the Elites at the outer edge of the conflict,
would it be more effective if they just rushed out with a giant horde
of Elite soldiers right from the get go? Think of the terror and
panic that would induce! Think of how quickly the humans would be
wiped out.
That's
close to what actually happens at an early point in the first game of
the series, 2001's Halo: Combat Evolved.
On the third level, the Master Chief and a band of human soldiers
sets out on a kind of suicide mission—to covertly infiltrate a
Covenant capital ship and rescue the imprisoned Captain Keyes.
This is such an
awesome game level, punctuated midway through by one of the most
memorable fight sequences of any video game. As the player and a crew
of allies gets beamed aboard the Covenant vessel, they find
themselves standing in the center of a dark empty loading dock.
Master Chief's A.I. companion Cortana makes an obvious, cautious
observation about the lack of Covenant forces. This of course
reassures no one. The player knows something is about to happen—the
setting is beyond ominous, and at this point completely foreign.
Suddenly, one of four surrounding doors makes a soft pulsing noise
and flashes color. As it slides open, the familiar growl of an Elite
soldier echoes inside the dark chamber (prompting one of your human
compatriots to utter the famous line, “No Covenant. You had to open
your mouth!”). If the player manages to locate which door has just
opened, they might spot the nearly invisible enemy rushing forward
with some kind of glowing energy sword.
Most of the people
who play this sequence their first time through probably get
slaughtered immediately. It's such a startling encounter, such a
great way to introduce players to the sword-wielding Elites. The
first time I ever managed to clear each of the ensuing waves, I ended
up being the lone human survivor. During later attempts I was able to
arrive at that location with a better strategy. I knew to lob
grenades at the first sign of approach. But that first time … what
an exciting challenge!
Unfortunately,
there's not much that can top an excellent first impression, and the
original Halo had a
lot of firsts—the first ride in a Warthog vehicle, the first tango
with Covenant Hunters (twin armored juggernauts with high-powered
energy canons for guns), the first major gameplay twist introducing
the dreaded Flood creatures. Hell, just booting up the game for the
first time and and hearing that epic a cappella theme was an event.
Subsequent games tried to replicate these iconic moments—it seems
like most Halo games
include an obligatory infiltrate-the-Covenant-ship mission—but they
were never as surprising and rarely as effective the second time
around.
Jumping ahead to
the latest entry in the series, it all just feels a little strange.
For the third time this console generation, the franchise has
returned sporting cleaner, crisper graphics. They're high-fidelity
graphics, yes, but with regards to what? Everyone knows there's no
such thing as a “real” Covenant alien. So why are we so easily
led to believe that these crispier and crispier representations are
any more or less “accurate” to the mythical real thing?
I
certainly think it's cool to play games with shinier graphics, but
how is this constant pixel-pushing serving the series overall? Is it
being used to tell a better story? Maybe that's asking too much from
a Halo game. Is it at
least being used to present new surprises or innovative enemy
encounters—new memorable firsts? Unfortunately, I can't really say
I'm in love with Halo 4's
new enemy types, but at least it's an attempt at something new. One
of the things I did during my last play session was to step into a
mech suit, which was certainly another first for the series—and a
bit of a surprise.
I think the
original Halo accomplished something genuinely amazing in its
day. It made the shooter fun … for everybody. If not everybody, it
made the shooter accessible to anyone who would ever have any
interest in playing a shooter.
Think of all the
titles that came before it: Wolfenstein 3D, Doom, Duke
Nukem 3D, Quake, Half-Life, Goldeneye 007.
Were they fun? If you were already into games, almost undoubtedly
yes. But they still had their quirks. They were mostly PC games.
Halo: Combat Evolved made the experience of first-person
shooting as kinetically fun, intuitive, and as streamlined as it
would ever conceivably get. It did so many things right. It offered
the best cooperative multiplayer experience of any almost game to
date. Its competitive mode was incredibly well-balanced. It also told
a coherent story that wasn't all juvenile gags and bloodlust. Halo
was the Star Wars of video games, a true popcorn game if ever
there was one.
Today, 12 years
later, the shooter finds itself in an awkward position. Sure, the
genre still sells like hotcakes, but I'm not sure it generates
the same enthusiasm it once did. We're hearing more and more voices
in the wilderness calling attention to this glut of shooting
insanity (for starters, see here and here). These are smart, critical minded individuals rightly
questioning the present-day value of games that revolve around
shooting things from a first-person perspective—maybe from any
perspective.
And the Halo
series certainly doesn't get a free pass for being sci-fi. Just
because it substitutes its human targets for alien ones, it's still a
series that glorifies the whole notion of military force. Halo 4
can try to re-frame the picture all it wants to with its opening cinematic (and whatever follows … like I said, I haven't finished
the game), posing the question of whether it's the Master Chief's
humanity or utter lack thereof that makes him an effective fighter.
At the end of the day, we're still shooting sentient creatures in the face.
I wonder, is every
shooter in a post-Spec Ops: The Line industry going to have to
make some kind of straw-man attempt at justifying its own violent
systems? BioShock Infinite is probably the most notable recent
example of this dilemma. It's really no secret what's going on here.
We're no different from all these gruff, battle-weary protagonists in
our games. We've sustained ourselves for so long on shooting for
shooting's sake—it's the Rambo effect. We don't know anything else.
The industry can't help but transfer and project this weariness into
its own games, and these moral questions are merely circling back on
themselves in an infinite loop. All this immense effort of stuffing meaningful narrative into these games isn't going to
work if we're still making the same games at heart.
Did I mention I do
enjoy the Halo games? I do, and I meant all those nice things
I said earlier. But I'm not going to be sad if this is the
last Halo game I ever play. There's just no getting around
it—this series is tired. Master Chief is tired. That's not to say
he won't or can't fight. He's a Rambo character. He's invincible. But
there's just no joy in victory anymore—no joy for this series.
Remember when the Halo games still had humor? They cast David
Cross as the voice of the human soldiers in Halo 2, for Pete's
sake—and it was great! The Halo games lost whatever
semblance of humor they still had with the passing of the original
Xbox. So, yes. Master Chief is tired, and frankly, he's also a little
cranky. If we could peer behind that golden helmet visor of his, I know
his expression would prove me right.
Wednesday, July 31, 2013
Running the Gauntlet
I thought I wanted to be done with
it—to move on with my gaming life. I was wrong.
Having clocked in at more than 108
hours on my first play through, Dark Souls comes
pretty close to being the longest game I've ever played. Granted, I
could have finished it sooner, but I knew that once I defeated the
game's final boss I'd be forced back to the beginning of a new play
through—my access to all the unexplored locations cut off until I
could manage to run my way back through the long, punishing gauntlet
once again.
So I consulted
online to see what other optional content was left to experience. I let
myself be pulled into the Painted World of Ariamis, a ruined
stronghold with an apparent legacy of bloody violence, strewn as it
was with hanging and impaled corpses, infested with crazed and in
some cases gigantically head-swollen, toxic-blooded hollows (insane,
undead enemies), as well as new monsters even more fearsome and
grotesque than almost anything previously encountered. Even in this
cut-off—possibly imaginary—place of magical exile, the undead
curse had taken hold.
I later made my
descent (more like a death-defying, vertical plummet) through the
Great Hollow to the quiet and immense basin of Ash Lake, a place
where immortal pillars of vegetation held up the canopy of the entire
world above.
By
chance, I managed to pick up the Artorias of the Abyss
DLC for a discount price on Xbox Live, and the timing couldn't have
been better. After a frustrating first night of halted
progress—hindered by my inability to slay the corrupted knight
Artorias—my second evening with the new content was among my most
fruitful hours of play in the game to date. After deftly taking down
Artorias with the help of a summoned phantom, I managed to go solo
against two further bosses (two of the toughest in the entire game)
and restore peace—perhaps?—to the land of Oolacile.
I vanquished
another hidden boss. I sought out any remaining secrets until there
was nothing left to do. By the time I found myself attacking the
game's non-aggressive NPCs, simply to claim their loot and humanity
for a possible NG+ (new game plus) run, I knew it was time to finish
the game—time to put this long journey to bed.
But then—lo and
behold!—almost as immediately as I had cut down the ancient Lord
Gwyn with my black knight great axe, pondered the unsettling
non-closure of its ending cinematic, and returned to the game's title
screen, I found myself back inside the character creation interface,
trying to come up with a name for my brand new female sorcerer.
Just to be clear, I
have never done this before! As much as I've enjoyed a good
role-playing game in the past, I've never felt compelled enough to go
back and do it again—at least not without a considerable amount of
time in the interim, as in several years. And even then, I've never
managed to make it very far into a second play through before
abandoning my quest.
The funny thing is, I know I'm not the
only person who has experienced this with Dark Souls.
What is it about this game?
There's
already been a lot of insightful commentary written about this game.
The sense of place is palpable, something I've only marginally
conveyed in my above descriptions. Lordran is a world with variety, character, and genuine "wow"-factor scale. The game's online interconnectivity with other players is
forward-thinking.
What
surprises me the most, however, is how well the game overcomes what
might otherwise be considered a rather simplistic element of its
design, which is the largely static nature of things. I'm talking
about a game world populated entirely with pre-positioned enemies who
remain non-aggressive—and for the most part motionless—until a
certain programmed radius is intruded upon.
Once that radius is breached, of course, the meat of the game ensues. The dance of combat. Relentless exchange of swings, kicks, rolls, blocks, parries, and dodges as each enemy reveals its unique pattern of movement and defense. This is a far cry from the world of procedural generation or dynamic world simulation. It's a rudimentary approach, but it's designed with precision. And it works. Each new enemy or group of enemies presents a distinct, life-threatening challenge that is typically bested only with patience, practice, and observation.
Once that radius is breached, of course, the meat of the game ensues. The dance of combat. Relentless exchange of swings, kicks, rolls, blocks, parries, and dodges as each enemy reveals its unique pattern of movement and defense. This is a far cry from the world of procedural generation or dynamic world simulation. It's a rudimentary approach, but it's designed with precision. And it works. Each new enemy or group of enemies presents a distinct, life-threatening challenge that is typically bested only with patience, practice, and observation.
Taken
as a whole, the game is really one giant crushing gauntlet, a
multi-directional barrage of pain. Everywhere you go, your enemies
await—on your left, on your right, from above—their only purpose
to deal the most possible damage and humiliation as you pass. And it
is painful. As the game deals death after death, the repetition can
be excruciating—like a nightmare version of the Groundhog Day
syndrome.
But …
it gets better. The grind pays off, and not only because the player
gains a statistical advantage through leveling. There's an equal
growth curve in terms of skill.
My
first play through of the game was as a bandit build. I started out
proportionately high in strength and continued in that vein through
my leveling. But I also got a little distracted by throwing some
precious points into faith, intelligence, and attunement, traits that I did not utilize practically at all. My best bet in battles was generally to strike
hard and heavy and to block between hits—keeping an eye on my stamina gauge. By the time I had discovered a
full set of black knight armor near the final boss, I couldn't resist turning it into my
main duds for the rest of my play session.
With
my sorcery build, I've been smarter in my leveling. I understand the convoluted
mechanics more clearly. And it's been a much different overall experience, easier in some instances and more difficult in others. This time my main strategy has been to take enemies down using magic projectiles—trying to steer
clear of physical contact as much as possible.
If it had simply felt like more and more of the same, I might never have kept playing. As it stands, I'm now over 50 hours in and arrived once again at the previous crossroads. Having vanquished all of the required bosses save for the final Lord Gwyn, I could easily make my way to the Kiln of the First Flame and cash out. Instead I'm poised ready to try my hand once more at saving the darkened kingdom of Oolacile in the DLC content. From there it will be another trip to the Great Hollow and Ash Lake. And then—finally—I might actually conquer the final obstacle and retire from the world of Dark Souls once and for all.
If it had simply felt like more and more of the same, I might never have kept playing. As it stands, I'm now over 50 hours in and arrived once again at the previous crossroads. Having vanquished all of the required bosses save for the final Lord Gwyn, I could easily make my way to the Kiln of the First Flame and cash out. Instead I'm poised ready to try my hand once more at saving the darkened kingdom of Oolacile in the DLC content. From there it will be another trip to the Great Hollow and Ash Lake. And then—finally—I might actually conquer the final obstacle and retire from the world of Dark Souls once and for all.
But
I'm not making any promises.
Images were borrowed from http://darksoulswiki.wikispaces.com.
Subscribe to:
Posts (Atom)













