Showing posts with label Criticism. Show all posts
Showing posts with label Criticism. Show all posts

Saturday, August 28, 2010

The Dragon Age Blues

As you may have noticed, there has been an smörgåsbord of triple-A video games over the past year, and I have commented on relatively few of them. Assassins Creed 2 and Dragon Age came and went without comment.   Heavy Rain and Allan Wake, the sort of narrative-driven titles I relish, arrived sans discussion. Even the exquisite Red Dead Redemption, which people have hailed as a triumph of Literature, Literature with a capital "L" Literature, remains unexamined. And now there is also StarCraft II to consider. Rest assured, I still plan to discuss these titles in detail, but I have been too busy trying to play through them that I haven't had much time to write.

Applying to graduate school, finishing college, getting married, moving across the country, and starting graduate school have kept me busy, but the games themselves constitute considerable time-investments. I have a backlog of roughly ten titles. Each of them off anywhere from 40 to 80 hours of gameplay, excluding any applicable multiplayer components. This tells you several I am (A) very spoiled and (B) very unfocused, but the very fact that I refer to the games I am currently playing as a backlog, says something about the modern videogame: They are digestible artifacts; things to be consumed and completed rather than relaxing methods of passing the time.

In short, it is the difference between playing table-tennis (Pong) and reading War and Peace (The Witcher). This transformation has blurred the lines between leisure object, and laborious objective. This is especially true if you play a game while following a guide to try and wring out all of its secrets and sidequests, or if you find the title to be exceedingly challenging. This environment of purposeful, highly structured play and frequent frustration can transform play into chore. Such is my relationship with Bioware's Dragon Age for the PC.

Behold the best written game of 2009. Pity that accessing the narrative can be such a chore.

The game is brilliant written. It wins my vote for best-written title of 2009 hands-down. Ferelden is a world of splendid squalor, caked with dirt and dried blood, besieged by demons and despots, and filled with a number of truly fascinating thought-experiments. For example, "What if the catholic church believed that god had turned his back on creation?" (Answer: Catholic Nihilists. There may be nothing scarier.) Then there's also the whole "using drugs to control magic users" thing which is a concept I hold dear to my thoroughly medicated heart. Best of all, the game manages to be both dark and tragic without succumbing to the sort of absurdist nihilism that is evident in many other games with mature narratives. Rockstar, I'm talking about you. The characters are also a lot of fun, and their histories are much richer than the cast of Mass Effect.

Accessing this excellent narrative though, can be a real slog at times. Truth be told, I'm not great at video games. I have this uncanny ability to find every possible pitfall, dead end, and failed strategy before making progress. This is a unique gift (read: personal problem) and I realize that. At the same time, I've played a lot of videogames of every kind, and I can usually cut through a game's "Easy Mode" without much trouble. Not so in Dragon Age. The first boss took an embarrassing number of attempts, and I have had to get into the habit of saving before every fight to avoid serious backtracking. My wife, who has played fewer videogames has had even more difficulty with the title. The fighting system isn't broken, or unpolished, (though it feels bit a dated), just punitively challenging. It bears mentioning that I'm playing the PC version, which I have heard is the hardest permutation of the game, so those looking for lighter fair may want to check out the console releases.

In any event, frequent death and backtracking in a game with a narrative of 80+ hours (with a variety of unique 6 hour opening sequences to choose from) makes play a daunting proposition. It requires the same sort of commitment as going to the gym everyday, or reading a seriously challenging text. And like reading a challenging text, a strange sort of Stockholm Syndrome comes into play. After spending so much time with a game, you tell yourself you're in love with it. Oh yes, there may be genuine affection in play, even genuine love, but like a battered wife, you excuse the game's punitive challenge and mind-numbing repetition as a part of the 'epic experience.' This is not a condition that is inherent, or exclusive to videogames mind you. Hell, I would argue that many 'Literary Classics' are guilty of similar long-winded self importance, and many of the people who claim to enjoy them are merely justifying their time investment.

This topic came up in a conversation I had with fellow graduate student and all-around good guy Chris DeLeon. Chris runs HobbyGameDev.com where he regularly writes articles designed to help aspiring game designers. He's also Vegan. It wouldn't surprise me if I learned he found homes for orphaned diabetic kittens in his spare time. Anyway, he recently published a post about short videogame design, where he writes "Videogames used to be light on content due to limitations of technology...The latest and increasingly dominant limitation now seems to be consumer time and attention." I am inclined to agree. Now that I am ostensibly an adult, finding time (and mullah) to invest in my habit has become a lot harder. This has led me to the dubious practice of buying games used, but even worse, it has also caused me to buy games that I will never finish. The industry's $60 price point is particularly egregious because, it's a lot of cash and I'll feel cheated if I don't get my money's worth, but at the same time, finding time for 60 to 80 hours of gameplay isn't exactly easy. Given those constraints, it's easy to see why iPhone and downloadable titles are seeing so much success. Chris' article lists a number of indie titles that make good on the promise of brief play in various ways.

On a related note, Donut Games' Cat Physics is another excellent free title for iDevices.

One base that isn't covered however, is narrative. Brief, aggressively affordable games are great, but I have yet to encounter an iPhone game with an engrossing story. Some titles may qualify as digital poetry, but narrative seems to be reserved for bigger budget console releases. I know that there are some episodic, downloadable games like the Sam and Max franchise, but for the videogame industry at large, mature, meaningful storytelling is shackled to big budgets and long-hours. I never believed that you need impressive graphics or a high page count to tell a good tale, and I like to think that someday soon, the short story game will have its day.

At the same time, I don't think long-form games will ever go out of fashion altogether. But given the tremendous success of casual controllers, I think we might start seeing play systems that allow people to access the later chapters of a game's narrative more easily. I don't mean to advocate the Mario Party approach to game design where everybody wins all the time; games must be challenging if they are going to be meaningful. But I know there is a market for game narratives outside of hardcore, gamers. I actually have a professor who is actually looking for somebody to play Red Dead Redemption so she can watch.

Over the next few days, I'm going to attempt to address a few of the titles I mentioned at the beginning of the article, but depending how grad school develops, I may get swamped. In any event, I will also be writing a review of Monday Night Combat for Technique, Georgia Tech's school paper, and I believe it will be available online. If so, I'll be sure to Tweet the link. Thanks for reading!

Tuesday, July 27, 2010

Here's Hoping for a Little More Persona-ality

On August 1st, I will be heading east to settle in the Deep South, where I shall remain for two years, learning the mysterious Kung-Fu of the digital media scholar. Videogames will be the primary focus of my studies, though I suspect that I will have very little time to game and blog once the program actually commences, and I've tried to fit in as much gaming as possible in the past few weeks. Red Dead Redemption, Alien Swarm, Alan Wake, and Transformers War for Cybertron have all consumed considerable hours and you can expect to read about some of them soon, but two 'last-gen' titles have staked the greatest claim on my time: Persona 3 Portable, and Persona 4.

Awesome anime cover. It's also worth noting that the game includes a free soundtrack CD. Admittedly, most of the soundtrack is maddeningly repetitive, but it gradually wears you down to the point that you find yourself humming the tunes as you go about your day.

While Square-Enix may hold Japan's best recognized role-playing franchises, Atlus' Persona series, the most popular chapter of their Shin Megami Tensei multiverse, is the best example of the J-RPG genre, combining typical turn-based battling and world-saving with high-school dating and social drama. It's a recipe ripe for parody, but the two go together kind of like gin and tonic; a taste not everybody will appreciate, but those who do will keep on drinking till the wee hours of the morning. "So it's a game for alcoholics?" you ask, with a wry smile dripping down your face. "No smartass!" I exclaim, pounding my fist on the table. "It's a game about relationships! Whether or not relationships lead to drinking is up to you. Wino."

Persona is the most character driven series I've ever played. Not all of the characters tremendously deep, but conversing with characters and developing meaningful connections with them is the bread and butter of the series. Each potential character-relationship represents one of twelve tarot-card themed Arcana. Each of these arcana represents a division of supernatural entities called "Persona" that your characters can summon to magic and kick-ass in battle. In order to unlock more of these supernatural entities, you need to become closer to the people who represent that arcana. This little set up is referred to as the social link system, and it transforms socializing into an essential aspect of developing your character, which is really quite poetic when you think about it.

Unlike the one-shot character quests that are typical to Bioware RPGs (IE; Mass Effect 2's Loyalty Missions), you establish relationships with other characters in Persona over a period of months. Both titles gradually occur over the course of an academic school year, and each character you can hang out with has their own weekly schedule. Budgeting your time to try and fit everyone in is a huge part of the game. Word to the wise? On your first play-through, don't try to max out every social link, even if you have a guide. There are just too damn many things to keep track of, and it can turn the gameplay into a chore. Completionists need not fear, both games have New Game+ systems that will let you carry over your social link progress from prior attempts, (Though to get one special persona in P3, you really do have to max everything and everybody on your first time through. Much luck).The number of embedded narratives packed into this game are staggering, and while a few characters are obnoxious (Kenji and Bebe from P3, Ai from P4) most of them are quite likable and some are very endearing (if you feel nothing for P4's Nanako you have no soul).

The thing that I would love to see other games emulate is the gradual sense of progress in forming character relationships. I'm not saying that every game should follow Persona's daily routine model (which is not without it's faults), but the emphasis on communicating with characters' and tactfully solving their problems with something other than gunfire, magic and martial arts is incredibly refreshing. So yes, more of that please.

This is the recently released third version of Persona 3 and it is definitely the one you want to pick up; provided you have a PSP. It features two distinctive campaigns depending on which gender you pick as well as the expansion of the original game. The only thing sacrificed are moving character sprites as you walk around school and the mall.

At the same time, it would awesome to see Persona take a page from Mass Effect 2's book where dialogue interaction is concerned. Most conversations essentially boil down to you picking among three or four dialog options in hopes of making the person you're talking to like you better. I think it would be awesome to have a few social links where you debate, argue, or even mock people instead of acting nice all the goddamn time. I don't want to see a Paragon/Renegade dialectic, but I do want a few more 'colorful' dialog and interaction options. There are several cases where the game gives you the option to be a complete ass, but you find yourself playing nice to advance the link, which really feels like a missed opportunity for fun and diversity.

This brings me to my biggest complaint about Persona, which is that while the games are supposedly about developing your individual character, the narrative skews towards repression and conformity at every turn. They are about being successful and popular in high school. P4 even defines a Persona as "The mask used to overcome life's hardships." All the while, I can't help but wonder, "why wear a mask at all?" Yes, there are certain times in life where you need to put on a pretty face and say the nice thing instead of the true thing. Most of us get our fill of that in real-life. One of the great joys of playing videogames is that they let you break free from all the rules and complications of real life. There has to be some middle ground between overcoming every obstacle with superior firepower and being a model student. The shonen trope of "fighting to protect my nakama" comes on really strong and runs very thick in both P3 and P4.

Another aspect of Perona's social link system that could use some work is having relationships affect the course of the story in more profound ways. Right now, both games have been arranged so you can be everybody's best friend if you play your cards right. I think it would be cool if being a friend to some people meant getting shit-listed by others, as that's how things tend to work out in real life. It may not please perfectionists, but it would greatly increase the game's replay value.

Speaking of value, it's a tough call as to which game is the better experience. Persona 3 Portable is the third version of Persona 3 Atlus has released, and each iteration has added hours of play time to an already considerable quest. In terms of tone, P3 is the more serious narrative. The characters are chiefly concerned with discovering the secrets behind mysterious monsters called Shadows that emerge during 'the dark hour', a hidden hour of the day that appears at midnight when most of the worlds inhabitants turn into coffins. Persona 4 is set in the same universe, though the narratives don't noticeably overlap. Persona 4's main story , has the main characters wandering into strange worlds through the television to solve a string of bizarre murders in the rural town of Inaba and it features a giant stuffed mascot character. So.. its a little harder to swallow in terms of seriousness. That said, I found the characters to be generally much more interesting and likable than P3's cast. Honestly, both titles are worth playing, but if you're having trouble deciding, go with P3P. It's always possible Atlus will make a portable version of P4.

All in all, Persona is weird little series (like the vast majority of titles from the Shin Megami Tensei brand), but it is extremely engrossing and it has a lot of charm. If you're a fan of Japanese videogames (particularly RPGs and Dating Sims), I can't recommend it highly enough.

Thursday, June 17, 2010

On Prince of Persia and The Problem with Videogame Movie Adaptations

Videogames and Hollywood share an unfortunate history. The 1993 film adaptation of Super Mario Bros, with it’s uncharacteristically dark interpretation of the game’s whimsical Mushroom Kingdom, set a trend of videogame film failures that continues to this day. Mario’s failure was followed by hasty adaptations of the popular fighting game series, Street Fighter and Mortal Kombat. The early aught’s adaptations of the popular Tomb Raider and Resident Evil franchises saw bigger budgets and larger returns, but failed to rise above mediocrity. Hopes and expectations were at an all time high for Hollywood’s most recent videogame venture, Prince of Persia: The Sands of Time. According to movie-rating aggregation site Rottentomatoes.com, Prince constitutes “…A substantial improvement over most video game adaptations,” even though it holds a meager ranking of 39% positive reviews. With a budget of $200 million and experienced talent such as Jerry Bruckheimer, Jake Gyllenhaal, and Sir Ben Kingsley, one cannot help but wonder where things went wrong.



It must be noted that videogame adaptations of movies suffer from a similar lack in quality. For gamers, it is all but a forgone conclusion that titles released alongside summer blockbusters and holiday season epics will be shovelware: under-developed, derivative software that is designed to capitalize on the film’s hype. By and large, gamers ignore these cheap cash-ins. Sometimes a quality release will be overlooked because it is a licensed property, as was the case with the cult classic, Chronicles of Riddick: Escape From Butcher Bay, the videogame prequel to the 2004 science fiction film The Chronicles of Riddick. Fittingly enough, the new Prince of Persia game released alongside the feature film has met with lukewarm reviews.

Gamers have a much harder time ignoring poor film adaptations of their favorite franchises however. This is partially due to the fact that gamers are, amongst other things, extremely passionate fans. After witnessing an atrocious trilogy of videogame adaptations, videogamers created an online petition to try to convince German filmmaker Uwe Boll to stop making videogame related movies altogether. There is much more than nostalgia at stake when a game is adapted for the silver screen, however. A videogame’s debut on the silver screen is its introduction to the public at large. It opens the experience of that videogame’s fictional universe to people who have never played videogames before. If an adaptation is shallow, bombastic and incoherent, it reflects poorly on that specific title, and the videogame medium as a whole, reinforcing the popular beliefs that games are unsophisticated and juvenile.

But is this portrayal of videogame narratives inaccurate? In her article, “Why You Will Never Be Happy With Video Game Films,” videogaming journalist Leigh Alexander suggests that the primary problem with videogame movies are videogame narratives. Alexander begins by her discussion with an examination of Resident Evil: Degeneration, a computer animated, direct-to-disc short film based on the popular game franchise. Unlike Paul Anderson’s trilogy of live-action movies based on the popular game series, Degeneration was developed by series’ creators Capcom, and set within the same continuity as the videogames. While Paul Anderson attempted to explain and contextualize the zombie virus that wreaks havoc in the videogame in his films, Degeneration does away with exposition altogether in favor of action. Alexander suggests that fans of the videogames will likely be more receptive to Degeneration, despite its narrative incoherence, because it is truer to their experience of the games than Anderson’s live-action films.
Alexander concedes, “Perhaps to an extent; unfamiliar with the language of games, films often mistranslate a title's appeal.”

This does not appear to be what happened with the movie adaptation of Prince of Persia: The Sands of Time, however. On the contrary, the film’s creators seem well aware of the fact that they are batting against the odds with their adaptation. Jordan Mechner, creator of the 2003 hit video game on which the movie is based, worked closely with executive producer Jerry Bruckheimer to capture the feel of the game. In an interview with the popular videogame news blog Kotaku, screen writer Doug Miro also professed Bruckheimer’s respect for the source material, and stated, “It still hasn't been proven that a game movie can be done. The perception is that it can't." Miro is hopeful that Prince would turn the tide for videogame movies, just as X-men and Spider-man opened the floodgates to comic-book adaptations.

Being somewhat jaded by previous adaptations, I was pleasantly surprised by the film’s familiarity and respect for its source material. Subtle details such as costuming and set design were immaculately reproduced. There was a great deal of skepticism about the decision to cast Jake Gyllenhaal as the titular prince, but his acrobatic heroics and wry wit accurately captured the spirit of the game’s protagonist. The filmmakers clearly interpreted the game’s charm faithfully and accurately. Yet the movie was not nearly as engaging as the game it was based on. What went wrong?

Alexander’s article presents one possible explanation; “The dominant problem [with videogame films], though, is that the narratives of games are unfortunately not nearly as sophisticated, intelligent, affecting or entertaining as we think they are.” There is no denying the simplicity of the average videogame narratives. Their characters tend to be archetypical, and their plots fall into familiar patterns. But Alexander’s phrasing captures an important detail: Gamers genuinely perceive their experiences in games to be complex, rich narratives.

Jesper Juul examines the unique difficulties of translating narratives between different media in his article “Games Telling Stories? A Brief Note on Games and Narrative.” To clarify what is being translated, Juul uses Seymour Chatman’s model to divide narrative into Discourse (the telling of the story) and Story. The latter constituent is further divided into Existents (characters, settings, objects) and Events.


Discourse
Story
Existents
Events
Narrative



Juul uses the example of Atari’s 1983 Star Wars arcade game to demonstrate how these narrative building blocks can be rearranged and garbled in the shift from a non-interactive media to an interactive one. The arcade game is solely based on ‘the death star’ sequence of Star Wars: A New Hope, with the player assuming control of a virtual X-wing fighter. There is no Darth Vader or Han Solo. No Tatooine or Millenium Falcon. Any contextual knowledge of the Galatic Empire and the Rebel Alliance is contingent on the arcade cabinet’s art and the player’s knowledge of the film. In addition to excising these crucial existents from the story, the arcade game offers outcomes that directly betray the events of the movie; the player can fail to blow up the Death Star, loosing the game. If the player succeeds in destroying the Death Star, a second one will appear, also betraying the events of the first movie, (though it is amusing to note that the threat of the death star is revived in Return of the Jedi). Clearly, the components of story are subject to warping and fragmentation in the transition from movie to games.

It must be said that Juul’s example is something of a strawman; videogame technology has come a long way since Atari arcade machines, and modern examples of the form are much more capable of telling complicated narratives. Eidos’ and LucasArt’s Lego Star Wars series follows the events of the films quite faithfully (albeit through the filter of Legos). Juul does acknowledge the emergence of “cut-scenes” in games, non-interactive sequences where the player must watch instead of play, but he over-emphasizes their relationship to Existents and Events. I would argue that this mixed presentation is a discursive decision. Alternating between “non-interactive” narration and the capacity for play creates a very complicated relationship between audience and “text.”

Jull acknowledges that his model fails to account for the avant-garde. Movie-watching can be an interactive, discursive experience. Scenes may be interpreted in a variety ways and craft may be analyzed and appreciated on many levels. I would even argue that choosing to simply “receive” the given visual narrative at face value, constitutes a meaningful interpretative decision. Obviously, in videogames the prevalence of interactivity is much more pronounced. The vast majority of ‘the narrative’ will not progress unless you play, (unlike film) and this strongly influences players’ relationships with the game and its characters. Even though the game’s frame narrative is fictitious, the player’s interactions with the game’s rules; his losses and his victories; are real.

I believe this complicated interaction accounts for player’s deep narrative investment in games. Repeatedly experiencing, and eventually overcoming failure over the course of a narrative makes the quest unpredictable and exciting. It creates a second order narratological system, not unlike the second order semiological system Roland Barthes’ uses to describe the mythological. Each isolated victory and defeat in play, carried out in accordance with the game’s ‘text;’ the language established by it’s rules, graphics, and control interfaces can be likened to a single completed story. The sum total of these stories creates the gamers experience with the game as a whole. As with Barthes’ model, I present the following spacialization is only a metaphor:


Discourse (game text)
Story (game text)
Discourse
(game play)
Story (Game play)
Existents
Events
Existents
Events
(game play) Narrative
Narrative (game text)


When a gametext is transferred to a movie, writers not only need to flesh out the simplistic, conventional characters that currently define the videogame genre; they must also create a more structured, faster paced experience. My greatest complaint concerning the Prince of Persia film is that the fabled Dagger of Time; a weapon with the power to rewind time; sees very little use in the actual movie. In the videogame, players must use the daggers rewinding mechanic frequently to undo botched jumps and fights. It was a revolutionary mechanic for videogames, because it situated a players’ ability to come back from the dead within the narrative context of the game. Contrary to Juul’s assertion that “Game’s are almost always chronological,” I would argue that the stories of videogames are inherently circular. To experience them is to replay them, time and again, exploring their various permutations. Movies are experienced in a single narrative line, regardless of whether the chronology of their plot is shuffled or not.

I suspect that videogame movies will become more successful when their uni-directional narratives start to leverage the circular discourse of gameplay. It is interesting to note that these types of gamic trends are already surfacing in non-videogame movies. Ruben Fleischer’s Zombieland features a number of these visual motifs that evoke a videogame feel, including richly stylized violence and a number of “rules” for survival that are represented by colorful icons, reminiscent of “achievement” graphics. One scene even depicts a “zombie killer of the week,” a wink at online scoreboards for multiplayer games. More recently, these trends were evident in Kick-Ass, which featured elaborately choreographed violence, an intense first-person shooting sequence, and a murderous child-hero. The trailer of the upcoming Scott Pilgrim vs. The World is rife with videogame graphics and sound effects. As a gamer, it is gratifying to see these motifs and patterns migrate to the mainstream, and I look forward to the day that Hollywood does a videogame adaptation justice.

Monday, March 29, 2010

Men Who Hate Women

...is the original title of Steig Larson's The Girl With The Dragon Tattoo, and it suits the book much better. Then again, a title suggesting blatant misogyny is a hard sell, so it's easy to see why the publishers changed it to a more buzz-worthy title. Buzz is still worth something with books, which is one of the reasons I cherish the medium. Games, movies and TV all enjoy million dollar advertising budgets that effectively obliterate the boundaries between buzz and corporate hype. Throw enough commercials and billboards up and people will inevitably talk about your thing, if only to bitch about how over-exposed it is. There is a little of that in literature, but when lots of people talk about a book, particularly the first book in a series, or if you find yourself repeatedly running into people reading said book, chances are it's worth a read. Of course, there are exceptions to every rule.

 Kudos to whoever came up with this cover. It's vibrant and slightly punkish but respectable.

The Girl With The Dragon Tattoo is definitely worth reading, but it's not without it's faults. It's difficult to sum up the premise with a neat one line summary, but the book is a locked-room murder mystery that fleas from conventional characters, situations and plot structures. These are good things, but it takes Larson a long damn time to get to the main story, and the first few chapters are packed with exposition about a financial journalism subplot that bookends the main mystery, and when we do reach the main mystery, there is even more exposition to set it up. Later on, there is even more exposition about legal guardianship in Sweden. His explanations are clear and they make sense, but they need more editing in accordance with the old "less telling, more showing" maxim.

Along similar lines, the two tangentially related plot threads take a long time to intertwine. We know main characters Mikhail Bloomkist and Lisbeth Salander will eventually end up working together from the moment each character is introduced, but they don't team up until the last quarter of the narrative. Consequently, throughout the book I found myself waiting for Larson to get to the point. The constant switching back and forth between perspectives derailed the narrative momentum of the mystery, resulting in an investigation that was remarkably laid-back, low-key and not terribly suspenseful until the end. There may very well be subtleties in play that I am too impatient to notice, but the pacing frustrated me frequently.

A prettier cover, but much more conventional. The girl doesn't look like the titular heroine either.

It's the characters that really make the story. Mikhail Bloomkist is a charming, intelligent everyman with a uniquely complicated history. In addition to being a disgraced, famous financial journalist, he is a divorced father, an editor, an occasional lover to his magazine's co-owner, and a former soldier, currently working as an informal private eye/biographer. The titular dragon tattooed girl, Lisbeth Salander, is the real crown jewel of the piece, however. She is a laconic, blunt and rebellious hacker/researcher who has been declared incompetent by the government due to her repeated run-ins with the law, and her refusal to emotionally connect with anybody. My greatest complaint of the story is not that so much time is spent in exposition, but that the exposition robs us of time we could be spending with Salander as she hacks computers and takes out bullies with her own brutal brand of justice. Incredibly enough, the secondary and tertiary characters in the novel are comparably well-developed to the main duo. The supporting cast is uniquely likable and believably flawed, while the villains are sick, repellent fucks.

Larson's gift for characterization extends to an ability to create meticulously complicated interpersonal relationships for his characters. Every interaction in the book, from casual business negotiation to rape is credible and realistic. It must be noted that this work has been translated from Swedish to English, and while some credit must be given to translator Steven Murray, the fact that these exchanges can emerge from translation so handsomely is a testament to Larson's ability to convey genuine human emotion.

I don't want to delve too deeply into the specifics of the plot here, seeing how it's a murder mystery, but as I mentioned at the beginning of this post, the original Swedish title of the book is a more accurate portrayal of the novel. The plot accurately portrays the lingering evils of misogyny in society without belaboring the point, and Lisbeth Salander is a sober and compelling modern feminist.

All in all, The Girl With the Dragon Tattoo is a rewarding experience, if a bit slow at times. I haven't seen the Swedish movie adaptation, but I have it on good authority that it is a good watch with dead-on casting. It's also playing in artsy theaters now, so give it a watch if I have intrigued you and you don't like books. In the interest of full disclosure, foreign films frequently contain subtitles, so you may still have to do some reading.

Friday, March 19, 2010

(My Adventures with) "My Adventures with Machinima"

I wrote an article for my Introduction to Literary Journalism class titled "My Adventures with Machinima." If you scroll down a couple paragraphs, you can find the third, post-final draft of it, right here on this very web page! As you may surmise from the quoted section of the title, it deals with machinima. Don't know what machinima is? Awesome. Consider it as if it were written just for you, gift-wrapped on a silver platter and garnished with gold-bullion! But first, please indulge me in a bit of meta-fictional wool-gathering.

I don't really know what to call what I do here, but I now know it isn't Literary Journalism. That is a craft that requires more physicality than I can offer, and a greater ability to relate one reality to a broader communal reality; the finding of universal truths in particular truths. I've learned that I tend to deal better with finding universal truths in fabricated realms, relating non-realities to reality. The story I wanted to tell with this article is one such narrative.

Internet cultures, such as bloggers, gamers and youtube viewers, are shaped by the absence of physical community. While journalists must link physical action to text, the two are already linked for us. Text and action exist on the same plane. They are unified and inextricable. Their intersection is our home. The story I wanted to tell about machinima was one of physical homelessness. Of finding a way to communicate with communities that are only half-there. Of making real movies with virtual objects. A story that demonstrates how physicality and physical journalism falls short in a post-paper communities.

But I had other obligations. I had to demonstrate that I could do 'literary journalism' effectively and report facts along with scenic imagery rooted in physical detail. I had to explain an art-form in its infancy, born from another very new art-form that is still scarcely recognized as such. To my young and inexperienced voice, these agendas tell opposing stories, and the narrative I conceived was lost. Maybe I'll come back to it someday when I can do it justice. Maybe I'll turn to the drink. In the meantime, here it is:

My Adventures with machinima
By Hank Whitson

I sit at my computer, slack-jawed and glassy-eyed as cybernetic soldiers in brightly colored body armor exchange witty dialogue and occasional bursts of gunfire.For the past hour and twenty minutes, I have been watching seasons one and two of Red vs. Blue, a wildly successful machinima series from Rooster Teeth productions made using the Halo series of videogames. I shouldn’t be sitting and staring. I have papers to write and tests to study for, but each episode is only four to five minutes long. Seven at tops. What’s the harm of one more? I click the link to the next episode, Radar Love, and become viewer number 467,796. I’m lucky my melted brain isn’t dribbling down my chin.

The word machinima, a portmanteau of ‘Machine’ and ‘Cinema,’ is still too young for Merriam-Webster and Oxford English. It can be pronounced “Mah-shin-ee-ma” or “machine-ee-ma,” and like ‘film,’ it can refer to an individual movie or an entire craft of movie-making. The recently established Academy of machinima Arts and Sciences defines it as “filmmaking within a real-time, 3D virtual environment, often using 3D video-game technologies.” In machinima, the virtual worlds of videogames serve as sets, the game characters are actors, and the graphic models for weapons and objects serve as props. The medium combines aspects of filmmaking, such as cinematography and film editing, with aspects of computer animation and game development, such as 3D model designing and computer programming.

I first heard the term in 2007 when I was playing World of Warcraft (WoW), a popular online game. While I had fun watching the fan-made movies on Youtube, I never paid machinima much attention until I read Alexander Galloway’s book, Gaming: Essays on Algorithmic Culture, which mentions machinima as a part of an artistic movement referred to as ‘Countergaming.’ According to Galloway, countergaming changes the way people interact with electronic games by modifying or completely repurposing videogame software. I found Galloway’s book last spring as a part of an independent study course examining the relationship between narrative structure and gameplay systems. I was thrilled by his concept of countergaming, not only because I thought it was insightful, but because it was an aspect of gaming—a whole artistic movement no-less—that I was completely unfamiliar with. Given my interest in the relationship between storytelling and play, machinima seemed like the best angle to examine the countergaming movement. I had no idea I was setting out to profile a movement that only half-exists.

Most machinimatographers do not think of themselves as countergamers. Indeed, I have yet to find anymore than a handful of people aside from Galloway who use the term ‘countergaming.’ machinima does repurpose videogame software in a way that radically alters people’s relationship with videogames, however. A machinima-film is completely non-interactive, or at least as non-interactive as television or cinema. Those who watch machinima are no longer relating to the game as players, but as viewers. At the same time, the act of machinima-making forces users to interact with the videogame program from an entirely new perspective. Machinimatographers use the virtual world of the videogame as movie set rather than a platform for play, and as such, they are occasionally required to adjust the parameters of the games’ program. Furthermore, they must use a second computer program to record the footage they create. After the footage has been created, they must use a number of other computer programs such as audio editing software and special effects programs to produce the movie.

From the beginning, machinima has had a sense of humor. Even though machinimatographers typically do not set out to change videogames with their films, as per Galloway’s countergaming movement, machinima have parodied the videogames’ they are based on from the beginning. The consensus among bloggers, online encyclopedias, and machinima makers is that machinima started in 1996 with “Diary of a Camper.” Diary is a one and a half-minute movie created by a group called The Rangers, using footage from id Software’s Quake, a seminal first-person-shooting (FPS) computer game. The movie portrays a group of soldiers gathered in a virtual cistern. The squads’ leader commands two members of his team to go check out another portion of the level through the in-game text chat, which appears in the upper left corner of the screen. The two soldiers comply, only to be blown away by another soldier who had been laying in wait. Such behavior is generally regarded as poor sportsmanship, and in videogame slang players who practice it are derogatorily referred to as ‘campers.’ After the other members of the squad arrive and avenge their fallen comrade, they comment that the camper seemed familiar. In closing, the commander states that he was John Romero, the father of the FPS genre, and the creator of Quake. From the start, machinima has served as source of humor and commentary on the videogaming community as a whole.

Ironically, the machinima community itself is incredibly fragmented. As an art-form founded in virtual space that films action in virtual space, machinima has no physical forum or home. Machinimatographers do not congregate at cafes, bookstores or theatres, but at web forums, blogs, and Youtube. This online atmosphere is tremendously decentralized and cliquish. In a lengthy blog post examining the world of machinima circa 2007, Hugh ‘Nomad’ Hancock of machinimafordummies.com writes, “There is no machinima community.” Hancock laments how easy it is for machinima pieces to get lost amongst the sea of video available on the internet. When there are millions of video’s on Youtube alone, carving out an audience for your five minute flick is a daunting prospect indeed. Hancock goes on to explain that machinimatographers have splintered into groups surrounding specific videogames and video-capture programs. This is understandable considering the complexity associated with modern videogame systems. As machinimatographers refine specific filming techniques for a particular game, those techniques tend to become less applicable to other games based on different play-systems.

In the absence of a central forum to inquire about machinima, I decided to try and find machinima-makers on a local level. I learned that UCI offered a class on machinima about four years ago that was taught by associate professor of film and media, Peter Krapp. I had spoken to Krapp earlier in relation to my research on games, and when I asked him for advice about whom to speak to, he referred me to Nathaniel Pope and Ian Beckman, two former graduate-students who had created machinima for his class and continued to work in the field. I wrote emails to Nate and Ian, requesting interviews and inquiring if I might have a chance to watch them work with machinima. Both men agreed to be interviewed, though they mentioned that they live out of town, and stated that they weren’t working on any machinima projects at the present time. Unfortunately, geography and scheduling conflicts prevented me from arranging physical interviews with Nathan and Ian, though the incorporeal nature of our correspondence seemed appropriate for the digitized, decentralized machinima community.

I exchanged a few emails with Nathan Pope before reaching him over the phone. He had a young, enthusiastic voice and began by telling me he was glad to help a fellow Anteater and a friend of Peter’s. I learned that he first got involved with machinima through Prof. Krapp’s class while pursuing a film major, and that he had added minors in Economics and French. He now works with Xfire, a company specializing in video-capture for videogames. In a gaming context, video-capture specifically refers to digitally recording gameplay footage. Just as filmmaking is only one function of filming, machinima is only one potential use of video-capture. It is an essential tool for bug-testers, and game-designers as well as machinimatographers.

Nate explained the fundamentals of making machinima to me. As with traditional film, the project generally begins with writing a scenario and a rough script. Next, the team will do video-capture, collecting the raw footage that will be edited together to create a movie. It should be noted that footage in machinima does not necessarily conform to behavior that is typical in play. Projects set in first-person shooting games, for example, may not feature any use of guns or weapons. In Rooster-Teeth’s Red vs. Blue series for instance, most footage shows characters speaking to each other. Depending on the type of video-capture program being used, one person may not need to play the part of a camera-man; moving around the other characters and recording their interaction from a first-person perspective. The members of the machinima-making teams who control recorded characters are generally referred to as puppeteers rather actors, since very little in the way of traditional acting is done during this stage of filmmaking.

The next step is the editing process. This entails piecing together the collected video-capture footage, though most of the ‘acting’ that occurs in machinima is also a form of editing. Most machinima narratives are driven by dialogue, which is relayed through voice recordings that are dubbed over the video-captured footage. Nate mentioned that measuring the duration of a scene to correspond to scripted voice acting could be very difficult, and that amateur machinimatographers frequently overshoot or undershoot their scenes; a problem his group ran into while making machinima in class.

One key advantage machinima has over more traditional forms of filmmaking is a very low cost of production. “For a thousand bucks, you’re machinima ready. For ten thousand, you’re professional,” Nate said. The tools you purchase; a powerful computer with top of the line video editing software and a copy of whatever game will serve as your template, can be used to make an entire series of films, whereas traditional films have to hire actors, and build actors for every feature film. Nate also noted that it is much easier to make machinima with small groups of people. He said the average crew for machinima-making is about three to four people.

Nate had a lot to say about the relationship between videogames and machinima: “You can take machinima and appropriate it for whatever you like to do, but it is also an extension of your gaming experience. It extends your experience of play beyond the act of play. It frees the act of gaming for the masses.” As a gamer who has tried and miserably failed to explain complicated videogames to non-gamers on more than one occasion, I can appreciate the value of ‘freeing the act of play.’ Many videogames have some truly fantastic artwork, and the gaming industry has reached a point where it is putting out some truly admirable fiction as well. At times it saddens me to think that some people will never experience that art and those narratives because they are not experienced enough with gaming controls and rules of play. I would never suggest that machinima serve as an absolute substitute for playing videogames as some of their stories can only be appreciated through play, but I believe machinima movies are an excellent form to demonstrate how far videogames have come since Pong.

Getting in touch with Ian Beckman was a bit of challenge, and it’s no surprise why: he’s a busy guy. After trading emails and a failed attempt at talking over MSN, I ended up emailing him my questions, and he responded promptly with links to two other interviews about his work for Machinima.com, his participation in various film festivals, and his machinima series, Azerothian Super Villains. Ian has worked with a variety of different media, including Flash animation, live-action filming, and according to his interview at MMOwned.com, he got his start doing stop-motion animation with Legos.

Ian had many insights to share about the production of machinima. When I asked him what goes into making a typical machinima, he responded “Writing is incredibly important because you have only a certain amount of things you are able to do. If you want your characters in Warcraft to mimic The Ghostbusters for example, prepare for a lot of work ahead of you.” Designing situations that accommodate game engines can be a challenge even with an engine as complicated and robust as World of Warcraft. He also expressed his preference for ‘compositing’ machinima, as opposed to directing multiple players over ventrilo—a chat program designed for use in multiplayer games. By using this composite method of machinima-making, Ian doesn’t need to depend on other players to act as his camera men or actors. He noted that players tended to be impatient, and explained: “I save my directing for the voice actors because they’re the ones that really bring life into stiff characters that often repeat animation.”

When I commented that the most popular series in machinima tended to be comedies, Ian responded “I think machinima lends itself to comedies only because you know you’re watching a videogame. It’s just unbelievable, you know?” I do. The current level of graphics and virtual behavior available to film-makers is still extremely limited. Characters in World of Warcraft are capable of laughing, dancing, waving, sobbing, sitting and laying-down animations, but the game’s code currently does not allow for actions that involve other players, aside from combat. It’s incredibly difficult to create dramatic tension when you can’t show your characters hugging each other or shaking hands.

Incredible difficulty isn’t enough to deter a passionate machinimatographer, however. Ian referred me to Martin Falch’s one-and-a-half hour epic, “Tales of The Past III.” The films’ opening sequence, a full scale war between WoW’s two main factions is definitely dramatic. An armored cavalry thunders across a volcanic wasteland. Green-skinned orcs and trolls cross swords with humans, elves and dwarves. It’s the stuff of Tolkiens’ dreams. Yet when the commanders of each faction address their troops, they use identical arm-waving animations to rally them into battle. There is a poetic irony to be appreciated in this similarity between mortal enemies, but it is only evident to those who are familiar with WoW lore. The movie’s main narrative is even less accessible, as it is based on a specific sword that ties into the game’s lore. The writing didn’t do the film any favors either. I try to watch the film as if I was a first time viewer, who knows nothing about the land of Azeroth or The Scarlet crusade, and I find myself cringing at every close-up. The characters’ faces are expressionless save for a blinking ‘effect’ that looks like it was engineered in Microsoft paint. Throughout the experience, Nathan’s comment about drama and machinima kept echoing in my head: “A lot of machinima is humor-based. It’s easier with comedy. Drama can feel contrived.”

One of the best examples of contrived videogame drama is actually a product of Hollywood. Final Fantasy: The Spirits Within, one of the earliest big-budget adaptations of a major videogame property, was universally panned for the limited dramatic range of its nearly photorealistic computer-generated cast. Computer generated imagery (CGI) has come a long way since the release of The Spirits Within back in 2001, however. The tremendous fiscal and critical success of CGI-heavy films like The Lord of the Rings trilogy and Avatar seem to suggest that graphical animation is dramatically viable and tremendously profitable.

It is also interesting to note that Heavy Rain, a title Playstation 3 title marketed as an ‘interactive movie’ as opposed to a typical videogame, was released on February 23rd of this year to great critical acclaim. Other games have earned distinction and created controversy with their liberal use of non-interactive in-game movies or ‘cut-scenes.’ Some players welcome the sequences, feeling that the sequences help tell more complicated and engrossing stories, while others complain that they break up the flow of the action and hinder the gaming experience. Hideo Kojima’s Metal Gear Solid 4: Guns of The Patriots has been a particularly divisive title for featuring over nine hours of cut-scenes.

This developing trend of cinematic videogames and the enduring presence of CGI in Hollywood may turn people with machinima skills into a wanted commodity for the game and movie industries. In many ways, machinima is the ideal hobby for young filmmakers looking to build a portfolio and gain experience. As Nate and Ian both noted, it is easy and relatively inexpensive compared to traditional filming. It also provides experience with digital technology as well as the major areas of traditional film-design, such as writing, shooting, and editing.

I was curious to know how videogaming companies felt about their games being repurposed to make movies. The videogame industry places great emphasis on intellectual property (IP) cultivation, or developing fictional universes that can act as marketable franchises. Big publishers like Electronic Arts and Activision-Blizzard treat every new game title as a potential franchise-starter, and they defend their copyrights fiercely. If a fan makes an inappropriate video using gameplay featuring an iconic character, like Mario for example, it could potentially mislead and offend would-be buyers. When I contacted Blizzard’s press department by email requesting an interview, they very tactfully explained that they did not have the time to speak to college students doing profiles, and wished me the best of luck with my project.

The last question I asked Ian Beckman was “Do you think playing and knowing about videogames was important for enjoying machinima?” His response surprised me. “Definitely. I know a lot of people who have interest in something like Azerothian Super Villains and still think it has something to do with Warcraft. In my series, I aim to keep the comedy strictly to the characters, so everyone can enjoy them. The name of the game is mass appeal.” I would have thought a machinima master like Ian would be ready to champion his art-form, and proclaim that it was perfectly capable of standing on its own merit. But the truth is most machinima films are about the videogames they are based on. Appreciating their humor requires a familiarity with the terms and context of play. In conclusion, Ian write “It’s unfortunate people haven’t given machinima that much of a chance yet to shine on it’s own accord.”

My adventures with machinima have given me lots of laughs, and I believe that the medium does have a lot of potential. As gaming and online video continue to grow in popularity, I suspect machinima makers will grow in importance and popularity. At the same time, I think there are plenty of machinima that can be enjoyed by a broad audience right now.

To test my theory and help machinima get some exposure, I decide to share one of my favorite movies with my family. My mom and dad gather around the family computer as I pull up Youtube and type in the phrase “Why are we here?” The first episode of Red vs. Blue pops up third on a long-list of movies. I click on the picture and turn up the volume. The movie opens with a slow pan up the side of a building, revealing two robotic looking soldiers standing side by side on the roof. One soldier is in yellow armor, and the other is in red.

“Hey” the soldier in red asks.
“Yeah?” the yellow soldier responds.
“You ever wonder why we’re here?”
“It’s one of life’s great mysteries isn’t it? Why are we here? I mean, are we the product of some cosmic coincidence, or is there really a god watching everything? You know, with a plan for us and stuff. I dunno man, but it keeps me up at night.”

The camera cuts back and forth between the soldiers without a word, creating the perfect visual representation of an awkward pause. Mom giggles, and Dad is wearing a smirk.

“What?! I meant why are we out here in this canyon?” Red asks
“Oh. Uh…Yeah.” Yellow manages sheepishly.
“What was all that stuff about god?”
“Uh. Hmm… nothing?”
“You want to talk about it?”
“No.”

The exchange is minimalistic. Both soldiers face each-other, with their heads tilting ever-so-slightly in rhythm with the dialogue. Their orange-visored helmets betray no emotion, giving the lines a deadpan delivery. My parents are already laughing loud-enough that some of the dialogue is obscured.


“Seriously though, as far as I can tell it’s just a boxed canyon in the middle of nowhere with no way in or out.” Red says.
“Mm-hmm,” Yellow affirms
“The only reason we have a red base here, is because they have a blue base there. And the only reason they have a blue base over there is because we have a red base here… Even if we were to pull out today, and they were to come take our base? They would have two bases in a box canyon. Whoop-de-fuckin-do.”

The crowd went wild. The remaining two minutes of the episode enjoyed continuous laughter and giggles. You don’t need to be a videogamer to appreciate the absurdity of color-coded aggression. In fact, it’s the sort of non-logic a gamer never notices in the act of play. Asking why you’re shooting at the bad guys or trying to steal their flag from their base would be like asking why one heads to the end-zone in football. Machinima provides a bridge between the world of gaming and the world of narrative. It can fill in the gaps of gaming logic, and address issues in videogaming culture as well. Machinima-making offers dedicated fans a whole new way to experience their favorite titles and the work they produce provides the rest of us with a good laugh.

Thursday, January 28, 2010

The Face of Things to Come

Facade is the most important videogame that most gamers have never heard of- if it is in fact a videogame at all. It's the face of things to come; the place videogaming will go when it outgrows it's core demographic (18-35 year old males) and ventures beyond Bioware and Bethesda's combat-driven realms of fantasy.

 
Meet Trip and Grace, your hosts for the evening

So what is Facade? To put it simply, it's a 'watch a marriage falling apart simulator.' You play as a friend of Grace and Trips, a couple you set up in college. The game begins with Trip inviting you over via answering machine message, and after picking a name and gender, you arrive at their apartment where the harsh tones of an argument are escaping the front door. Trip lets you in, retreats to the kitchen to retrieve Grace (more hushed aggression), and you all exchange pleasantries. Where things go from there is up to you. The two trade passive-aggressive remarks over drinks that grow increasingly less passive, ask for your frank opinion with leading questions to spite each other, and react to whatever else you elect to say or do. In addition to typing out dialogue, you can kiss or hug both characters, sip drinks and pick up the hideous sculptures that adorn the couple's apartment. 

The AI's text recognition is better than you would expect provided you stick to suggested path of topics: drinks, interior-decoration, and careers will almost inevitably pop up, though all roads lead back to Grace and Trip's characters. Trip turns out to be a manipulative, waspy, superficial asshole, while Grace is insecure, frigid and hypercritical; fresh faces in a medium populated by cliches, though neither character is particularly likable. If you sit and speak only when necessary, watching the evening take it's course, you're in for a rather trying exchange; this may not be a typical videogame, but the violence the form is known for is still present. It's just mediated through incrimination and accusations instead of fisticuffs and gunfire. And true to form, said violence is also vastly more enjoyable when you participate in it as opposed to just watching things fall apart. 

Blunt crudeness and belligerence will get you thrown out; on my second play-through I greeted Trip with an insult and he slammed the door in my face before the evening could get underway. But if you play Iago and subtly play off their reactions and assertions the evening is much more fun: a kiss here, a disagreement there, followed by a perfectly innocent inquiry about their sex-life... oh it's a fun night. It offers the domesticated, matured equivalent of the illicit glee one derives from tearing through Liberty City with a machine gun and a Humvee.

Of course, one could also play towards reconciling the arguing couple. As the happy ending available, one might look at it as implied goal of the game. Unsurprisingly, it is also the most difficult outcome to achieve, and I have yet to accomplish it. This is partially because I don't think they deserve a happily ever after, and partially due to shoddy controls. Trip and Grace frequently speak at the same time, so clarifying the recipient of your replies can be frustrating and difficult. Just as hardcore gamers tend to scorn casual titles that trade accessibility for precision, I found myself wishing for a more structured conversation system. Then again, conversations in real life don't adhere to strict frameworks, and trying to impose them may stifle the experience, which is already rather stunted by the limitations of AI. More reliable rule sets and inputs must be determined before Facade can be considered a successful gaming experience.

Blatantly stolen (via google) from The Atlantic's article on the game. Please don't sue me!


Then again, Michael Mateas and Andrew Stern weren't setting out to create a gaming experience, but an Interactive story. The download for Facade is hosted at InteractiveStory.net as opposed to Facadegame.net, and on Wikipedia, it is listed as Facade (interactive story) as opposed to Facade (game). Then again, they also entered the game in Slamdance and the Independent Game Festival as a contestant, suggesting that they don't mind their creation be regarded as a videogame. But rather than trotting out the weary old query "What is a game?" and turning down the interesting, but over-emphasized narratology vs. ludology line of inquiry, I'm interested in exploring how Mateas and Stern could have succeeded at telling a better story with Facade.

I believe that Interactive Fiction is unique and significant enough as a medium to stand apart from videogames and drama, but Facade doesn't make that argument. It borrows a problem, perhaps the most serious problem, from videogame narratives: the main character is a looking-glass. You can pick a name and a gender, but these choices have no influence on your presence in the story. Aside from the tidbit that you introduced Grace and Trip, your relationship to them, and your involvement in the narrative is completely incidental. In order for interactive narratives to grow, developers need to escape this idea of the 'window character'. The screen is our window; the avatar must be our vehicle.

One way to do this would be to take a page from Bioware and allow the character to choose from a number of different histories relating to Trip and Grace. Maybe you're Trips boss, or Grace's ex-boyfriend turned platonic friend. Maybe you did introduce the two of them back in college, but if that's the case, let the player decide how that first meeting went down. Could he already see the seeds of dissent that have now blossomed into bitter fruit? These decisions may make the game more linear, but they will also provide the player, or reader/actor, with context to make the experience meaningful.

Another possibility for engaging the player would be to place the operator outside of virtual world altogether, giving them a directorial position like the godlike control one has in The SIMs. Rather than determining the player's actions, you could mediate the character's interactions interactions by planting memories in their heads to control the flow of conversation. Or you could adjust factors like room temperature and the weather outside to affect the general mood of the preceding. Finally, you could flesh out the characters' desires and histories as you go along, making the narrative increasingly cohesive or convoluted as you please.

Facade isn't important for what it is, but for the ideas it represents. It's a jumping off point both in terms of subject matter and form for what will come, or rather, what is now arriving.


Sunday, January 10, 2010

Charting New Territory

I held out against the appeal of owning a PS3 for a long time. This was fairly easy in the beginning, seeing how there was no appeal for a good long while. Things got a little harder when MGS 4 and Little Big Planet were released, though a host of much-touted but sorely disappointing titles (anybody remember Lair? or the one that should have been called Goddess of War?) were enough to sober me. I heard that Uncharted: Drakes Fortune, was a good enough game, and that the Ratchet and Clank series was still going strong, warming me back up to the idea of PS3 ownership, though I wasn't swayed until I heard the praise for Uncharted 2: Among Thieves.


I think Uncharted is a pretty cool guy, eh seeks Cintamani Stone and doesn't afraid of anything.

In a world where journalism and marketing hype are not only indiscernible but treated interchangeably, the value of high praise has pretty much dissolved. There are a few phrases that still command some attention however and "Best Game I Ever Played" is one of them. I heard it applied to Uncharted 2 more than once. Now, that's not a bridge I'm willing to jump off of, but I will say Uncharted 2 won my vote for best game of 2009 (against some stiff competition), and that it is the most cinematically pleasing video game I have played thus far.

Now my use of "cinematically" is problematic for a couple reasons. First of all, it is not actually a word, and secondly, when a game is described as cinematic, it generally means that there uses lots of cut-scenes; narrative videos that transform operators into an audience as opposed to players. Many 'cinematic games' tell excellent stories, but they also have the obnoxious habit of seizing control of players right before they get to do something incredible. That is never a problem in Uncharted 2. Rather, the game employs cinematic techniques in gameplay to excellent effect (Reader beware, spoilers ensue henceforth.)

The coolest moments of the game, the ones that make you hold your breath and exhale an emphatic "Holy mackerel!" when they pass, all exist within the context of play. Building collapsing in the middle of a firefight? The firefight continues as the world slides apart beneath you. Hero decides to carry a wounded comrade to safety as villains chase you with machine guns and rocket launchers? All you. Chase scene with Jeeps in the Himalayas? "Let me guess: you drive the jeep?" No. Because you have done that in other games and doing it again is considerably less incredible than jumping from jeep to jeep while sniping at tires and bad guys. Playing Uncharted 2 is the closest most of us will ever get to living Indiana Jones' life. Until Uncharted 3 anyway.

In addition to letting players take part in the action, there are host of cinematic touches that don't actually change the gameplay so much as they surprise the player. That may not sound like much, but when you remember that video games as a medium are dominated by explosive imagery and constant movement, visually surprising a gamer is an impressive feat indeed, and Naughty Dog pulls it off consistently throughout the narrative. They do this by employing time tested cinematic techniques that have yet to arrive in video games. You'll be walking through a hushed frozen cavern, and part of the foreground will turn out to be a monster; a surprise in a game that has been devoid of the supernatural thus far. Another example is when you manage to escape a tank by going onto a mountainous ledge, only for the tank to suddenly start to go over the wall and think better of it. In text, these sound like cheap, "Gotcha" moments and they may be; but in play, such direction makes for an exhilarating experience.

The content of the narrative itself may not be groundbreaking, but the quality of the writing and voice acting that delivers it is superb. There is more chemistry between Nathan Drake and each one of the lovely heroines than there is in most modern adventure movies, let alone most video games. How people can still be transfixed by 'characters' like Bayonetta when there are personalities like Elena Fisher and Chloe Frazer boggles my mind a bit. Leather, long legs and boobs are awesome, but there are other ways to be appealing, and indeed sexy, in video games. I am similarly perplexed by the antiquated trend of the mute hero in adventure games. I can understand the case for "immersability" in a role-playing context (though I tend to disagree with it), and Link has a long standing laconic legacy so he gets a reprieve, I can't imagine another action/adventure scenario that would benefit from a lack of speech. After enjoying Nathan Drake's wit and charm, taciturn protagonists seem woefully under-realized. Then again, this is another issue entirely; one deserving it's own discussion.

In conclusion Uncharted 2 is an incredible game right down to the details. The graphics are lush with details and pop off the screen with color, the sound effects are spot on and the music swells with the same majesty as John Williams scores. Just listen to this theme! Even stripped of this presentation and the narrative, you have an incredibly tight 3rd person shooter featuring positively effervescent freedom of movement. You read that right: your ability to climb, hang and jump from almost everything in the environment bubbles with possibility. If games like Gears of War and MW2 didn't feel dated before, they should now. Uncharted 2's multiplayer may not offer as many guns and brutal methods of execution as those other titles, but it is more balanced and mobile, which to my mind, equates to greater variety in play.

Long story short: If you have a PS3 you should do yourself a favor and play through Uncharted 2: Among Thieves. It is the best video game of 2009.

Monday, December 28, 2009

A MMOdern Day Fairytale

Merry Christmas fellow smart asses! I have no gold, frankincense or myrrh to give, and while I could beat on a drum for you, the ba-rum-pum-pum-pum thing wears thin real quick. Instead, I offer you a review/plot analysis/rant on Avatar, the decade's final blockbuster epic.

This poster looks awesome. Why haven't I seen it anywhere?

When I first heard the film's title some time last summer, I didn't like it. I don't have anything against the word avatar; on the contrary, I think it's a brilliant shred of language. I was put off because James Cameron apparently pilfered it from the excellent animated series by the same name. To my mind, the cartoon was there first, and it's upcoming movie adaptation was better deserving of the title. Besides, seeing how it will be suffering from the directorship of M. Night Shyamalan, it will need all the advertising cache it can get. My opinion of the flick did not improve when I heard about it's universes nomenclature from a friend working on the films advertising. The moon is called Pandora? Really, the most hackneyed mythological reference in science fiction, again? Okay, whatever... but Unobtanium!? Human's are searching for something called un-ob-fucking-tanium? I assume that's supposed to be cute, but it just sounds moronic. There isn't a bus short enough for it to ride on. I understand that you are a visionary Mr. Cameron, but you hired a linguist to help you invent an entire language for the Na'vi, so why not spend five minutes with a writer and see if you can come up with a name that's just a touch sharper?

[Inhale. Exhale. /rant]

Despite my hostilities, Avatar won me over. It is a good movie, and you will most likely have fun if you go see it. You will probably enjoy it even if you don't typically like Sci-fi, because James Cameron is a master of making things that most people like. Even if you found Titanic to be trite and over-long, Avatar is still a spectacle well-worth watching for it's technical brilliance. The movie's ill-named moon has been meticulously rendered, and it's ecology has been populated with flora and fauna that make George Lucas' offerings look like the set pieces for a particularly cheap episode of SG-1. Even Lord of the Ring's Gollum, who exorcised the embarrassing shade of Jar-Jar Binks and proved that CGI characters could be emotionally compelling, seems terribly dated when compared to the Na'vi. There was never a moment in the movie where the illusion fell apart, and I found myself wondering what the mo-cap or voice actors behind the curtain actually looked like. As far as my brain cared, the actors really were big blue cat people. The movie dazzles easily even if you don't spring for the Real3D experience, though the extra $4 or $5 really does make an appreciable difference. For those of you who are wondering where life after HD will take us, this seems a likely path.

There's a story here too, of course, and it is a serviceable scaffold for the brilliant spectacle. It's very easy to figure out who you are supposed to cheer for, and the components of the plot are very familiar. I have heard it compared to Ferngully by a number of people, which surprises me because: (A) I had no idea so many people remember Ferngully and, (B) from a narrative perspective the parallels are almost dead-on. An average joe is magically transported to a naturalistic society where he falls in love with a beautiful woman and together they fight to protect it from evil humans and giant bulldozers. Don't let Avatar's sci-fi trappings fool you. Both films are fairy tales, but what Ferngully accomplishes with pixie dust, Avatar does with an idealized concept of online gaming.

In case you forgot what it looked like. I know I did.

The film's title refers to technology that allows researchers to mentally control biological avatars (created from human and na'vi DNA) to explore Pandora. Humans cannot wander Pandora as they please, you see, because it's very air is poisonous. This establishes a dynamic to similar to online games which are themselves, fantastic worlds that cannot be explored without a surrogate body. The crucial difference, is that Pandora is physically real, as is the Avatar driver's experience of it. Jake Sully, Avatar's aforementioned Average Joe, is a paraplegic ex-marine, and using his Avatar magically gives him back the use of his legs. This is an idealized reversal of a user's typical experience with MMO's, wherein players must give up their physicality to gain the mystical abilities of virtual reality, though the rest of the gaming parallels carry strong. Jake is chosen to learn the ways of the Na'vi; a process that handsomely mirrors leveling up in online gaming. He must learn to speak the local language, hunt the forest's various monsters, and master the Na'vi's magical ability to connect with animals. This last ability bears particular similarity to World of Warcrafts mount system. In fact, a key turning point in the movie entails capturing one's epic flying mount as seen below:

And not one gold paid for it. Hax.

I don't mean to imply that James Cameron intended to make a movie about playing MMOs, but the themes at work certainly cater to the desires of the WoW demographic. In this movie, withdrawing from human society to live in a fantasy world is not only plausible, but noble. Humanity is the bad guy on Pandora, and it's respective avatars are Mr. Corporate Greed and General Texas. Sure, there are good humans, like the nerdy scientists who developed the avatar project to promote cultural exchange and understanding, and Cameron is sure to include one gold-hearted fighter pilot so audiences know he doesn't think all soldiers are bad, but they are all on the Na'vi's side; the right side. Now, I'm no stranger to plots with clear-cut (read: over-simplified) good guys and bad guys where violence is the only solution, but for some reason, it's presence in Avatar bothers me more than usual. As long as the movie is, and it is looong, the climactic battle ending feels too abrupt and easy. I can't help but wonder what would have happened if Cameron stretched the story out over the course of a couple sequels rather than cramming everything into one sitting. I have no doubt that we'll be back to Pandora, though I'm not sure where the franchise will go from here.

Despite those gripes, Avatar is an excellent piece of cinema, and an important victory for big budget film-making in this age of economic dreary. You should give it a watch when you have the chance, because it really is the sort of movie best experienced on the big-screen.

Tuesday, November 10, 2009

Dingos Frisky and Chicken Robotic

It's been quite a stretch since I've talked about animation, what with the abrupt, inexplicable suspension of my Japan's Finest! segment (don't worry, it will be back when you are least prepared for it) and it occurred to me that I never discussed any western animation, which is quite criminal really. Disney and The Simpsons are the obvious points of departure and for that reason, they will be ignored outright. Instead, I would like to discuss [adult swim], a network whose quirky line-up has found particular favor with the internet generations.


I was initially drawn to the network for it's anime, "dubbed down" though it was (quit scoffing you little weaboo brats! we didn't have torrents or crunchyroll.com back then) and I was only dimly aware of the network's original shows. It seems like most people felt the same, because the network really started to gain popularity when it became a refugee camp for prime time toons that more conservative networks had cancelled. Over the years, [as] has continued to develop it's own bizzaire brand of programming, and while most of it is incoherent, mind-scarring, crap, it has produced several gems. Among these, you are probably most familiar with Seth Green and Matthew Senreich's Emmy-winning stop-motion cavalcade...


In many ways, Robot Chicken is the natural evolution of Saturday Night Live. It's a sketch-based show, ripe with amusing nonsense and pop-cultural parodies, but faster paced, cheaper to produce, and funnier (by current comparison anyway) than it's predecessor. Fast and cheap may not necessarily sound like appealing adjectives, but if a sketch bombs in SNL, you get to wait five minutes for the damn thing to play out, while the average chicky robot sketch clocks in at around 30 seconds. You're on to the next joke before you can decide whether you liked the last one or not. I will concede that a certain degree of physical comedy is lost in the transition from actor to action figure, though (sadly) it's less than you might expect. Also, GI Joes typically have less trouble with the booze and drugs. Hey-oh!

It's also clear that Seth Green learned a thing or few from Seth McFarlan while working on Family Guy; specifically, how to play to your demographic with relevant pop-cultural references. Each episode of Robot Chicken balances it's satires of the now (300, Resident Evil, Mario Kart) with parodies of the late 80s and early 90s (Rainbow Bright, Teenage Mutant Ninja Turtles, Transformers). Even more importantly, Green and Senreich have a gift for locking on to the embarrassing or absurd aspect of those things you used to love and viciously ridiculing them. The internet generations live in a perpetual state of iteration; we constantly destroy who we are to become somebody new. Perpetually. Indefinitely.

This cynical "anti-nostalgia" was present from the founding of [adult swim] in programs like The Brak Show, Sealab 2021, and Harvey Birdman Attorney at Law, which revive and twist classic cartoons like so many sons wished back to life by a gnarled monkey paw (too obscure? ah what the hell, we'll go with it). These early efforts pale before The Venture Brothers, however.


The show is parody of Johnny Quest and the Hardy Boys. It's a simple premise, one that sounds like it could be very easily exhausted in a single sitting. Indeed, one of the episodes of Harvey Birdman Attorney at Law entails a custody battle between Race Bannon and Dr. Quest for Johnny and Hadji. It was a funny enough episode, but you knew every joke before it happened. Venture Brothers is admittedly starting to show some strain in its 4th season, but it had 3 seasons of solid gold and it's still mostly enjoyable because it simultaneously sustains the absurd dynamics of it's source material while mocking itself with modern cynicism.

The titular brothers, Hank and Dean Venture both behave as if they were still in cartoon's Hanna-Barbera era (lolrhyme). Hank is an impulsive idiot who idolizes batman and Dean is a neurotic simpering milquetoast. Their father, Rusty Venture, a former "boy adventurer" himself, is not only cirminally negligent but borderline evil, yet he is rendered oddly sympathetic through a severe inferiority complex and his general haplessness. Brock Samson, the family's former-secret agent bodyguard, strikes an endearing balance between housewife and homocidal maniac, and the cast is rounded out by a number of delightful supporting characters like Doctor Orpheus, Molotov Cocktease and Henry Killinger.

Two Big Dysfunctionals

Perhaps the most innovative twist of the venture universe is the institutional relationship between heroes and villains. The Guild of Calamitous Intent assigns each villain a hero or team to antagonize, or "arch", as an arch nemesis. Both hero and villain must adhere to a convoluted code of conduct in their mutual aggression that lampoons the hackneyed conventions of the good and evil dynamic. The absurdities of the code prevent either party from ever accomplishing anything, allowing the show to capture the mundane spirit of everyday frustrations while remaining true to the laughable formula of action-adventure cartoons. In fact, it's interesting to note that the aforementioned strain evident in the show's most recent season stems from the fact that static characters are finally starting to change. As much as the internet generation loves changing themselves, they tend to abhor change in the familiar.

The final show I'd like to talk about is a personal favorite.


How to describe Frisky Dingo? Well, to begin with, the title has nothing to do with the plot. Like Venture Bros, the absurdity of the good and evil dynamic is central to the show, and it is captured through the unusual relationship between Killface, a verbose hulking super villain trying to raise funds for his doomsday device (see below), and Xander Crews, a millionaire playboy/superhero/impossible douche bag.


To accommodate bankrupt attention-spans like mine, each episode is a bite-sized 15 minutes, but like bonbons, they are best enjoyed when many are consumed in a single sitting. For all it's apparent (and actual) nonsense, there are some impressive narrative circles and a lot of running gags to be enjoyed.