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Outside Your Heaven

02/09/12 13:45

MONDAY, JANUARY 24, 2011

2010 Retrospective - Part 2: Nostalgia, Sin, Editing


M A T T HE W " S A J O N " W E I S E

Narrative designer at Harmonix. Game academic in a previous life.


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Posts All Comments Aside from Red Dead Redemption, Heavy Rain was probably the triple A game last year that left me the most thoroughly unimpressed... at least in terms of artistic ambition. Yes, it's much better than selfproclaimed game auteur David Cage's previous effort, Fahrenheit, but that's hardly saying anything, considering what a train wreck of interface design and pretentious bullshit it was. Heavy Rain is an incredibly misguided game, with an utterly boneheaded philosophy of how to create narrative engagement, but with production quality so slick and expensive (though, I would argue, still not very "good") it managed to hoodwink a lot of people into thinking it was somehow what interactive narrative should be. Predictably, the best moments of the game are the ones that are
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the least cinematic, like when you find yourself with a whole evening to kill, and you have to responsibly manage dinner, your son's homework, your work, and relaxation, all while time ticks away. Heavy Rain isn't a bad game; just a stupid one. Its interface design is

Horror Video Games: Essays on the Fusion of Fear and Play James Bond and Popular Culture: The Films Are Not Enough
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interesting, doing a decent job of marrying symbolically gestural controller actions to on-screen character actions. This is the game's only real contribution (and the big improvement over Fahrenheit), since everything else it does has been done before, mostly in the mid-90s "interactive movie" craze that almost killed videogame storytelling. It's as if Cage got bonked on the head in 1995 and woke up in the era of the PS3. His approach to narrative design is basically "cinematics" that you can control the speed of because they are rendered in real time, and require pressure-sensitive controller actions to make the "film" run through the projector. I mean, it's novel... but it's closer to being an editor than an actor. I would feel a lot kinder toward Heavy Rain if all its stumbles, indulgences, and genuinely clever moments weren't hamstrung by Cage's dull imagination, whose idea of "good writing" is on par with a mediocre X-Files episode. His notion of "gritty reality" seems to come entirely from American television, the sort where everyone's hair and teeth are perfect and everyone wears designer clothes but we as viewers are instructed to believe they represent "average" people. Only if you buy into this kind of Hollywood ruse daily will you buy into Heavy Rain, the first videogame to really nail the depravity of bourgeois cinema.

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! 2012 (6) I originally passed on Retro Game Challenge but picked it up after I heard it wasn't just a compilation of retro-style games but actually used 80s game culture as a framing device, even to the point where you have to consult "game magazines" to make progress. This seemed rather charming. I got through most of the game, and found it to be a consistently clever, if slight, experience. I say "slight" because the 80s cultural aspects are indeed more of a framing device than something explored thoroughly. (I could never figure out why you or your friend didn't seem to age between 1982 and 1987.) Also, perhaps more importantly, I felt there was a big missed opportunity in the localization. American, European, and Japanese 80s game culture were all distinctly different, and the way the game coyly wants you to pretend otherwise is disappointing. " 2011 (21) ! December (2) ! November (3) ! July (2) ! June (3) ! May (1) ! April (2) ! March (3) ! February (3) " January (2) 2010 Retrospective - Part 2: Nostalgia, Sin, Editi... 2010 Retrospective - Part 1:
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Outside Your Heaven

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Sex, War, Religion The best thing about Retro Game Challenge is how well it demonstrates how creative goal design can give a lot of depth to supposedly "simple" mechanics. The meta-game involves becoming an adept "gamer", not just finishing games, which means you have to play the same games over and over in order to perform esoteric tasks that make creative use of each game's mechanics. This aspect of the game is very well realized, and actually does a good job of recreating the mindset of what it meant to be a young gamer in the heyday of the NES. Of course, one could easily imagine this sort of game also being a cutting commentary on the self-serving propaganda machine of Nintendo and the Stalinist grip it maintained on the culture... but I don't suppose we'll ever see that on a Nintendo platform. ! 2010 (28)

Sin and Punishment: Star Successor I played because it is a shooter by Treasure, and two of their previous efforts in this vein, Gunstar Heroes and Ikaruga, are among the sublime game experiences of my life. Not that I was expecting this from Star Successor, which was a sequel to one of their more obscure, experimental shooters, an early 3D effort on the N64 that I'd only played briefly. I didn't finish Star Successor, but my deep respect for Treasure inspired me to play it a fair amount, in spite of the fact that I'm not a big fan of its mechanics. It's basically a rail shooter where you control two avatars: your target reticule and your character, who floats around freely via a jet pack. Games where the main concept is "move a cursor around the screen and shoot things" always feel tedious to me (which is one of the reasons I can appreciate, but never really enjoy, Rez). Star Successor mitigates this tedium somewhat with melee attacks and a charge shot that, if used cleverly, do not require the player to hold down the 'fire' button the whole game. But still... like Geometry Wars, Space Giraffe, and other shooters in which liberal swarms of seemingly chaotic elements flood the screen endlessly, you inevitably feel that you're fighting a losing battle against entropy. To some people this may not seem much different that the harsh bullet-hell challenges of Ikaruga, but, to me, there is something so logical about what Ikaruga throws at you that falling repeatedly in that world feels like a failure to master order, not a failure to master chaos... which, to a personality like mine, constitutes a very big difference.

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I wrote a rather long post about Shattered Memories months ago, so I won't bother to recount my thoughts in detail here. My feelings about the game are primarily positive. It doesn't deliver what it (absurdly) promises: a psychological horror experience tailored to the individual user. But it does deliver a well-realized, agreeably fresh take on survival horror, and one that surprisingly manages to demonstrate a nuanced understanding of the original classic upon which it is based. One of Shattered Memories' best features is its excellent interface design, which uses the wiimote modesty and intelligently, not overreaching the hardware's capabilities. Also, it's one of the few games I've played that seems to achieve the right level of graphical fidelity in the environment to forgo the use of superimposed text. This really makes one examine the environment, not just look for hotspots and items, which subtlety encourages a measured, more detective-like approach to basic navigation. This was one of the few games in recent memory that I actually played twice in a row, and enjoyed doing so.

I actually enjoyed Obsidian's much maligned "spy RPG". The game did have polish issues, but a lot of the design conceits it received heavy criticism for (like the way your pistol stat dictates the speed of your aiming reticule) were identical to other, well-respected Action/RPG hybrids. One wonders what these reviewers would have said about Deus Ex ten years ago. I didn't finish Alpha Protocol, mostly because its world and plot got so complicated it was hard for me to re-orient myself when I failed to play it for more than a week. Also, my interest waned after I realized
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how the game was less of a simulated world and more of a heavilyscripted tree that just happened to have a ridiculous amount of branches. Obsidian isn't unique in defining "choice" this way (it's basically the way Bioware, Bethesda, and virtually every other Western RPG developer has for the last decade) but in the case of Alpha Protocol it began to bother me since, being used to espionagethemed games that take a more simulation-based approach (Metal Gear, Hitman, Deux Ex, etc.), I increasingly found myself unable to do fairly basic things, like backtrack or explore to gather my own intel. The missions are surprisingly linear, with your "choice" exclusively relegated to how you dispatch people based on how you've built your character. I suppose this is true to the ads that said "Your weapon is choice.", but I guess I was expecting it to be more than just a weapon. Still, Obsidian deserves credit for doing what bigger companies seem consistently unwilling to do: create a murky, morally complex world. Not that Alpha Protocol reaches the level of daring political statement (alas Fallout 2), but it does manage to make you feel like the U.S. isn't particularly better than every other corrupt government... which is always nice.

Next Up!
Amnesia: The Dark Descent Metroid: Other M The Silent Debuggers Fallout: New Vegas Shinobido: Way of the Ninja
POSTED BY M ATTH EW "SAJON " W EI SE AT 9 : 1 7 AM L AB EL S : C R I TI C I S M 3 C OM M EN TS :

WEDNESDAY, JANUARY 19, 2011

2010 Retrospective - Part 1: Sex, War, Religion


It's 2011 and many have already posted their "Top Ten of 2010" lists. Every year I find it hard to take part in such list-making, mainly because I spend my year playing whatever the hell I feel like, regardless of whether it is old or new. So here's my rather unconventional list for 2010. These are the games I played last year, why I played them, and what I thought of them.

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Bayonetta I think was the first triple A game I played last year, and I don't have much to say about it other than I thought it was not terribly deserving of the controversy it generated. A videogame crassly objectifying women isn't news, and I personally didn't find Bayonetta's deliberately outrageous attitude towards its own indulgences as unique as many bloggers and critics seemed to. As a game I found Bayonetta more interesting than your average brawler, with a rich move-set and more expressive strategic possibility than, say, God of War. I also found its world extremely beautiful, and its vision of Purgatory--in which normal humans are oblivious to the demonic battles going on around them--a rare example of interesting metaphysics woven into incidental level design. The writing however, in spite of being somewhat self-aware, was mostly clumsy, and the gameplay was samey enough after a while that my interest waned. If anything, Bayonetta made me think a lot about what a much smarter, more daring game could do with similar ideas. I actually love the idea of using sex as a weapon, and positioning that against Christianity as an opposing force seeking to snuff it out has extremely rich--and exquisitely controversial--potential. Of course, being a Japanese game, Bayonetta is either unaware of or uninterested in making any statements about the connection between Western religion and sexual repression, but I can't look at the game without imagining how one might transform it so. I'd love to play a game where you were a witch beating the shit out of male Puritans, who were so stunned by your naked body they literally would stand agape as you pummeled their self-righteous faces into mush. This probably has a lot to do with the fact that I was reading His Dark Materials while playing Bayonetta, and wondering why a game about a war between Heaven and Hell couldn't have... well... more balls, so to

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speak.

2009 was the year of Demon' Souls, one of the best games of the decade, so naturally I decided to explore its roots. This eventually lead me to King's Field, though not the one you might remember. The "King's Field" we got in the West was actually King's Field II. King's Field I never came out here, but was fan-translated some time ago. Though I never finished it, I played King's Field a good while, enough to see that it was even more like Ultima Underworld than its sequels. Demon's Souls reminded more of Underworld than any game had since Looking Glass Studios went out of business, and it was surprising to me how much this spiritual predecessor felt like a "Japanese Underworld", right down to the color palette, making it an interesting alternative to the actual Japanese port of Ultima Underworld, a game that was strangely (if fascinatingly) crippled by its cultural transition. King's Field held my interest for a few reasons. It's a rare example of early 3D gaming (circa 1994, two full years before the Playstation hit non-Japanese regions) and, even more rarely, a Japanese first-person game, something that is uncommon even now. I'm not sure if there even is an earlier example of a first-person 3D game by a Japanese developer, which gives the game historical value. It also, like many pre-millennium games, isn't interested in holding the player's hand. It just drops you into a (mostly) non-linear world and lets your exploration alone be the shaping force behind the experience. If not for the fantasy setting, it would be a survival horror game in the most classic sense (much like Demon's Souls) which made it absorbing despite its crude simplicity.

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Another game I played mainly because of its tenuous connection with Demon's Souls. (It was also by From Software, but in collaboration with an outside developer.) It was nice, but I remember losing interest when I realized Zelda was its only real reference point. The art style, somewhat misleadingly, presents the game as a love letter to a broader range of 8-bit games, including Dragon Quest, and I think it would haven been more interesting if the gameplay had been a similarly eclectic mish-mash of styles. As is Dot Heroes is essentially Zelda 1 re-skinned, with a lot of jokey dialog about 8-bit game conventions, but with no challenging of those conventions within the actual game design.

If you want to know what I think of Rockstar's current best-seller and critical darling you can read my previous posts on the subject. Suffice to say I was not as taken with Redemption (or John Marston) as most people were, though I do admit that, for a blockbuster game, I enjoyed it a fair amount. This will no doubt be remembered as the game of 2010, but for me it was the game that proved that the audience Rockstar insists on pandering to will forever prevent them
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from generating work of moral or political sophistication.

Over-reliance on RPG conventions aside, Peace Walker was a refreshing return to form for Hideo Kojima. MGS4 was a bit of a travesty, an unfocused mess that's conceptual sloppiness and dearth of imagination was obscured by its stellar production value. Peace Walker however is a clear, confidant, clever game that knows exactly what it's going for and achieves it with elegance... primarily in terms of gameplay but also, with a few caveats, in terms of story as well. The first half, in which Kojima and his co-writers weave together myth and politics in Cold War-era South America, is pretty great, but then again I suppose I'm partial to a game where the Nicaraguan Sandinistas are portrayed as good guys. (Suck it, Reagan!) The second half, which suffers (though not greatly so) from the same navelgazing Metal Gear mythology fan-wanking that destroyed MGS4, isn't as sharp or interesting, but still manages to crash-land into a semiintriguing meditation on the symbiotic relationship between peace and war. Gameplay-wise Peace Walker is note worthy for how it brilliantly condenses 20 years of game design into a single, streamlined gameplay system, hacking off time-honored conventions left and right (no crawling?) but somehow retaining the essence of the franchise. It's the game that people who think Kojima isn't a game designer (or, at least, doesn't employ any) should play... though they obviously won't.

Up Next!
Heavy Rain
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Retro Game Challenge Sin & Punishment: Star Successor Silent Hill: Shattered Memories Alpha Protocol
POSTED BY M ATTH EW "SAJON " W EI SE AT 1 0 : 2 3 AM L AB EL S : C R I TI C I S M 4 C OM M EN TS :

THURSDAY, NOVEMBER 18, 2010

How RPG Elements Hurt Good Games.

Peace Walker is the stupidest boss in the history of the Metal Gear series. It takes 30 minutes to beat, has a reoccurring instant fail phase, no weak points, and approximately a gazillion patterns that are impossible to avoid. The only way to kill the thing is to just pelt it with endless missiles while absorbing as much damage as possible before your healing items run out. I know this is a type of boss design (most commonly found in Japanese RPGs) but it is one I personally hate. It is the polar opposite design philosophy of what Metal Gear used to be, which was more puzzle-oriented, like Zelda. Metal Gear bosses used to be about learning patterns, exploiting weaknesses with specific weapons, crippling the enemy to give yourself an advantage, etc. The bosses in Peace Walker swing completely in the opposite direction, into statdriven endurance battles. This is where the Monster Hunter influence goes too far, reducing Metal Gear to a straight-forward grind-fest. I love the Pokemon stuff, the kidnapping and army building, but in some ways it was better in Peace Walker's predecessor, Portable Ops, when these elements were simply a meta-game laid over a core game that was still recognizably derived from classic Metal Gear. While its
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true that Portable Ops marked the first time bosses lost some of their puzzleiness (mostly as the result of letting players design their own arsenal) they never required grinding to win.

Unlike in Peace Walker, weapon and tool development in Portable Ops was holistic, not incremental. In other words, items did not have various "levels" of power or effectiveness. You didnt have to upgrade your rocket launcher to make it do more damage. A rocket launcher was a rocket launcher, and you either had one or you didnt. Sure, there were the RPG-ish elements of needing scientists to build weapons, and what they created and how fast they created it were based on a rudimentary stat system, but once you had an item in the field stats didn't matter. It was about which weapons/tools you had, not what level they were. I can't stand the way Peace Walker scales difficulty by scaling enemy statistics. This essentially means the only way you progress in the game is by scaling your own statistics. Its less about how good you are and more about how many fucking rations and supply markers you have, so you reach a point where you outlast the enemy simply because you put endless hours in the game. It's the kind of game design that devalues learning and skill in favor of not having a life. If there was any doubt about Peace Walkers "damage sponge" difficulty philosophy it is proven by how the game omits any and all permanent effects that might give players a strategic upper hand. Setting anti-tank mines or blowing up a fuel tank only stops land vehicles temporarily even though they should in all rights stop
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them permanently. Its clear each boss is designed not to be too easy for players who want to pound away on it with their snazzy guns. Since everything has hit points now its just a matter of hitting bossesanywhereuntil they go down. This is a far cry from the tank battle in Metal Gear Solid 1, where one grenade would disable its treads and another down the top hatch would finish off the gunner. The main challenge was getting close enough to the tank to do this, and the fight was perfectly interesting, logical, and satisfying.

Given how excellent the simple puzzle-logic of Metal Gear boss fight have been in the past, it feels dumb for Peace Walker to simply abandon all of it in favor of straight-up RPG stat-grinding. The better fights in the gamethe PUPA, the ZEKE fight, and if you choose to try and stealth the vehicle bossesretain some of the old Metal Gear strategic thinking. When it comes to the later bosses, though, its so stat-heavy and grind-necessitating the game feels more like Dragon Quest than tactical espionage. I always loved Metal Gears reliance on tools with discrete uses rather than stats with incremental effects. This is what put the series in the same category as Thief and Hitmanall superb games about using sharply-defined tools to make decisions in a richly simulated world. Peace Walker takes a disturbing turn away from this, sort of like when Irrational improved System Shock by adding stats taking a richly simulated world and reducing it to a mere RPG (albeit a good one). This isn't to say stats always work against strategic decision-making. It depends on how they are implemented. When they seem to exist
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only to augment things like health or damage they do. But when used in other ways they don't. Metal Gear Ac!d, the short-live Metal Gear spin-off series released on the PSP some years ago, indulged RPG conventions without undercutting this sort of tool-decision-making. It's hard to imagine anything more RPG-ish than Ac!d's turn-based, card-based combat system. Yet I have to confess thatwhen put sideby-side with Peace Walkerboth Ac!d games manage to express the strategic thinking of classic Metal Gear in a way Peace Walker seems to totally lose sight of.

Even though Ac!d featured a "card deck", in which actions could only be "played" based on which cards happened to come up in your "hand", all these actions had discrete functional values, not arbitrary incremental values. Drawing the card of a particular tool or weapon meant you got to use that particular tool or weapon. Pistols, rocket launchers, etc. all had specific strategic values. It wasn't just about how powerful they were. There was no rocket launcher "+1" or "+2" because challenges did not scale primarily in terms of how much HP enemies had (like they do in Peace Walker). Like any true turn-based strategy game, the Ac!d series was all about, well, strategy. It was about how well you could out-think your opponent by seeing several moves ahead of them and using your resources accordingly.

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I remember spending hours on some screens of Ac!d, just trying to figure them out like puzzles. I specifically remember a screen full of snipers perched on ridges, and having to figure out how to use my current card deck to sneak past them. It was hard but rewarding once I developed a successful strategy, the way any turn-based strategy game is. In this sense Metal Gear Ac!d recalled Front Mission, Vandal Hearts, or even the original X-Comall turn-based strategy games where cleverness was more important than how high you had grinded your characters. Metal Gear Ac!d was a PSP launch game, and at the time I remember Hideo Kojima claiming he was skeptical as to whether the real-time tactical stealth gameplay of Metal Gear would "work" on a portable platform, hence Ac!d's "experimental" turn-based approach. Ac!d was predictably criticized at the time for "not being a real Metal Gear game" even though most people admitted it was quite good turnbased strategy game. Portable Ops, in obvious response to this, was intended as the the first "real" Metal Gear game on the PSP console, and Peace Walker was even more hyped as a full-blown main series

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installment, even though in some ways Ac!d was more true to the concept of tactical espionage action. Thinking about Ac!d again makes me wonder if Peace Walker's more frustrating battles would actually be fun if they were turn-based. Even if they were they probably wouldn't be as fun as Ac!d, because they'd still be just endurance tests, which is the least interesting type of strategic problem I can imagine. Two opponents hit each other until one of them dies. Brilliant. If I wanted that I'd play... ...well I wouldn't play Metal Gear, that's for sure.
POSTED BY M ATTH EW "SAJON " W EI SE AT 1 1 : 2 5 AM L AB EL S : G AM E D ES I G N 1 0 C OM M EN TS :

WEDNESDAY, OCTOBER 20, 2010

I Will Not Write About Deadly Premonition.

I've been putting off posting about Deadly Premonition for weeks, even though it's a game I've been obsessing about. There's a lot I'd like to say, and I may write about it in the future, but for now I'll just post a link to a talk I gave about the game at MIT. A friend of mine, Generoso Fierro, recorded the "lecture" (really just an improptu rant) and posted it online at MIT Tech TV. A lot of it is what I would have said in a blog post anyway, so here it is. (Incidentally, if you're not into watching a 40 minute talk there's a pretty good text summary of what I said here.)
POSTED BY M ATTH EW "SAJON " W EI SE AT 9 : 3 7 PM L AB EL S : C R I TI C I S M , G AM E D ES I G N , ST O RYT E LL ING 1 C OM M EN T:

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TUESDAY, SEPTEMBER 28, 2010

Sexual Nightmares in Silent Hill.


This post contains spoilers for Silent Hill 1, 2, and Shattered Memories.

I just finished my second play-through of Silent Hill Shattered Memories, studio Climax's remake of Silent Hill 1. As much as I dislike the developer's pretentious claims about their game playing you as much as you play it I have to admit it wasn't too bad. After their mediocre Silent Hill: Origins I had Climax pegged as a bunch of Silent Hill 2 fanboys whose idea of improving Silent Hill 1 was to turn it into Silent Hill 2, i.e. to make it about the psychology of a sexually troubled protagonist. Sure enough Shattered Memories does this, but in a more original and thoughtful way than I expected. The idea of Silent Hill becoming the personal nightmare of people who have past traumas connected with it was actually invented in Silent Hill 2, not 1, and since everyone seems to agree that Silent Hill 2 is the masterpiece of the series its formula has become highly fetishized, especially by Western gamers. What people forget, though, is that the its your nightmare! twist of Silent Hill 2 was originally surprising because it was someone elses nightmare in Silent Hill 1. It was the nightmare of a girl named Alessa, a poltergeist who had been horrifically abused by her mother and whose latent psychic power had exploded in adolescence and transformed Silent Hill into a living manifestation of her pain. Harrys search for his daughter Cheryl (whom you eventually discover is a phantom projection of Alessa) in Silent Hill 1 wasnt about him at all. It was about him baring witness to Alessas anguish, and Alessa
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was in a sense the real main character. Virtually every screen was symbolic of some horrible thing that had happened to her, making her interior psychology the literal subject of the player's exploration. Silent Hill 2 revised this slightly. It suggested the town itself had a quality that caused reality to take the shape of peoples trauma, which was necessary to explain why you were in a nightmare other than Alessa's. This revised explanation defined the Silent Hill mythos from then onwhich is fine because it was quite goodbut a downside is that a lot of people seem to have forgotten that Silent Hill 1 was just as personal... and in some ways more tragic and harrowing. The guilt James suffers from murdering his wife in Silent Hill 2, for me at least, does not compare to what Alessa went through. She was abused by her religious fanatic mother, burnt to a featureless husk, and then imprisoned in a hospital basement for nearly a decade, tied to a wheelchair, in a straight-jacket, with nothing to do but lose her agonized mind. Alessas trauma might have been less everyday than James, but it hardly seemed unreal to me. On the contrary it seemed to be the sort of unthinkable fate we don't allow ourselves to imagine most of the time, because it would shake the foundations of our belief in civilization... that humans are more than just animals.

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Alessa in Silent Hill 1 was for me an Ann Frank-like figure, a case study in what happens when the sickest shit human beings are capable of collides with the everyday trivialities of growing up. The astonishing contrast of Silent Hill 1s imageryan elementary school that turns into an Auschwitz-style prison, dolls and childrens toys scattered about rusty syringes and barbed wire, endless bodies in straight-jackets trapped in cagestouched on something unspeakable. They never talk about it in school, but as a kid its hard to read Ann Franks diary and not imagine what it was like when people like her died in death camps. The world you explore in Silent Hill 1, to me, is very close to what I imagine the wrecked mind of a young Holocaust victim would look like if it were captured in their final, tormented moment. Shattered Memories, somewhat smartly, doesn't try to address the same set of ideas. It isn't about horrific abuse. It isn't about disfiguring burns, imprisonment, wheelchairs, straight-jackets, or rusty metal. It is, though, still about the interior traumatic mindspace of a teenage girl, and the vehicle used to explore it is still her father. You still play as Harry looking for Cheryl in a snow-swept Silent Hill, and the world still oscillates between reality and a nightmare version of itself. But the nightmare imagery is different (snow and ice, not rusty medical torture) and appearsat least initiallyto represent Harry's mind, not Alessa/Cheryl's. The impression that you are in Harry's nightmare stems largely from first-person "therapist" scenes. Periodically the story stops and a sleazy therapist appears, urging the player to do little "exercises" before continuing. They range from answering questions about sex and family to taking Rorschach tests and drawing pictures. What they
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are supposed to do is "tailor" the nightmare imagery and narrative to reflect yourmeaning the player'spsychology. Since Harry is the player's avatar, all this manifests in-game as if your sexual, social, family issues were Harry's. If you tell the therapist you sleep around, all the women around Harry dress sexier, seem more seductive, and in the nightmare world disfigured naked women chase you. However...

...in the ending you discover you're not in Harry's mind at all. You're in Cheryl's. The game ends when you finally reach the mental health clinic, thinking you'll find Cheryl. You run down the hallway, burst into the room, and you're in the therapy room you've been seeing the whole game. The camera finally cutsfor the first timeto a reverse shot of who the therapist is speaking to. It's Cheryl. Harry, you discover, died in a car crash years ago, and the whole game has been a waking dream Cheryl's been describing to her therapist. This ending is unexpectedly touching. The therapist explains Cheryl has constructed a heroic fantasy of her father trying to "find" her,
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because she felt so abandoned after he died. He postulates that she blames her mother for her father's death (since he left because of a divorce) and that as a result has developed an honest-to-god Electra complexseeking out surrogate "fathers" in all her sexual relationships with other men and seeing all competing women as surrogates for her mother. This is actually foreshadowed throughout the game, with Harry being constantly seduced by a teenage, slutty version of Cheryl's mother Dahlia, and through rumors of a nameless teenage girl (obviously Cheryl) who is ridiculed for pursuing older men. In the first ending I got (just one of several) Cheryl stares at the phantom father, the idealized male of her subconscious, and says goodbye to him. In that moment he crystallizes into a statue of ice, a rather horrific event you've seen happen throughout the game to other people, much to Harry's astonishment. To see it happen to Harry himselfyouis pretty striking. You're already reeling from the shock that you're not Harry but Cheryl, and the wave of melancholy she feels at saying goodbye to her father feels like an echo of you saying goodbye to your avatar. It's "letting go" of a phantom surrogate, a decoupling of yourself from a fantasy construct you have affection for but know isn't real.

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This twist is in a lot of ways a very good one. It feels dramatic, satisfying, surprising, and functions nicely as a metaphor for the player's relationship with the game (Harry is, after all, Cheryl's "avatar" too). Where it perhaps falters is in its implied mechanics of human psychology. The twist that you're not in Harry's mind but Cheryl's is clever, but it also requires you to believe that the psychosexual dreamscape of a middle-aged man is interchangeable with that of a young woman. If the game creates your own personal nightmare based on how you answer the therapy questions, doesnt that diminish it as an expression of Cheryls personal nightmare? Is Cheryl just an empty vessel for the player? She doesnt seem to be, since there are lots of hints in the game as to specific things which happened to her and specific traumas she has, so whose mind is it? The obvious answer is both, but I wonder if the developers at Climax have a subtle enough view of sex and gender to give such duality proper breathing room. If Im a man who tailors my dreamscape to involve a lot of extremely male-driven sexual anxieties, what does it mean that I'm revealed to be a woman in the ending? Is that what women are afraid of? Skimpily dressed cops and naked booby monsters? I suppose you could argue that Cheryl isn't directly afraid of those things herself, but that she imagines (rightly or wrongly) that those are the sorts of things that might distract her father away from her. There is possibly some credence to this, especially if you view the story as a series of seductionssome literal, some figurativethat Harry/the player narrowly escapes... rather like what Tom Cruise's character goes through in Eyes Wide Shut. I wonder, though, how absurd Kubrick's film would have seemed if in the end you discovered Tom Cruise was just a figment of Nicole Kidman's imagination? Would

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anyone have believed his fantasies were in reality the product of her subconscious?

The somewhat cavalier view Shattered Memories takes to dream logic is arguably the result of its "adaptive" narrative system, in which dream images and symbols are interchangeable based on the player's choices. I am not convinced this system helps the game. One reason Silent Hill 1 and 2 endure as artworks is because they have consistent, meticulously designed dreamscapes worth studying and interpreting over multiple play-throughs. Shattered Memories may be trying to do too much by wanting to create a similar experience that dynamically changes. The big innovation of Shattered Memories
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seems to be that the nightmare is the players nightmare, but it possibly makes a fatal mistake by assuming it can be the players nightmare and someone elses nightmare at the same time. As an experiment in interactive narrative it's interesting, but as a portrait of a fictional character it may have been stronger had it been entirely static. My second ending wasn't as satisfying as my first. Cheryl seemed more bitter than bittersweet about her father, watching stoically as he turned to ice. Afterwards there was a clip of a sex video Harry apparently made with Michelle and Lisa (two characters encountered earlier in the game) which assumedly Cheryl saw at some point. This explains their presence in her dream as "seduction obstacles", and may also explain the TV static motif of the interface at times. There are many other examples of videos too, and Kauffman (the therapist) suggests that Cheryl watches home videos obsessively. In any case, my new answers to the therapy questions apparently turned Harry into a womanizer and an adulterer, which made Cheryl resent him. Oddly Kauffman still talks about her idolizing him, inventing a fantasy where he is coming to save her. In my first ending instead of the sex video I got a video of Harry leaving and Cheryl being sad. Not only do I like the ending a lot more emotionally, it also frankly seems to make a lot more sense. Choosing more sexual and/or cynical answers seems to make the story reflect this in a rather literal fashion. In my first game Cheryl seemed like a nice, if a bit introverted, girl who idolized her father in ways that (unconsciously) lead her into unheathly relationships with men, which made her bitter-sweet letting go of her father sort of touching. In my second game Cheryl seemed to be a slut and a criminal whose positive fantasy of her father was less easy to explain.

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I dont mind the choices you make changing things, but one thing I had (incorrectly) assumed is that the players choices simply change how Cheryls psychology is expressed, not what Cheryls psychology is. Playing again therefore isnt even exploring the same mindscape, but a different mindscape which is sort of interesting except that this requires the meanings of the dream imagery to be so interchangeable they fail to feel as subtle or as purposeful as those in the original Silent Hill games. The gender swap of the ending twist is a variation on this problem, and is further complicated by the fact that the player may be male or female, in which case it would be possible for the game to be the nightmare of a woman (the player), role-playing a man (Harry), who is secretly a figment of a womans imagination (Cheryl). The paint-by-numbers dream logic and dime store Freudianism Climax adopts in order to make their adaptive narrative workable does not seem able to embody such complexity, at least not to me, yet it's unclear whether Climax themselves are silly enough to believe they do. The beginning psychology warning feels tongue-in-cheek, but on the other hand the story clearly wants to be taken seriously as a psychological thriller. This leads me to believe the writers and designers of this game actually expect the player to take some of their more absurd constructionslike Kauffmanseriously, as if he werent obviously an awful therapist and a fucking asshole and a maniac. He leers at you the whole game, makes constant sarcastic comments, and blows his top at the end, smashing his wineglass and screaming in a fit of rage over Cheryl's inability to "get over" her fantasy. This sort of ludicrous Hollywood crap makes you think no one at Climax has ever even talked to someone who's been to therapy, let alone gone themselves. Overall I found Shattered Memories pretty interesting, in spite of its over-reaching pretension and occasional bad writing. I really liked
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the first ending I got, which seemed to quite cleverly pay homage to Silent Hill 1 (its all about Cheryl) while simultaneously paying homage to Silent Hill 2 (its all about the protagonist), while still maintaining some of the pathos associated with the series best moments. Maybe one of the reasons the ending affected me is because I still have this lingering sympathy for Alessa as a character, and I like the idea of her overcoming her past in order to live a normal life. Silent Hill 3 sort of dealt with this idea, as a direct sequel to Silent Hill 1 in which Alessa is reincarnated as a girl named Heather and given the opportunity to take revenge on the cult that abused her.

Shattered Memories feels more touching to me though, especially when read against Silent Hill 1. I like the idea that life can still be scary and difficult even if you were never the victim of horrific torture. Cheryl in Shattered Memories doesn't know how lucky she is, to have her skin, all her limbs, to be able to walk, to run, to speak. But that doesn't make her happy... anymore than it makes the rest of us happy who take such things for granted.
POSTED BY M ATTH EW "SAJON " W EI SE AT 9 : 0 4 AM L AB EL S : C R I TI C I S M , G AM E D ES I G N , ST O RYT E LL ING 3 C OM M EN TS :

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SUNDAY, SEPTEMBER 19, 2010

One-Paragraph Review - Vagrant Story

Vagrant Story (PSX, 2000, 40-50 hrs) - A beautiful, if immensely complicated, late-generation PS1 game that artfully draws from survival horror, turn-based RPGs, platformers, and block-puzzle games. Its gorgeous art style is second-to-none on the platform, with impressive cinematic presentation even though cut-scenes are short and sparse. The story, which involves a whole lot of socio-politicalreligious intrigue, is difficult but absorbing thanks to its sharplywritten characters and morally complex world. Equally baffling at first is the weapon crafting system, which, unlike most RPGs, demands total comprehension from the player in order to make progress. Mastery is daunting but also rewarding, giving the player a deep sense of ownership over what they create. Vagrant Story is recommendable ultimately for the dark spell it casts, for how you lose yourself in the intricacies of both its mechanics and its plot, for how it makes magic seem magical and tempers that whimsy with refreshing political cynicism. It is one of the precious few games where light and darkness don't represent good and evil but, in fact, may represent the opposite. Directed and produced by Yasumi Matsuno, whose Final Fantasy Tactics demonstrates a similarly black view of politics. Art direction by Hiroshi Minagawa. Character and environmental design by Akihiko Yoshida. Main programming by Taku Murata. And music by Hitoshi Sakimoto, at the absolute top of his game.
POSTED BY M ATTH EW "SAJON " W EI SE AT 8 : 5 3 PM L AB EL S : C R I TI C I S M , ONE-PARAG RAPH REV I EWS 9 C OM M EN TS :

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MONDAY, SEPTEMBER 13, 2010

What Metroid Other M Can Teach Us About 3D Game Design.

Metroid Other M has problems, mostly revolving around its badlyconceived integration of narrative and its dopey gender politics. But one thing I do like is its unorthodox take on 3D game design, which is conceptually very good. The game offers a fresh take on what it means to navigate and interact in 3D space, hearkening back to the days before developers had 3D "figured out", when it was common for every game to experiment with 3D differently. I like how Other M takes place in 3D space but "pretends" to take place in 2D space. At a glance it looks like a "2.5D" game, the sort where the world is 3D but the player is confined to a 2D plane. Last year's Shadow Complex, which was an unabashed (and quite decent) Metroid clone, was basically a 2.5D game, though it did offer limited ability to shoot into the background. This is where Shadow Complex ran into problems however, since its manual aiming system was fidgity when it came to deciding whether "up" meant "up" in 2D space or "back" in 3D space.

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Other M solves this problem by providing a genuine 3D world, with full three-axises of movement, but retaining a 2D-like level design and camera system. Movement into the background or forground is constrained not by some invisible wall but by actual level architecture, which is made up of long narrow corridors and sharp right-angles. The camera always remains at an orthogonal angle to Samus, with obscuring structures becoming transparent as the player runs behind them. The effect is somewhat like being trapped in an ant farm, but a slightly wider ant farm than normal, giving the player some limited room to move laterally.

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This is an interesting idea for a 3D navigation system. It seems designed to utilize the simplicity and clarity of 2D controls while boasting actual 3D gameplay. Other M controls with the d-pad, which might seem limiting but makes perfect sense given the strong orthogonal logic of its spaces. You don't miss analog movement simply because the level design doesn't require it, and the problem of aiming at enemies--which can come from any direction--is solved by an extremely good auto-aiming system.

In some ways the ballsiest thing Other M does is take aiming almost entirely away from the player and hand it over to Samus. All the player has to do is tap the button and Samus will automatically blast left, right, up, down, or where ever enemies happen to be. The only thing she won't do is turn to blast enemies directly behind her, so it is up to the player to position Samus so that she has a clear shot. This mostly consists of moving her to one side of an enemy swarm so the autoaim can do its trick.

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Outside Your Heaven

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What I like about this is it turns combat into more of a navigation problem than an marksmanship problem. In a sense the player is the driver and Samus is the gunner, which reinforces Other M's navigation-focused design philosophy. Combat is not a trivial element (even with Samus's smooth moves it still requires some player skill) but primarily Other M is a game about moving through space, not fighting things. This is why, in spite of whatever other problems it has, it still feels like a proper Metroid game, because at its core the ratio of combat-to-exploration is similar to classic 2D Metroid.

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I find this approach pretty clever, especially in how it solves the problems so many other 3D Metroid clones run into, most notably Castlevania. That series' big mistake, I feel, was to become more combat focused in the switch to 3D. Those games also kept the orthogonal level design of their 2D counterparts, but they went with traditional 3D cameras and analog movement, presumably because it would be difficult to fight enemies otherwise. What this did, however, was turn Castlevania into almost a straight brawler, in which exploration felt like a tedious afterthought.

What 3D Castlevania seemed to misunderstand about its 2D predecessors (and the Metroid games that inspired them) was that combat was never the center of the experience. It was merely something you did along the way, something which--in games like Symphony of the Night--seemed to exist primarily to make you feel cool as you glided elegantly through space. Alucard remains one of
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the most absurdly overpowered protagonists in videogames, and the sense that he could do incredible (and beautiful) things easily--i.e. with minimal input from you--was part of the appeal.

Samus in Other M is similar. It is slightly thrilling the way she responds in a complex fashion to minimal input, like when she appears to catch a glimpse of an enemy out of the corner of her eye and twist her body like some combination ninja/ballerina/gunslinger to blast it just before it gets her. I like moving Samus around just to see how she'll "handle" the situation. It's this sense of surprise that makes a player/protagonist relationship interesting, a fruitfully ambiguous fusion of self and other. When Samus does something cool, I feel cool, even if it was primarily her doing it.

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Other M's design is refreshing ultimately because it demonstrates a willingness to re-think 3D as a problem. In this way it reminds me a lot of early 3D games like Fade 2 Black, Mega Man Legends, and Metal Gear Solid--all sequels to 2D games that deliberately preserved the orthogonal logic of 2D game design. Other M, however, benefits from a decade of 3D gaming, which allows it to mix-andmatch 3D techniques that weren't around during the heyday of 3D experimentation. My favorite is how it switches to an off-set, overthe-shoulder camera (similar to Resident Evil 4) in certain rooms. In these rooms Samus slows to a walk and Other M suddenly controls like a conventional 3D game, but if you walk out of the room the camera and the controls switch back to orthogonal.

Other M uses this primarily to create suspense, or when the player enters a room too small for running. It feels nice and logical, like Samus has "decided" to have a closer look at a space. Unfortunately Other M doesn't really capitalize on these moments to build itself into a rich fictional world. Not that it has to to be a good game, but environmental narrative depth was one of the things Metroid Prime-Other M's single 3D predecessor--did exceedingly well. Other M
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borrows certain elements from Prime, like its 1st person camera with a "scanning" function, but it doesn't seem interested in using it to impart narrative information to the player, only gameplay information.

The only scannable objects in Other M are game items, whereas in Prime virtually everything in the environment--gameplay-related or not--was scannable, and would yield information that fleshed out the gameworld as a coherent fictional space. Other M has nicely detailed environments that easily could have supported a deeper scan function, but the team chose not to tell the story this way, instead opting for absurdly overblown, unskippable cut-scenes and a fairly linear game progression. When things like the over-the-shoulder camera and first-person scan function are used for narrative effect, it is always in highly controlled (and highly frustrating) ways that quickly degenerate into "find the pixel".

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Other M doesn't really follow through on the rich possibilities suggested by its 3D paradigm, but I want to stress that the paradigm is very good, and I feel the game deserves credit for showcasing it. With better narrative design the game's elegant combination of firstperson, over-the-shoulder, and orthogonal 3D schemes could have been shaped into a dense and rich experience on par with Metroid Prime, while simultaneously recapturing the fast-paced acrobatics of classic Metroid that the Prime series played down. The fact that it's crippled by bad narrative design, unnecessary linearity, and (towards the end) an over-reliance on combat makes it a less-compelling final product but not a less useful experiment. Its willingness to rethink 3D gives it a freshness many better games lack, and in many ways it generates the sort of experimental excitement 3D games haven't in over a decade.
POSTED BY M ATTH EW "SAJON " W EI SE AT 1 1 : 4 6 AM L AB EL S : G AM E D ES I G N 2 C OM M EN TS :

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