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Archive for the ‘Video Games’ Category

An Alan Wake Review

Friday, May 21st, 2010

Alan WakeAlan Wake achieves much of what it set out to do.  In terms of atmosphere – keeping me on edge throughout the entire game – I don’t know if it’s ever been done better.

Technically – the play mechanics, game balance, what they did with light and shadows – it was brilliant. The writing was stellar, too – some of the best I’ve experienced.

But the plot, for all it seemed to promise from the start, did not deliver in the end.  I’m not even entirely sure what happened at the end.  I suppose I should’ve been wary from the beginning when Wake quoted Stephen King about how a good horror story never reveals the nature of the threat.

Had the “dark presence” just been some force with no explanation, or even a very vague one, that would’ve been fine.  But Alan Wake told us a lot about the nature of the threat, unfolding several separate but related story threads that it never tied together at the end.

It was plain anti-climactic.  If the developers never intended to reveal the threat, then they shouldn’t have led us into thinking that they would.

All that said, would I recommend Alan Wake?  Absolutely, but only for the sake of gameplay and atmosphere.  If you’re expecting a satisfying story or resolution, you may be sorely disappointed.

Why Video Game Movies Fail

Tuesday, May 4th, 2010

From Street Fighter to the Resident Evil series to anything directed by Uwe Boll, films adapted from video game franchises have a notorious history of being terrible.  The reason is both simple and complex at the same time – obvious to any real gamer, and perhaps beyond the understanding of everyone else.

Actor Joey Ansah, who played the character Desh in The Bourne Ultimatum, known one of the best fight scenes in any film, has created a short film called Street Fighter Legacy. Regarding the project, he said:

It was clear to me, that given the way the movie industry worked, we would never see a super faithful, darker toned and more adult themed (or just plain good!) incarnation of Street Fighter unless a die-hard director or filmmaking team with game canon knowledge stepped up to the plate to helm such a project. [Emphasis added]

And this is really what it comes down to, not just for making a solid Street Fighter movie, but to adapt any video game property into a film.  I would even take it a step further.  Any serious writer or director can do their research – read up on the story and characters, and hopefully play the game.  But there is a certain spirit contained within video games that only devoted players can tap into, that undefinable something that changes casual players into fans – or dare I say it: “hardcore”.

Rather than spending numerous paragraphs trying to pinpoint a definition of this elusive video game element – which fans already understand and non-players will not, regardless of how well I explain it – I will give you a perfect example.

Video Games Can Never Be Art

Monday, April 19th, 2010

This was a statement made by famed movie critic Roger Ebert.

And it affirms something to which I’ve long attested:

…the film critic’s pathetic lot – to forever claw and scratch for recognition by other film critics, since no one else – namely those other film students who went on to actually make films – gives a damn.

What is art?

This question is one that has been debated perhaps since the beginning of human history – indeed I would venture a guess that even the cave painters Ebert mentions in his post argued the validity of those works, unaware as to how they would inform historians of the social context in which they were created.  It is only at the modern heights of arrogance that could one claim to be able to answer this age-old question with any certainty.  And it is hardly possible to be any more arrogant than making a universal truth claim, let alone one expected to hold for eternity. The whole thing is laughable.

I have argued in the past that video games are the ultimate form of expression, and what is art if not expression?  Indeed video games are a convergence of art from just about every medium – audio, visual, literary – and their social impact is ever-increasing.  Ebert makes his statement by observing video footage of a few games offered up as art, already prepared to deny the possibility.  Aside from the sheer fallacy of denying art as a form of expression, there is also the matter of his evaluation not being made from the proper standpoint.  As I argued in the above-linked essay, what sets video games apart from film, television, music, books, and other mediums is their interactivity.

That one thing [that sets video games apart from other media] is interactivity. You can rip a page out of a book in frustration as a story takes an unfavorable turn, or you can yell your lungs out at movie screen as the stupid teenage girl wanders down the dark hallway alone towards the lurking killer, but chances are that you’re not going to change anything. In a video game, however, a person is given a measure of control over the characters and environment presented.

To evaluate any video game without playing it is as dubious as evaluating a piece of music by only reading the lyrics or reading the sheet music, or evaluating the merits of a film based on – insert laughter here – a critic’s review.

Gaming Can Make A Better World

Wednesday, March 17th, 2010

The following video discusses how game design and game playing can contribute to making a better world.  It sounds like a lofty idea, but it is well-argued, as I hope you will see.

Jane McGonigal is not simply comparing games to real life, but is talking about tapping into those abstract qualities that gamers bring to bear against game challenges – applying that determination, hard work, and idealism to real world endeavors.

It can, has been, and will continue to be argued that games are simply games, that they are designed to be won, and that the real world has no such safeguards against failure.  But the game McGonigal most talks about – World of Warcraft – ultimately has no point.  It has no happy ending. It is game that never ends, which works well for the developers, who continue to make millions upon millions of dollars every year.

You can overcome the most epic of epic challenges, but soon thereafter the game resets to the way it was before that challenge was met, to enable others to do the same.  There are people who continue to play Warcraft even though they have achieved the maximum level, have defeated the ultimate boss, and have done almost everything there is to do in the game.

But they will go through it all again, with the same determination and idealism, to help another player have that experience.  In the real world that could translate into people helping those less fortunate – i.e. at a “lower level” – after they have solved their own challenges.  It is not about pity or guilt, but about mutual understanding of a problem, and collaboration to solve it.  It is this kind of idealistic, high-minded, cooperative determination that McGonigal is suggesting we need to employ to take on world challenges.

Same Mass, Different Effect

Saturday, February 6th, 2010

A Spoiler-Free Review of Mass Effect 2

Mass Effect 2 is every bit the middle game of a trilogy.  It lacks the impact of the first game – the introduction to a galactic-scale conflict, the first look at a thoroughly conceived sci-fi universe, that first unnerving dialogue with Sovereign.  And it necessarily reserves all of the big surprises for the finale.

For those who did not play the first Mass Effect, this game amounts to little more than a pretty-top notch shooter built on the pretext of a galactic recruitment drive, with a meaty chunk of story seemingly added on as an afterthought.  That is to say that there seemed to be no connection between the quests to acquire Commander Shepard’s teammates and the greater adventure.  In terms of story, there were few surprises – the only “big” revelation completely underwhelming, and the one intriguing bit of lore development – the bit about the Geth – left mostly unexplored.

Back in October of 2007, when BioWare fans first heard that the company had been acquired by Electronic Arts, there was a collective sigh of dismay – or perhaps even a roar of indignation.  The fear was that creativity and originality would be traded for whatever best fit EA’s business model.

Mass Effect 2 provides case in point.