Supple Think: Angst

Preparing to Die

by Zen

Posted on Saturday, April 12, 2014
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So I last wrote about the problems that go with using zombies as the object of violence in a video game.  I was hyperbolic and self-righteous, but there's nothing in there I would want to take back, short of pointing you to some of the more recent research into the Kitty Genovese case that shows I maybe should not have used it as an example.  All the same, I'd like to talk now about one of very few games that actually does something interesting with zombies and undeath: Dark Souls.

The undead of Dark Souls are essentially ordinary people, but afflicted with a curse that gradually eats away at their memories of home and self.  The game is set in and around an asylum where the undead are sent in hopes of preventing the curse's spread.  Their ultimate fate is a violent madness, such that other undead serve as the game's foes as well as merchants and allies.  By far the most important thing about undeath in Dark Souls, however, is that it represents a real-world affliction that the game gives genuinely sweet and sincere perspective on: dementia.

There are two storylines in the first Dark Souls that I'd like to highlight.  Anyone who plans on playing the game should probably stop reading, since I'm going to spoil the ways one's interactions with these characters unfold.  While these aren't story spoilers in the usual sense, they're a part of why Dark Souls is a brilliant and challenging game and I recommend letting the game reveal itself to you naturally.

The first character on the list is Big Hat Logan, a ravenous scholar who has ditched his apprentice and keeps getting himself captured:
Initial meeting:
  Mm, you seem quite lucid! A rare thing in these times.
  I am Logan. I'm a bit cooped up, as you can see.
  I have a bright idea. Suppose you set me free?
  I'm old and empty-handed, but i could repay you with my knowledge, and sorcery.
  This place is melting my mind. The inactivity is repressive!

In the Duke's Archives, after rescuing him:
  A great pool of knowledge, the fruits of superior wisdom and an unquenchable desire for truth.
  Some would say Seath had an unsound fixation …But his work is a beautiful, invaluable resource.
  All progress demands sacrifice.
  And I certainly bear no antipathy for that wonderful scaleless beast.

After defeating the area boss in the Duke's Archives:
  Oh, there you are, it has been a while.
  Or were you just here?
  This fascinating place defeats my sense of time…

Then later:
  Mm…mm…

Later still:
  …Who are you…
  …Stay clear…stay clear of my work…
  …Curses upon you!
  …How dare you disturb me!

After this you find his clothes in a heap, and if you search carefully you'll find him in another area of the archives running around naked.  He attacks you on sight, wild and paranoid.  The player has witnessed Logan's decline from celebrated intellectual to babbling fool, and there is no "good path" to take with Logan to prevent this fate.  It's a sad perspective on the fragility of intellect, where we witness perhaps the heaviest fall from greatness in the game.

But for me the most poignant story in Dark Souls will always be that of Siegmeyer of Catarina and his daughter, Sieglinde.  It's always been a heartbreaker, but when I sat down to write about it I realized it was even sadder and far more real than I had thought.  Siegmeyer is an undead adventurer.  He's friendly and good-natured, but not really up to the task of scurrying around Lordran getting into scrapes.  Time and again the player helps him out of a bind, and eventually comes across his daughter.  She's not undead, but she's come to Lordran to track him down and make sure he spends his remaining time comfortably instead of being a burden on others and getting into trouble.

Sieglinde is just as sweet and kind-hearted as her father, but when the player eventually comes across their reunion it's the aftermath of his inevitable decline: he has gone hollow, and it was up to her to put him down:

My father…all Hollow now…has been subdued. He will cause no more trouble.
It's finally over…I will return to Catarina.
You assisted us both greatly. I can hardly return the favour.
Oh, father…dear father…
Sob…

Rather than leave him to his fate in the Undead Asylum, Sieglinde sought to look after her father herself.  When the time came for him, it was left to her to pull the plug.  This is the scene that rewards the player for helping Siegmeyer through all of his difficult troubles, and it's representative of the tone of Dark Souls in general.

Dark Souls 2 made a tiny change that drives these themes even further.  Instead of being called "Humanity", the item that returns the player to full human status is called a "Human Effigy".  Upon creating a new character, the player is not prompted to decide the character's appearance or background until Strowen the firekeeper bestows one of these, saying it is a doll made in the image of a famous adventurer.  She then says it is the player's image, and this is when appearance and background are decided.  The doll is in fact completely vague in appearance, but the act of trying to make it out as one's self allows one to recall one's own self by trying to project it on the effigy.  Instead of a magic soul item, it's a definite focus for "getting it together" and recovering one's sense of self.

A few years ago my father was diagnosed with vascular dementia.  It's been a long and gradual decline, full of worry and crisis and hard decisions.  The worst thing about it is that whatever hard decisions you make, and however correctly you make them, the result is the same.  The best you can sometimes hope for is to make him comfortable for a very slightly slower decline.  Most players won't even realize it, but Dark Souls forces these kinds of decisions.  At the end of the game it's up to you whether to prolong a misguided and exploitative source of warmth and life for a little bit longer or plunge the world into an age of darkness.  Fans still can't agree much on which is the "good ending", because there isn't one.

Ultimately, Dark Souls is far kinder to the player than it is to its characters and world.  Advertisements for Dark Souls 2 proclaim that it's not about death, but life and learning.  This is an optimistic spin, but not untrue.  As with all stories that dwell on themes of the inevitability of death, Dark Souls teaches us to hold on to what we love and make the most of our time.  It also brazenly confronts the fact that not all of us live out our days as ourselves, and sometimes we lose those things we cherish before our time really comes.

The undead aren't always cannon fodder, hellspawn, or an apocalyptic plague; sometimes they're our parents.
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Kotaku's Gamecenter CX Localization: It's terrible and it's a crying shame

by K1

Posted on Thursday, September 1, 2011
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Way to go, Gawker and Kotaku. Way to fuck it all up.

As you may have heard, GameCenter CX, the Japanese Video Gaming show about Section Chief Shinya Arino and his gaming escapades, was finally picked up for U.S. broadcast by the gaming blog Kotaku. The format for this release being that they would post episodes on the Kotaku website on a weekly basis.
For fans of the Japanese show, and even for those that may have only vaguely heard of it, this was a big deal. Only a handful of episodes had been fan translated prior to this announcement, and now that it would be officially available, spreading awareness of the show to gamers that wouldn't otherwise have access to the show would be much easier. And the more support the show gets, the more GCCX gets made. It was a time of great excitement!

And then the first episode was released...

...and it was terrible.

Now when I say terrible, I don't mean it in an elitist-snob "I only watch foreign movies+shows in their purest form, in the original language with subtitles" kind of way. If you've seen other Japanese shows ported to American TV like say Iron Chef or Ninja Warrior, those are perfectly watchable with dubbed-over dialog and announcers and such. In fact, you could say that it makes it even more accessible for viewers that have very little experience with watching something made in Japan. When I say the Kotaku dub is bad, I'm talking flat-out unwatchable to the point that I wouldn't want to expose new Gamecenter CX viewers to the Kotaku dub, as it might turn them away from watching the show completely.

But how terrible is it, really? Let me count the ways:

1. The English narrator is subpar, and his pronunciation is terrible.
Now don't get me wrong, I'm sure he's getting paid peanuts for this obviously low-budget localization job, but considering this is probably his big break into the entertainment industry, you'd think he'd do a better job. Did he even watch the original version before he did his voiceovers? I guess the main thing about his voice that bothers me is that his announcer voice isn't very compelling. If he were more natural about his delivery, which highs and lows in his level of excitement, then it would make it easier to connect with the audience. As it is, it just feels so fake and insincere.
Also, why is his pronunciation of all the Japanese names so terrible? His pronunciation is so off it makes me think that he's doing it on purpose, like he's mocking us.

2. No music.
Just watch even a little bit of the original show, and you'll see why this is so terrible, it adds so much to the show. As it stands the Kotaku dub is a guy in a quiet room playing videogames while his friends are talking.

3. A lot of the title cards and on-screen graphics are cut out.
Gamecenter CX has a lot of funny graphics that are lovingly crafted and very funny, many of them involving photoshopping Arino's face on the body of the main character of the game he's playing. Even if the main character is female. These are all cut. Boo.

Here are some of the title cards you are missing out on.
4. None of the on screen Japanese text is translated. AT ALL.
This is the deal breaker. This is ultimately is what makes the show pretty much unwatchable for most American viewers. They don't bother to translate any of the on-screen text, which makes it kind of hard to follow certain games (Clock Tower probably being the most egregious example) because Arino doesn't necessarily read all the text aloud. You also miss out on a lot of the explanation text that shows up, as well as the witty comments from the King and Queen mascot characters. The explanation text is a big deal too, because even if you are familiar with whatever game is being played, they point out some pretty obscure game information sometimes.

5. The Kotaku dub lies to you. BIG, FAT, DIRTY LIES.
At the end of the Mighty Bomb Jack episode, the announcer says something along the lines of "And that was the end of the Might Bomb Jack challenge," even though RIGHT THERE ON THE SCREEN it says that Arino will challenge the game again, live in front of a studio audience. Well okay, the on-screen text is in Japanese, but the Mighty Bomb Jack Live Challenge is one of the best episodes of the show, and the fact that the Kotaku dub deceives the viewer of this fact is a pretty big slap in the face to those unable to read Japanese.

So yeah, as a huge Gamecenter CX it pains me to say this, but the Kotaku dub is terrible and you shouldn't watch it.

However, it's not all bad news.


In a somewhat miraculous set of circumstances, there is now a team of fan-subbers that are actively translating the show, in a not terrible way. In fact, the translations are really well done, with all the Japanese cultural and video game references intact. Here is a link to point you in the right direction. Kacho, On!!!

(Images blatantly stolen from the SA GCCX thread)

P.S. - You may have noticed that I didn't point out how the Kotaku dub doesn't have a lot of the side segments that are in the show. While this does indeed suck and they should have them, it is most likely a licensing issue that is out of their control so it would not entirely be fair to put that in as a negative point for the Kotaku dub. The fansubs have it though if you know where to look, wink wink.
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Frightful Methodology

by Zen

Posted on Thursday, July 30, 2009
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Every once in a while somebody who makes games will tell a story or explain a decision in a way that is really jarring and thought-provoking. The obvious example is Miyamoto's story about the origins of The Legend of Zelda. Even more primal than Miyamoto's childhood adventuring, though, is the anecdote itself: romantic and inspirational, reminding us that there are reasons games are fun and that it might be possible to understand what they are on some level. The problem is that only rarely does this kind of personality shine through in a game on its own, and the language barrier between us and Japanese developers keeps any explanation on the side either completely opaque or vastly leveled-down.


I'm going on about this because I just read this spectacular piece on game design, and it gives a great look into the workflow of game designers. One man's brief epistle, while restrained in scope, approaches the game in its complete character in a way marketing copy and third-party features and reviews are hard-pressed to. This has been on the rise of late because smaller, independent development teams not only thirst for direct contact with players, leading to more direct essays like this, but their small size brushes away all the dirt that covers over the personality of the people making the game. This has been talked about at length over the last few years as independent games have begun to thrive, but as video games have become more personal they have also necessarily, thrillingly, become more dialectic.


It's tempting, when writing a review of a game, to enframe it in terms of "difficulty", "music", "graphics", and "gameplay" (usually meaning the interface). None of these things necessarily has much to do with playing a game. They are attempts to objectively measure its quality, not to convey the things one feels while playing it. The result is that most such reviews set out to tell you nothing at all that you need to know, and only accidentally and ambiently convey some notion of what the reviewer's experience of the game really was. Saying that GOD HAND is "too hard" is a troubling proposition. On the one hand, GOD HAND is incredibly hard. On the other hand, its difficulty is so masterfully paced that with the proper introduction it pulls you forward like a conveyor belt. Reviewers of Devil May Cry 3 were infamously humbled by the first levels of the game's original US release, to the point of dismissing the game entirely. Both of these examples show games whose reviewers are so consumed by the need to objectify the game that they have a hard time simply experiencing it.


Any game can be challenging, and this challenge can help or hinder it. Just as an older game's graphics can be technically inferior but factically far more expressive than a more recent one, a game that is easier to beat might be far more difficult to play well. Most of us have a list of things we hate to see used to add challenge, and yet we have sometimes enjoyed games despite these things. I am inclined to agree with Hiroshi Shibata that one way for a game's challenge to "work" is for it to force the player to confront and overcome fear. More than just a series of command inputs, a game takes place in terms of its presentation. A game can be challenging without making the player lose, as the fear of losing is only one kind of fear the player of a video game confronts (as anyone who's played La Mulana will attest). Shibata's essay brought to mind Heidegger's characterization of "what is encountered in fearing":



1. What is encountered has the relevant nature of harmfulness. It shows itself in a context of relevance.
2. Thus harmfulness aims at a definite range of what can be affected by it. So determined, it comes from a definite region.
3. The region itself and what comes from it is known as something which is "uncanny."
4. As something threatening, what is harmful is not yet near enough to be dealt with, but it is coming near. As it approaches, harmfulness radiates and thus has the character of threatening.
5. This approaching occurs within nearness. Something may be harmful in the highest degree and may even be constantly coming nearer but if it is still far off it remains veiled in its fearsome nature. As something approaching in nearness, however, what is harmful is threatening, it can get us, and yet perhaps not. In approaching, this "it can and yet in the end may not" gets worse. It is fearsome, we say.
6. This means that what is harmful, approaching near, bears the revealed possibility of not happening and passing us by. This does not lessen or extinguish fearing, but enhances it.
[Being and Time p.140]

There's a lot of Heidegger jargon in there, but I'm sure you can see how this list reads almost like a map of an action game's boss fight. Typically one thinks of the phases of a boss fight in terms of its attacks, patterns, and tells, but the designer must put it together in more primordial terms. What this reveals is a more existential way of looking at video games in general. Facing off against a boss for the first time is always more terrifying than when you come back to it, not simply because of its dramatic presentation but because it places the player in an environment that is unfamiliar, "uncanny". The player's own imagination of what harm this opponent can inflict is even more terrifying than the actual "damage output".


Existentialism in novels and films has led to a great deal of snobbery and competition over who's the biggest artist. It's comforting to see that in video games we have the possibility to employ the ideas in a way that's less referential and more applied. Video games are existential always already in that they must involve the player in an experience. A game that seeks to limit the player's experiences to a script is missing this critical point. I've talked before about how good games empower players, but that's probably the wrong way to put it. A good video game puts the player in a world in a way fundamentally different from mere storytelling. A good video game opens up a world of decision making and possibility, gives the player a chance at pursuing a project.


Sandbox games, nonlinear games, storytelling games, puzzle games, fighting games, every single genre of video game does or doesn't do this at various points, and I think it's important to change the language we're accustomed to using when talking about these successes and failures. We live in a time when game designers can perform, can put players in a world like never before. It's time to stop waiting for video games to be the same things as books and movies. We're well beyond that now, well beyond the script and the recording and the measured span of time. Video games found their way years ago, with almost nobody noticing and even fewer taking the lead.
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