Showing posts with label violence. Show all posts
Showing posts with label violence. Show all posts

Wednesday, August 1, 2012

"(A)n impalpable grayness" of Moral Terror: Ruminations on Spec Ops: The Line

I killed a mob of civilians. Not out of gleeful delight. Not because I had to. I chose to gun them down because of something they did, and my squadmate followed my example. I didn't feel better afterwards, not justified or avenged or anything. I did not even have time to regret my actions because I needed to push forward because...now I forget. It must have been important, though. But I remember how they ran and they screamed, these piles of pixels draped in colors resembling flesh and blood. I remember explosions of red of cries of pain. I'm sure they deserved it. Two days ago, I killed a mob of virtual civilians in a video game, and I'm still thinking about it.

Yager's Spec Ops: The Line would not have even been a blip on my radar had it not been for significant press about the game's story. Military shooters like SOCOM, Ghost Recon, or Call of Duty never hold my interests. I recognize the near flawless controls of Call of Duty, but I'll likely not purchase another one because I cannot get into the multiplayer. On the surface, Spec Ops is one of these games, and it stays this way just long enough for the player to realize this, pitting the player, who controls a more macho Nathan Drake, against non-white enemies alongside trash-talking grunts in some desert wasteland. At some point in the game, though, things go from status quo to FUBAR--I just can't pinpoint the exact moment.

Hunters for gold or pursuers of fame, they all had gone out on that stream, bearing the sword, and often the torch, messengers of the might within the land, bearers of a spark from the sacred fire. What greatness had not floated on the ebb of that river into the mystery of an unknown earth! . . . The dreams of men, the seed of commonwealths, the germs of empires.--Joseph Conrad, "Heart of Darkness"
I think the fact that I cannot find the locus at which the story shifts is testament to the writing behind this game--or at least its source material. Drawing from Joseph Conrad's Heart of Darkness and Francis Ford Coppola's Apocalypse Now (the game has more in common with the latter), Spec Ops: The Line builds its narrative around two works that are giants in their respective media of literature and film. The problem I faced going in, though, was that I knew what to expect because I've read the novella and seen the film countless times. It's an ambitious project, perhaps one that stands a bit too comfortably on the shoulders of giants, but it is a successful one. The story is damn good and worth the time and money I invested in the game. Its elements were familiar, but the specifics were unique. It's more homage than re-imagining, which works in the narrative's favor.

The game's initial concept is simple, if not a bit stupid. Dubai has been hit by a sandstorm of biblical proportion, and the 33rd Battalion, led by John Konrad, tries to help evacuate those left behind, eventually staying behind after the U.S. asked them to come back. The United Arab Emirates declare Dubai a lost disaster zone until a transmission from Konrad breaks the radio stormwall, prompting the U.S. to send a Delta Force reconnaissance team into Dubai. At first, I questioned the plausibility of radio silence in the year 2012 when the game starts off as a standard military shooter in a hyperreal environment, but what begins as routine jingoistic, macho-military combat erodes into existential battles against former American soldiers. About midway through the game, I realized that "reality" (or some Baudrillardian "hyperreality") had broken down down, buried under piles of corpses and sand. Spec Ops never strives for realism that Call of Duty or Splinter Cell or numerous others attempt; instead it offers a surreality, a parallel military narrative that uses the tropes of other games in the genre only to undo them. The shifting sands, the hallucinations, and the psychedelic rock music all build an atmosphere on "unreality" in a genre that seems so focused on realism. To say much more would venture into spoiler territory--though shame on you if you've never read Heart of Darkness or seen Apocalypse Now.

The earth seemed unearthly. We are accustomed to look upon the shackled form of a conquered monster, but there — there you could look at a thing monstrous and free. It was unearthly, and the men were, — No, they were not inhuman. Well, you know, that was the worst of it — this suspicion of their not being inhuman. --Joseph Conrad "Heart of Darkness"
As with all games, though, the narrative's effectiveness leans heavily on the actual gameplay. Here, I found the game's mechanics to be somewhere between adequate and good. Gears of War and Max Payne 3 offer more competent cover mechanicsthan Spec Ops does, but I cannot help wondering if Spec Ops' simple controls are by design. Just as Conrad parodied the adventure novel and Coppola parodied the epic war film, the team at Yager Development may be lampooning the controls of the third-person cover shooter--with the addition of elementary squad commands. If so, it works. In fact, the enemy AI is far too good for the cover mechanics to offer any sort of unreliability. The gameplay is nothing revelatory, but it crashes so beautifully with the narrative that I can't help asking myself, "Why the hell am I playing this game?" I know nothing good will happen at the end, but I want to see where it all is going. To do that, I have to put myself through what feels like mediocre gameplay but opens up as I realize its importance. Each explosion carries meaning as you tear apart a city that once stood for excessive decadence and architectural beauty. The ruinous Dubai setting is perfect for a game hell-bent on dealing with the very idea of mindless destruction and its repercussions.

I have wrestled with death. It is the most unexciting contest you can imagine. It takes place in an impalpable grayness, with nothing underfoot, with nothing around, without spectators, without clamor, without glory, without the great desire of victory, without the great fear of defeat, in a sickly atmosphere of tepid skepticism, without much belief in your own right, and still less in that of your adversary. --Joseph Conrad "Heart of Darkness"

And while the city crumbles, so too does your platoon of Not Nathan Drake and his two Not Nathan Drake's Buddies. While they start out with quippy banter and stupid machismo, their bonds are stretched and eventually snapped. While I've harped on Nolan North's over-exposure in the game industry, he delivers a stellar performance as Capt. Walker. The overall voice work is excellent, and it evolves too, in-game. Walker's reaction to suppressing enemy fire changes from an initial call for cover to a growling, "Fuck you," delivered toward the approaching enemy. A lot of times, I found myself uttering the same thing in tense firefights, resulting in looks from wife that fell somewhere concern and annoyance. It was a bit more sobering than I thought it would be.

I've made it fairly obvious here that I've a fascination with video game violence. I've discussed it's purpose in God of War and Red Dead Redemption, but rarely does a game so blatantly turn that violence outward, so much to tell the player, "You know you're a bit messed up for playing this, right?" It's a big question and one that needs asking. While I can't say I enjoyed the game without admitting my own appreciation of the macabre, I can recommend it, and I can do so highly. It warrants your attention if only to give you an abyss to stare into to see what looks back. In Apocalypse Now, Colonel Kurtz posits in what is likely the most chilling monologue in cinema history, "Horror and moral terror are your friends. If they are not, then they are enemies to be feared. They are truly enemies." Perhaps this game will make a worthy introduction to both of them.

Cheers,

--David

Saturday, July 21, 2012

Heroic Violence in the God of War Franchise: The Ultimate Postmodern Myth

I knew I loved God of War from the very first moment I made the pale barbarian Kratos pick up an undead warrior, dig his massive hands into the monster, and savagely rip it in half, showering himself with an arc of red blood. The motion was smooth and brutal, and the ripping, crunching, tearing sound that wretched from the rotting corpse made the beast's execution all the more satisfying. From that moment, I knew that I was in store for a whole new world of video game violence. I enjoy the over-the-top combat and epic battles of the game, and, yes, I freely admit to being fascinated by the spectacle of violence. While the franchise sometimes catches hell for being too violent, I don't think its goal is simple shock value. The game asks us to dare to enjoy the bloodshed while also punctuating the combat with moments of genuine discomfort. Over the course of five games, players have steered Kratos on his quest for revenge and see him fall more deeply into a hate-soaked frenzy, so much so that he eventually unleashes plagues on mankind that can only result in genocide. But Kratos doesn't exist in any real universe. His is the realm of Greek myth (albeit modernized) where heroes could be vicious and brutal. The result is a postmodern version of a very old world, where the violence of the tales the rhapsodes sang are given visceral life in the new medium of gameplay.
"Rage--Goddess, sing the rage of Peleus' son Achilles, / murderous, doomed, that cost the Achaeans countless losses, / hurling down to the House of Death so many sturdy souls, / great fighters' souls, but made their bodies carrion, / feasts for the dogs and birds, / and the will of Zeus was moving towards its end."
So begins Robert Fagles' translation of Homer's Iliad, the chronicle of the Trojan War of Greek (and later Roman) myth. We all know the story more or less, despite the mediocre Wolfgang Petersen film, but I want to call attention to the fact that the first lines of the poem, in its earliest written form, translate to an invocation to a muse to sing specifically about rage bears significant influence for situating Kratos in the epic tradition. His ethos stems from the aristocratic warrior archetype in Greek myth; princes and generals are the heroes of ancient Greece, and, since Kratos is the son of a god and a general in the Spartan army, it's easy to find his locus in ancient Greek literature. It is also easy to see why the Greeks looked to violent figures as heroes because it became a cultural necessity. Torture and gladiatorial combat were state-sanctioned in Athens and Sparta, and violence served as the most powerful political tool in antiquity, despite advances in philosophy that led to establishing schools of rhetoric. It's almost refreshing, then, to see a character that so perfectly embodies this cultural ethos. We'd like to believe that Achilles is as good looking as Brad Pitt or Hector as handsome as Eric Bana, but Greek concepts of beauty rarely intersected with what they thought of as "heroic." In a gaming landscape filled with handsome lovable rogues (Nathan Drake), dashing demon hunters (DMC's Dante), and attractive androgynous adventurers (pretty much any guy in Final Fantasy), it's refreshing to play as character who is ugly as sin and pissed as all hell.


A face only a mother could love...and he freakin' kills her, too. 

And it's only fitting that Kratos be so brutal. His story slides ride into the lexicon of Greek myth, but with a postmodern twist. As the ancient world's most adamant atheist, Kratos actively seeks the undoing of the entire Greek myth tradition. Since Kratos is a victim of control of gods, his character is also at the whim of the imagined worlds of Greek mythology. Killing the gods is not simply a fun narrative hook--it's Kratos' escape from the narrative itself. Greek mythology kills his wife and child because Ares makes Kratos kill his wife and child. Unlike every other hero in Greek mythology, Kratos sees the world he lives in for its ridiculousness. He is almost self-aware, as if he knows that he is trapped in the song of Greek poet--or in the case of the game, a narrator voiced by Linda Hunt. He kills to be liberated from the world of the game, not just for retribution or satisfaction. For this reason, Kratos' brutality increases with each installment and his goals become cloudy. First, he wants to kill Ares, then Zeus, then the Fates, then Zeus again, then Gaia, then everyone, then Zeus... It's exhausting and convoluted, and his motivations become less convincing each time he paints a new target, especially when the death of an Olympian means subjecting the innocent people of the world to plague and natural disasters. But whereas reviewers initially saw this dissonance as one of the game's flaws, I see it as part of the game's inherent design. Kratos' pathos erodes over time and he becomes increasingly alien to the player because he wants his freedom from the world that ensnares him, and the only way he can do that is through the tools the system and the ancient Greek tradition affords him: sheer, focused brutality.

Still, it's when that brutality is turned outward toward the player when the genre of the Greek myth really starts to break down. After all, by controlling Kratos, the player is complicit in this undoing of the Greek tradition. But it becomes doubly relevant when the player realizes that, though Kratos constantly tries to break bonds (bonds of humanity, of godhood, of fate, of Ares, of lineage), he simply can't because there's still someone yanking his metaphorical and literal chain: the person with the controller. Chains appear so often in the God of War that they become a recurring motif symbolizing not only Kratos' bondage to the gods, but also the bondage of video game architecture. When the player steers Kratos as he moves up and down (and eventually breaking) the Great Chain that connects Olympus, Earth, and Hades, it's a metaphor for his moving through (and sundering) the world of Greek myth recreated in game space. As the player is involved in the breaking of Kratos' universe, so too is he/she complicit in the violent atrocities Kratos commits. Killing a helpless caged warrior in God of War, two priests in God of War II, and a vulnerable woman in God of War III all in the name of Kratos' progress toward self and societal destruction issupposed to disturb the player and solidify his/her connection in the game's hero's quest. We're controlling Kratos, and we're the very apotheosis of the inescapable shackles he longs to break.

The game finally calls attention to this relationship in God of War III when Kratos kills Poseidon, and the camera shifts to the victim's perspective:



Here, we see firsthand the unflinching savagery of the monster we control, and that violence is projected out to the person with the controller. The player presses the buttons that makes Kratos attack the camera--a macabre act of self destruction. Kratos hates Poseidon, and he hates the player as they are both cruel masters and abusers of their power. This concept is reversed at the game's finale when the perspective is switched to Kratos' first-person view as the player fights the spirit of Zeus after Kratos' reconciliation. Both the player and Kratos know that the only way for him to truly be free is through his own execution. His only option, therefore, is suicide, and, with the player's help, Kratos delivers the coup de grace to both himself and to his slavery.

When I mention that God of War is the "ultimate" Greek myth, I dont' mean that it's the best; I mean that it's the last. It is a story constantly focused on its own terminus and the end of the Greek tradition. And only through gameplay could we enact this process of myth-destruction. I'm very eager to see if the newest entry in the God of War: Ascension follows the trajectory I've mapped out, but I'm betting it does. After all, can we really have Kratos without unspeakable violence that will lead to nothing but destruction? I really hope not.

So what do you guys think? Who's amped for Ascension? Do you buy my reading of the games? Let me know, and we'll get to talking.

Cheers,

--David

Friday, July 13, 2012

Opinion: A Longtime Batman Fan's take on Nolan's Batman Trilogy

Note: This is not about video games (obviously). It is, instead a collection of thoughts on Nolan's Batman trilogy.

I've always been a Batman fan. Having read numerous comic books and owning over twenty of them, I'm well aware that my knowledge of Gotham's protector extends further than the average Batman fan's (though not nearly as far as the die-hard DC enthusiast, so if I misspeak, please correct me). One semester, I used Alan Moore's The Killing Joke in a freshman writing class in order to discuss how we read comics, and just this past weekend, the groom's cake at my wedding was adorned with the Bat Signal. Needless to say, Nolan's movies stay on constant rotation in my blu ray player, and bout midway through what was likely the twentieth time I watched The Dark Knight, I realized a possible logical terminus for the story Nolan had begun with Batman Begins. Speculation surrounding the fate of the Dark Knight abounds, and, since the first trailer released last summer, fans everywhere have been wondering whether Nolan will kill his titular hero. I must confess, though, don't find this question as tantalizing as most loyal fans do. I cannot wait to see how it all ends, but I don't really care if Nolan's Batman lives or dies or passes the mantle or any other scenario in terms of its narrative importance; the movie's going to be awesome, that's a given. Nolan's said repeatedly that this is going to be his last Batman film. He's explained that he's looking to early film epics like Metropolis or maybe Birth of a Nation in terms of cinematic scope. We know he's going big, also, because the movie is nearly three hours long.. Perhaps a more useful question than "Is Batman or Bruce Wayne or both going to die?" would be "Why would Nolan feel compelled to kill off the Dark Knight?" The key difference is that the latter question broadens the discussion of of the films in dialogue with not only other incarnations of the Batman but also discussions of American ideologies. Nolan's changed the way we perceive one of the most influential and persistent contemporary American icons, and I think it's about time we talk about what exactly that means.

"But They never talk about the mean one. The cruel one. The one who couldn't fly or bend steel in his bare hands. The one who scared the crap out of everybody and laughed at all of the rest of us for being the envious cowards we were." (Frank Miller's The Dark Knight Returns)

Nolan's movies are not as divisive among comic fans as one might expect. He grounds his project in a reality that asks us to think semi-realistically about what would happen if Batman would enter a real world scenario, and few people with whom I've discussed the films tell me that Nolan's tampering with the Batman universe borders on blasphemy--and we all know how loyal fans can be. I like to view his films as Elseworld's type stories (i.e. Thrillkiller or Gotham by Gaslight), a type of alternate Gotham that gives the auteur a large enough sandbox to play in. The result is a movie that "feels" like a Batman movie even though it's not the same Batman as the one ("ones"?) in the Post-Crisis continuity. The Dark Knight entertains as both a cape and cowl caper and a provocative crime drama. Nolan's films can have their cake and eat it too, so to speak.

Placing a comic book concept in a very serious, real-world context, though, should call attention to how weird it would be for a guy in a costume to swoop around the city and attempt to stop crime, but that rarely (if at all) happens in Nolan's movies--at least not explicitly. Sure, people have discussions about whether the Batman is "doing good" for the city or whether he is simply, as Gordon puts it in Batman Begins, "Just some nut." But the overall seriousness of the film suggests that its world could (or ostensibly does) exist. In this way, Nolan's trilogy offers the best experiment with the Batman mythos I have ever seen, but it yields problematic results. The films are so damn good that casual fans begin to think of Batman as a real character rather than a pop culture icon, and I'm not sure Batman can withstand the seriousness. I think the Joker in The Dark Knight calls attention to this problem directly with his (painfully over-quoted) mantra, "Why so serious?" The famous line is a meta-question not just to his victims but to the fans. Why do we need such a serious hero in a serious movie that deals with serious subjects like murder on massive scale simply to cause societal chaos?

"No, I don’t keep count. But you do. And I love you for it." (Joker to Batman in Miller's The Dark Knight Returns
Christopher Nolan's Batman is played seriously because he's in a serious universe that would never involve Killer Crocs, Clayfaces, or have the main hero hanging with aliens, yet fans are willing to forget (or they just don't know) that the universe(s) of the comics contains these characters and incidents. As a comic book character, Batman is no more grounded in reality than Spider-Man or Superman, nor is his origin more tragic--hell, as much as I don't like Superman, he lost an entire planet along with his parents. Nolan, however, draws on the aspects of the Batman mythos that humanize rather than immortalize the Dark Knight, and, by doing so, deceives the viewer into thinking of not just his Batman but the character in general in terms of his realism. Others, of course, have tread this territory before, but they did so by exploring Batman's humanity in an unreal universe. One story that comes to mind is Grant Morrison's Arkham Asylum: A Serious House on Serious Earth, in which the inmates of the titular madhouse take over, and Batman wanders Arkham's halls, battling inmates and his inner demons. But the difference here is that Batman is humanized in a world where the supernatural (aliens, mutants, Solomon Grundy, etc.) exists alongside the natural, whereas Nolan's Batman attempts to become "more than a man" in a purely natural world. At any rate, it's made it much more difficult for me to recommend Batman comics to friends who just know the Nolan movies...though everyone should read the top five graphic novels in IGN's list.

"People need dramatic examples to shake them out of apathy, and I can't do that as Bruce Wayne. As a man, I'm flesh and blood. I can be ignored, I can be destroyed. But as a symbol … as a symbol, I can be incorruptible. I can be everlasting." (Batman Begins)
So what happens when we introduce Batman to real world besides bad ass action sequences and damn good storytelling (despite the fact that three men can meet on a rooftop while one wears a bat suit and no one takes a step back to say "Wait a minute...what the fu....")? We get a world of consequence. In Batman Begins, the main conflict is about administering justice to preserve balance. Gotham is a functioning system of political corruption and underworld crime, and Batman serves as a destabilizing element. When Batman stops Ra's Al Ghul's League from dismantling Gotham's infrastructure, he does so to give himself time to destroy the criminal structure of the city, but the increased pressure on the mob prompts them to employ a mercenary psychopath who, in turn, spreads chaos through the city in a way that neither the mob nor Gotham's protector could have anticipated. It's textbook chaos theory, in which a single alien element introduced in a system has the potential to ramify unpredictably. By the end of The Dark Knight, Batman understands that in order for the system to be reset, he must remove himself from the equation, giving the police someone to hunt (himself) and someone to idolize (Harvey Dent). Then, eight years later, something ambiguous happens (though the trailer in which Selina Kyle cryptically warns Bruce Wayne has clear overtones of the occupy movement) which awakens the Batman from his eight year slumber--Bane brings hell itself to the streets of Gotham. And we all know why Bane's dangerous...
  
I am Bane -- and I could kill you... but death would only end your agony -- and silence your shame. Instead, I will simply... BREAK YOU! Broken...and done. (Knightfall: Broken Bat)
It's only appropriate that Nolan endshis trilogy with Bane. The Joker essentially "wins" his battle against Batman at the end of The Dark Knight when the Gotham police hunt Batman just as the Joker predicted:
Don't talk like you're one of them! You're not... even if you'd like to be. To them you're just a freak, like me. They need you right now, but when they don't, they'll cast you out. Like a leper. See, their morals, their "code"... it's a bad joke, dropped at the first sign of trouble. They're only as good as the world allows them to be. I'll show you. When the chips are down, these uh, these "civilized people", they'll eat each other. See, I'm not a monster. I'm just ahead of the curve.--The Dark Knight
Since Batman has had his struggle with Ra's al Ghul and the Joker (my two personal favorites in his rogue gallery), the logical terminus for this trajectory is brutal, punishing agony. Bane provides Nolan with the perfect vehicle to kill the Batman, to kill Bruce Wayne, or, on the other hand, to provide the greatest physical and mental challenge for the Dark Knight. Ra's al Ghul strives for order and obedience. The Joker thrives on chaos. Bane utilizes pain with surgical precision to break Batman physically, mentally, and spiritually. He is a brilliant tactician and a juggernaut of hurt. If there is anyone capable of delivering the killing blow to the Bat, it would be Bane, and that seems to be Nolan's goal here: to punish the Batman for upsetting the system that keeps not only the microcosm of Gotham working, but also the macrocosm of the perceived real world.

Thus, my long belabored point emerges: I think Nolan's films illustrate that being Batman in the real world is a potentially bad idea, and we're about to find out if Bruce Wayne's choice to become the Batman was the right one. By that, I don't mean it's a cautionary tale about why you shouldn't dress like a bat and fight crime--that's a terribly obvious lesson. The lesson runs much deeper. Much like Alan Moore's Watchmen, one way to read Nolan's films is to say, "Thank God all we have to deal with in real life is nice, clean organized crime. Because when people actually become superheroes, things...go awry." Batman enters a fragile system as a chaotic element, and we see these repercussions in The Dark Knight more clearly than any other Batman story I've encountered. It'll be interesting in The Dark Knight Rises to see how deep the rabbit hole goes. All in all, I think Nolan's films are about consequence rather than about character. Perhaps people do need a dramatic symbol "to shake them out of apathy," but Nolan proposes a scenario that explores what happens after the system that symbol disrupts fights back. Whoever wins, fans will have a lot to chew on and debate for years to come.

Cheers,

--David

Thursday, July 5, 2012

Existential Horror and Gameplay Compulsion in Dark Souls

Horror in video games is a fairly well-trod region. Some developers approach the genre through grotesque enemy design, pitting the player against hordes of disgusting monsters, often with a fair degree of gore (e.g. Splatterhouse). Others focus on place and time, building games in Gothic settings (e.g. Castlevania). The best, though, strive for an atmospheric approach to horror that combines narrative, setting, action, and gameplay mechanics to provide a totalizing horror experience. When used to its full potential, the video game medium provides an authentic horror experience that film and literature simply cannot achieve.

Like so many others, I had my first taste of horror in the medium when I played Capcom's Resident Evil in 1996. After watching a ridiculous cut scene in which unintentionally hilarious B-movie style actors delivered some semblance of story my young could not care less about, my friend handed me his controller, gave me a brief rundown of the controls, and set me loose in a mansion infested with walking corpses. Unused to the Playstation controller, I took a while to learn how to move Jill Valentine across the screen, but, after some practice, I began navigating the halls like a pro--until my first encounter with a monster whereupon I forgot what any of those damn buttons did. In that moment, everything came together--the shambling corpse, the lack of ammunition, the limited visibility of awkward camera angles, the knowledge that my character's death would lead to a restart that would undo what felt like significant progress--and created not just a great moment in my subjective gaming history, but also a sincere state of panic. This, I thought, is what horror feels like: hopelessness in the face of a foe that I knew meant certain death. Jill Valentine did not survive the encounter, and it was purely my fault. That instance would never be duplicated for me in a survival horror game. Sure, I had my fair share of scares in Dead Speace, and I felt the bizarre atmosphere of Bioshock. But nothing came close to replicating that moment of genuine terror...until I started playing Dark Souls.

I had played it's predecessor, Demon's Souls, but I never got into it. I gave it two serious tries, but I found that the game required more time to put into it than I actually had to give. But something about Dark Souls' open world and disturbing beauty drew me to it. In Dark Souls, the player's character is a nameless undead who wanders around landscape ripped straight from someone's darkest, depraved nightmare. Beginning at a place called the "Undead Asylum," the player journeys beyond the walls of his/her prison to fulfill some prophecy about something because some demons did bad stuff and it needs fixing, maybe. And that's about all you get, if you don't go to great lengths to find out the story, and it, like so many of the game's oddments, is, by design, withholding. I have no idea why my character must do what he does, and the game gives little to no direction (so much so that an internet community has grown up around trying to help newcomers and experts alike). The player must find his/her way through a demonic hellscape, and damn near everything out there is hunting for blood. It is this initial feeling of despair and unknowing that sets the tone for the game.

I was neither / Living nor dead, and I knew nothing /
Looking into the heart of light, the silence. --T.S. Eliot

The tone of utter hopelessness is not the only link the game has to the horror genre. Dark Souls offers a vast array of demonic creatures and terrifying bosses that leave the player literally shaking after a narrow victory. They attack with ground-shaking power, and they outmatch the player at every turn, if he/she is not careful. The game is not merely content with providing a borderline insurmountable challenge; the developers designed the character models to be visually revolting and intimidating. One look at the Gaping Dragon guarding the key to Blighttown is enough to turn the stomach of any seasoned player:

"I have looked upon all that the universe has to hold of horror, and even the skies
of spring and the flowers of summer must ever afterward be poison to me.
But I do not think my life will be long. " -- H.P. Lovecraft
The Gaping Dragon plays off the player's initial disgust at the creature as it emerges slowly from an abyss, and, while the player's shock at seeing the demon has not subsided, it advances on the player with devastating attacks, leaving the player helpless. It will kill you numerous times before you kill it. Another ungodly creature is the Butcher, a large masculine-looking creature, which the player finds out via an NPC is actually a female. She carries a giant cleaver--a Freudian symbol for castration if ever there were one--which she uses to hack and slash at the player, and a burlap sack obscures her face. This faceless giant is quite reminiscent of Silent Hill 2's Pyramid Head, largely believed to be the most horrific video game monster ever created (likely due to his own status as a metaphor for perverted masculinity). These two examples of the horrors the player elects to face when he/she boots up the game. Everything wants nothing more than to eviscerate the player in the most brutal fashion possible.

Though I have mostly compared Dark Souls to games in the survival-horror genre, Dark Souls is not a survival horror game. Its mechanics stem from a strict RPG tradition, so much so, in fact, that the game can easily alienate the unseasoned gamer--which is, of course one of the game's many goals. Casual gamers need not apply. The game is so alienating, in fact, that its multiplayer component (a complex system of entering others' game worlds for good or ill, cryptic messages, seeing ghostly apparitions of other players, and replaying the last moment's of another player's in-game by touching bloodstains left on the ground) is only hinted at through NPCs and item descriptions. Since player is almost always alone, seeing the specter of another player reminds the player that others share his/her fate--but they remain separated by some force that has sundered the world. The ultimate payoff is that the player must evaluate what it means to play with someone online. The connection online gameplay provides is only fleeting and superficial, but when strangers team up to take down an impressively difficult boss, the feeling of gratification is on par with beating an entire game. Players blink in and out of each others' worlds, and as well, each others' lives, inviting a metatextual pondering of existence and connection in a world of abject despair. Can we really know the people we play with? The game posits that we cannot, that they are just hollowed shells of people projected on a screen--bodies turned into ghosts by ones and zeroes. These interactions, nevertheless, are meaningful in that they help us traverse some virtual wasteland, and maybe that's all we can ever ask for in online interaction. The game offers a grim truth, beautiful in its bleak frankness.

"Those who have crossed / With direct eyes, to death's other Kingdom /
Remember us -- if at all -- not as lost / Violent souls, but only /
As the hollow men / The stuffed men." --T.S. Eliot
It is here in which the true horror of Dark Souls stirs, opens it jaws, and howls.  Whereas most horror games choose to keep the elements of horror within the game itself, Dark Souls dares to reach out and infect the player's psyche.  In her review of Dark Souls, Keza MacDonald writes, "It appears to be FROM's mission to send you into harrowing spirals of despondency and self-pity at every opportunity," acknowledging that game is designed to infect and twist the player's psyche.  Should one choose to play the game, he/she will inevitably ask the question, "Why the bleeding hell do I keep playing?"  And then it strikes.  The player no longer plays because it's enjoyable; he/she plays because success after repeated failure is an addiction.  Gaming becomes compulsion, not unlike gambling, except the player constantly bets hours instead of chips.  The player willingly undergoes the constant threat of failure in a world where respite is a luxury not afforded when it is often most needed.  Danger lurks not only around every corner but also long after the system is powered down, as the player constantly wonders about better strategies to get past that one boss that seems impossible.  Losing thousands of souls due to a misstep or an unknown ambush is certainly cause for despair and anger, but the persistent player continues to fight, using each failure as a teaching tool.  Death and punishment serves as the game's central pedagogy, turning the player into a student.  The game actively trains you to rethink what it is to die in a virtual space.  Through some perverse game coded witchcraft, the developers turn failure into progress, an uncomfortable inversion of what we assume video games should do.

The horror influences in From Software's Dark Souls are clear in creature design and Gothic architecture, but it is the horrific nature of punishing gameplay that pushes the bounds of what video game horror can be.  A novel or film can linger in the reader/viewer's mind, but only in games can the player actively participate in his/her own waking nightmare.  As I make my way through the dilapidated hellscape of Dark Souls, I can't help but be reminded of the poet T.S. Eliot's poems The Waste Land and The Hollow Men (both from which I have quoted in the picture captions above) which are both known for their beautiful bleakness.  The same could be said of From Software's Dark Souls (as well as its predecessor, Demon's Souls), as the game design is both elegant and horrifying.  It's a journey into a Nietzschean abyss that doesn't just stare back.  It rends the player with claw and fang and leaves him/her with questions as to why he/she continues to play while spurring the player downward into a world of unspeakable horror, only claw back out again.

Cheers,
--David

Saturday, June 30, 2012

Gaming the West in Red Dead Redemption

Likely the most instantly recognizable genre in any form, the Western has endured through the 20th century by undergoing transformations as varied as the stories told around campfires built in the moonlit night of the American frontier. From the gratuitous spaghetti Westerns of Sergio Leone to the revisionist novels of Cormac McCarthy, the genre shifts and bends according to the person behind the camera or the pen, but the fixed archetypal elements remain present enough for the viewer/reader to understand the work's function in its generic history. The Man With No Name trilogy gave Hollywood Clint Eastwood's iconic portrayal of the titular hero (aka "Blondie"), the quintessential "drifter" character living outside the law. McCarthy's Blood Meridian depicts the West as a place steeped in myth and blood. Due to the versatility of its elements, it amazes me how seldom they are used in video games.

The first Western-themed game I played was LucasArts' Outlaws (1997), a first-person shooter in which a retired U.S. Marshal hunts down the evil railroad baron who killed his wife and kidnapped his daughter. Though I never really liked the in-game cartoonish graphics (this was before cel shading solved the problem of placing cartoons in a 3D envioronment), the cutscenes made the atmosphere come alive. Outlaws spins a good yarn, and would be my favorite traditional Western game until 2010, when Rockstar released Red Dead Redemption, an award-winning game that I'm sure everyone who is reading this has played. Finally, a developer nailed the genre in look, atmosphere, and overall feel. The writing, the voice work, the mechanics, all of them crystallized in a near pitch-perfect work of genre fiction that paid homage to its inspirations while carving out a new niche for games in the Western genre. John Marston's journey toward redemption seems like standard fare for the Western genre, but Rockstar gave us a way to pick apart a genre the only way an open world video game can: we control how John Marston lives.


Only now is the child finally divested of all that he has been.
His origins are become remote as is his destiny and not again
in all the world's turning will there be terrains so wild and barbarous
to try whether the stuff of creation may be shaped to
man's will or whether his own heart is not another kind of clay.
--Blood Meridian
Red Dead Redemption's New Austin is violent...extremely violent. When the player first control Marston, the character is already wounded and bloody, barely a survivor of his first encounter with Bill Williamson. Even the household chores, as anyone who grew up on a farm (myself included) can attest, involve a fair degree of violence as you shoot vermin to protect crops or livestock. Violence in the frontier is unavoidable. Through these simple gameplay elements, the game invests meaning in the most mundane daily activities. Roping and breaking broncos, driving cattle, hunting, they all involve violence or danger in some form or fashion, and it is in these situations where the video game breaks from the Western film genre and becomes more novelesque.

I think that Red Dead Redemption owes just as much influence to Cormac McCarthy as it does John Wayne and Clint Eastwood. In his Western novels (particularly his Border Trilogy), McCarthy finds significance in almost every aspects of daily life in the American West. For instance, this passage from All the Pretty Horses shows how the protagonist, John Grady Cole comes to a deep, metaphysical understanding of pain and existence simply by listening to the horse eat:

He lay listening to the horse crop the grass at his stakerope and he listened
to the wind in the emptiness and watched stars trace the arc of the hemisphere and
die in the darkness at the edge of the world as he lay there the agony in his heart
was like a stake. He imagined the pain of the world to be like some formless parasitic being
seeking out the warmth of human souls wherein to incubate and he thought he knew
what made one liable to its visitations. What he had not known was that it was mindless
and so had no way to know the limits of those souls and what he feared was that there might be no limits.
--All the Pretty Horses
McCarthy's language is elegaic, tragic, and hauntingly beautiful. But the language of Red Dead Redemption (and video games at large) functions much more differently, namely through gameplay. Every task that Marston performs raises questions about control and motivation. The men forcing Marston to hunt down his former gang members are metonymous for the player's physically controlling Marston. The person with the controller is, of course, just as culpable as Edgar Ross in Marston's torment. We make John Marston kill, we make him hunt, we make him go to missions in Mexico and New Austin. Marston, as he gets pulled into the Mexican Revolution, even admits to Abraham Reyes, "I'm a semi-literate farmer. I ain't in the power game," a meta-narrative comment that, by no coincidence, calls attention to his position as a character in a game. Yet we, too, are limited by the game's scope in what we can do. In these moments of the game, we can pause to enjoy a Western sunset or have drink at the local bar because the game allows us certain freedoms, but those freedoms are bound to the system of the game just as Marston is bound to Edgar Ross. Thus, performing the mundane task of shooting rabbits gains significance about what constitutes gameplay. Can chores be made fun if they're performed in virtual space? The game asks these questions, if tacitly, through its gameplay and mission structure.

The similarities between McCarthy's Border Trilogy and Rockstar's Western do not end in the world of the mundane--these texts are elegies for the American West. In All the Pretty Horses, for example, John Grady Cole, a young man who grew up on his grandfather's ranch until his grandfather's death in 1949, elects to, rather than to live in town after the ranch's closing, to leave his home on horseback in search of work on a ranch in Mexico. Cole begins his journey as a romantic believer in the ethos of the Old West, but he finds the same inescapable truth that Marston does--that the West was settled through blood and political corruption rather than through ideals of American exceptionalism. McCarthy explores this concept broadly in Blood Meridian as well, setting the novel in pre-Civil War America where the West becomes a place of unfathomable horror and grotesque cruelty.

He can neither read nor write and in him already there broods a taste for mindless violence.
All history present in that visage, the child the father of the man.
--Blood Meridian
It's easy to see Red Dead Redemption as a spaghetti Western, but I find the powerful narrative and gameplay work to create something more powerful than films or (most) novels are capable of manufacturing. The game does not just question Marston's actions or the actions of his enemies. It makes us participants in the founding of a virtual Modern America, working for or against the closing of the frontier and inhabiting the American West during its twilight years. In my very first post, I used Marston's story as an example of ludonarrative dissonance. Yes, he can tie a nun and leave her on a railroad track, and the game still tells you that you are a tragic hero and bandit-turned-family-man. But perhaps that's why the game is something special. It gives you the story structure and shootout gameplay of a Sergio Leone movie as well as the contemplative depth of a Cormac McCarthy novel. Red Dead Redemption casts a long shadow over the genre of Western fiction, and I don't see any text coming out of the dust to challenge its place anytime soon.

Cheers,

--David

Sunday, June 24, 2012

Playing through the Payne: The Issues of Max Payne 3

Warning: Here there be spoilers.
It happened in the decaying favela slums of Sao Paulo.  It had been a good few weeks since I picked up the controller to play Max Payne 3, so I figured why not go back.  Max Payne 3 has perhaps the most polished gunplay I have ever experienced--it's almost as satisfying as a real trip to the gun range.  In my second playthrough, the shooting and movement still felt dynamic as the first time, but in the streets of the ghetto, while Max undergoes a "hangover sent straight from Mother Nature," something felt off.  After his employer is killed and the building burns down around him, Max has a life-changing epiphany--no more booze until he puts a bullet in the brain behind this convoluted plot involving organ harvesting and political corruption.  The plot takes off in a very clear, direct path for redemption and brutal execution...but the gameplay stays the same.

Here is a textbook example of ludonarrative dissonance (shameless plug for the title of my blog).  From the beginning of the game, we know Max Payne bathes in alcohol and derides himself for being a washed-up loser.  Yet he moves with the practiced grace and precision of ballet dancer, placing shots between the eyes of his would-be killers with surgical accuracy.  It's hard to buy that Max is simultaneously a booze-soaked, pill-popping slob (he even tells his partner "I'm not slipping, I've slipped") and a grotesquely efficient killer.  Is this really the performance of a pilled-up drunk with a gun?:



Tom Bissell, one of the most established game critics I've read, writes about this in his article on Max Payne 3, saying that the game is "quite possibly the most ludonarratively dissonant video game ever made" and arguing that, in the end, the game "appears to be trying to say something about regret and death and slaughter and addiction, but, of course, can't."  I tend to agree.  The game sacrifices synchronicity in favor of a well-polished shooting system.  After all, who the hell cares if a game's story syncs up perfectly at the expense of gameplay?  Controlling a drunk, stumbling Max Payne for the first few hours of the game would not a happy gamer make.  Nevertheless, if a developer chooses to make a game as narratively driven and brutal as Max Payne, then said developer should work to elevate the purpose behind having a player kill hundreds of virtual people, drunk or sober.  One way to alleviate this issue would have been a cosmetic change to the gameplay--other than Max's shaving his head and donning a Hawaiian t-shirt.  Something as simple as making the gunplay a bit sloppier in the first half of the game by using more motion blur or by eliminating kill cams altogether would make Max's narrative shift better.  Imagine playing the game for a while and enjoying the crisp gunplay, just without the exquisite detail (because Max is drunk), only to be completely blindsided by the clarity of the the death animations in the latter half of the game when Max sobers up.  The impact would be narratively and ludologically synchronous--Max's clarity would be the player's clarity.  The trade-off would be significant, to be sure, but if the gameplay were still crisp and the visuals dialed down in the first few chapters, the transition could be extremely effective.

But the heavy themes the game introduces would still need to be resolved.  Max Payne 3 raises the issues of poverty, redemption through violence, and the carelessness of the rich without offering any type of ludological investigation of how to deal with them. The only issue explored in gameplay is extreme violence, and even then, mostly through the slow cam close-up.  The game forces the player to witness up close and in incredible detail countless bodies' being torn and shredded in gory, beautiful detail.  Only in these instances does the player have the opportunity to understand what exactly all this killing begets in the form of dynamic death animations brilliantly crafted to respond to where the bullet pierces the body.  The player also has the ability to slow down the camera to see with greater clarity the character's last movements as well as the ability to keep firing at the body even though the enemy is dead.  Affording the player with the ability to slow down and view pieces of metal ripping and tearing the human body allows the player to reflect on the means he/she employs to accomplish Max's goal.  But after about the hundredth time I saw a slow motion death sequence, it no longer induced a wince from me; I kept wondering what is the purpose behind it.  Am I supposed to feel guilty?  Am I supposed to gain some sort of insight about the human propensity to violence?  Is the message that violence only begets more violence?  Or am I simply asked to enjoy the carnage?  Entertaining any one of these questions seems like a logical critical step, but upon execution, the results are unsatisfying.  The game, in this respect, seems a missed opportunity.

It's brutal, it's disgusting, it's beautifully rendered, and it's provocative. But what does it mean?
Let me reiterate, though, that Max Payne 3 boasts the most responsive and satisfying shooting mechanics I've ever experienced. Nevertheless, if games are going to be elevated to the artistic standard we so fervently argue they do, the questions regarding video game violence and ludonarrative dissonance must be addressed. The interaction on part of the player redirects the moral responsibility of executing a person-shaped pile of ones and zeroes back on the one holding the controller.  The role of the critic, then, should be to unpack the meaning embedded in the code as pixels explode across the screen.  Performing such an exercise on Max Payne 3 yields mixed results, but the game may be compelling precisely because of this problem.  There's no way to synthesize violence and meaning here; the game drags you down into a blood-spattered critical hell and challenges you to climb back out--bullet by bullet.  Perhaps that's commentary enough.

Cheers,

--David