The Other of All Game Protagonists
by Zen
Posted on Monday, December 7, 2015
Two games came out on the NES with the same design goals, but with different inspirations. Both games were open-world action games that emphasized the hero's gradual mastery over an environment, but while The Legend of Zelda attempted to capture the spirit of adventure of a young child playing in the woods Metroid was inspired by the solitude and anxiety of the film Alien. Understandably, this led to two very different protagonists. Zelda's Link as the chosen hero, guided by destiny to rescue his princess, is a trope that even as a child I couldn't stomach. His rise to victory is pre-ordained, a series of formalities the game, like its world, is obligated to bestow. Metroid's Samus shows up similarly under-equipped, and similarly unlocks the secrets of her environment to gain the power to achieve her goal, but the game inherited Alien's emphasis on its heroine's personal struggle. Even after awkward world-building was forced into the series Samus retained her potency, her desperate strength.
It is mercifully mundane nowadays to note that Samus, like Ripley who inspired her, is a woman. At the time it was something we talked about at recess. "But the manual calls Samus 'he'!" Those of us who knew the code for her second quest (of course we couldn't beat the game ourselves), where the armor came off and her hair came down, knew the translators had just made the same assumption we had. Seeing this made me think, probably for the first time, about where these assumptions came from. But in the end Samus acted as a glorified peep show, rewarding the player with a flash of skin for completing the game quickly. The positive impact of this representation was overwhelmed by objectification.
A few years ago I read a story about a man whose daughter loved playing Zelda games but wasn't interested in playing as another boy saving a girl. He hacked the game script for Wind Waker so that it was a story about a young girl saving her brother, and it ended up working perfectly. This is a really sweet story, one that highlights many of the imperfections to which "typical gamers" have the luxury of blindness. There was a time I'd have sworn that gamers would cling to this anecdote as being indicative of video games' universal applicability, that the girl's desire to play Zelda at all meant vindication that games were more than mere focus-grouped novelty and had genuine cultural value, for everyone. I now know better.
The backlash, in a smirking equivocation that has become all too familiar, came in the form of a version of Metroid hacked so that Samus is a man. Neither hack was a high-profile event, but the audacity of this absurd rebuttal presages GamerGate's core tenet: that even one heroine is too many. That young girls should stay out of the treehouse.
This juvenile tantrum presaged something else: Nintendo itself rescinded Samus's heroic status, releasing a new Metroid game whose only purpose was to retroactively excise all agency, power, and courage from its once ground-breaking protagonist. This game, Metroid: Other M, is the most aggressively sexist game I have ever played, made all the moreso by its determination to undo the barely-progressive "mistakes" of its forebears. Its purpose was to reassure us that Samus, while she may have done cool stuff once, is ultimately nothing but a pretty vessel for male will, delirious with her desire to procreate. Her newfound weakness illuminated a path of unconscionable derogation.
At the center of the most important moment in gamer culture right now is a series of videos made by Anita Sarkeesian on the representation of women in games. A lot of nerds have responded with threatening vitriol, and while no video she could possibly have ever posted to YouTube justifies death and rape threats, I was somehow still surprised by how calm and careful her videos are. All she does is follow a trope from its origins in other media through the history of video games and then point out that, while these are mostly very good games that she can enjoy despite their problematic elements, those elements are still troubling enough to warrant attention and discussion. It's the product of someone who clearly has a great love of the art form and wants to see it rise above its shortcomings.
For any element of the gaming community to react badly to this is confusing on many levels. First are the obvious ones: I don't like to think about how people in our society could ever be this morally bankrupt, and that anyone could watch this video series and not only find fault with it but feel the need to make a "rebuttal" that attempts to invalidate rather than engage her points takes an uncomfortable degree of dishonesty and intellectual laziness. What keeps me wondering, though, is how wrong I was about gamers' priorities: I have always known gamers to be so obsessed with the art form that they see as "theirs" that they want it to be all things to all people. It isn't just that they like games, it's that games are the best. It's that a higher class of people like games, smarter people who see the value in something the rest of the world doesn't understand. There's a smug pretense about it all, and I always found this overcompensating myopia to be constitutive for gamer culture at large.
The controversy over Anita Sarkeesian, as well as GamerGate, highlight the shameful truth: that these gamers are more interested in abusing women than they are in video games. Rather than wanting to see games eliminate those qualities that lead to justified derision, rather than shepherding a fledgling art form into true cultural relevance, they lash out at anyone who suggests they overcome their deep and protected bigotry.
Of anyone who still thinks this is an example of "boys will be boys", or of a vocal minority, I ask simply to consider the example of Samus Aran. An already-problematic character, she nevertheless blazed a trail of representation that, if supported, could effect real change in how young boys are taught to think about women. I have already written about the power this art form can have over the way that we care; to not only shout down any attempt to listen to women about how our art affects them but to find whatever meager sprig can grow in the wasteland of mainstream representation and pull it up by the roots represents a degree of hatred and willful oppression that nobody can afford to ignore.
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| Metroid 2's only indication that Samus is a woman |
A few years ago I read a story about a man whose daughter loved playing Zelda games but wasn't interested in playing as another boy saving a girl. He hacked the game script for Wind Waker so that it was a story about a young girl saving her brother, and it ended up working perfectly. This is a really sweet story, one that highlights many of the imperfections to which "typical gamers" have the luxury of blindness. There was a time I'd have sworn that gamers would cling to this anecdote as being indicative of video games' universal applicability, that the girl's desire to play Zelda at all meant vindication that games were more than mere focus-grouped novelty and had genuine cultural value, for everyone. I now know better.
The backlash, in a smirking equivocation that has become all too familiar, came in the form of a version of Metroid hacked so that Samus is a man. Neither hack was a high-profile event, but the audacity of this absurd rebuttal presages GamerGate's core tenet: that even one heroine is too many. That young girls should stay out of the treehouse.
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| How powerups are acquired in Other M |
At the center of the most important moment in gamer culture right now is a series of videos made by Anita Sarkeesian on the representation of women in games. A lot of nerds have responded with threatening vitriol, and while no video she could possibly have ever posted to YouTube justifies death and rape threats, I was somehow still surprised by how calm and careful her videos are. All she does is follow a trope from its origins in other media through the history of video games and then point out that, while these are mostly very good games that she can enjoy despite their problematic elements, those elements are still troubling enough to warrant attention and discussion. It's the product of someone who clearly has a great love of the art form and wants to see it rise above its shortcomings.
For any element of the gaming community to react badly to this is confusing on many levels. First are the obvious ones: I don't like to think about how people in our society could ever be this morally bankrupt, and that anyone could watch this video series and not only find fault with it but feel the need to make a "rebuttal" that attempts to invalidate rather than engage her points takes an uncomfortable degree of dishonesty and intellectual laziness. What keeps me wondering, though, is how wrong I was about gamers' priorities: I have always known gamers to be so obsessed with the art form that they see as "theirs" that they want it to be all things to all people. It isn't just that they like games, it's that games are the best. It's that a higher class of people like games, smarter people who see the value in something the rest of the world doesn't understand. There's a smug pretense about it all, and I always found this overcompensating myopia to be constitutive for gamer culture at large.
Of anyone who still thinks this is an example of "boys will be boys", or of a vocal minority, I ask simply to consider the example of Samus Aran. An already-problematic character, she nevertheless blazed a trail of representation that, if supported, could effect real change in how young boys are taught to think about women. I have already written about the power this art form can have over the way that we care; to not only shout down any attempt to listen to women about how our art affects them but to find whatever meager sprig can grow in the wasteland of mainstream representation and pull it up by the roots represents a degree of hatred and willful oppression that nobody can afford to ignore.
Preparing to Die
by Zen
Posted on Saturday, April 12, 2014
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:
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:
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.
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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Poverty as Art
by Zen
Posted on Thursday, September 8, 2011
Several months ago the National Endowment for the Arts announced that it would be expanding its definition of art to include video games. There was a lot of predictable confusion about what this meant, but now that the storm has subsided I'd like to take a look at some of the truly positive things we might see as a result of this.
The fact that it's now possible for authors of video games to receive federal grant money has fascinating possibilities, not least of which is the divorce of game development from the corporate bottom line. NEA grants are available only to non-profit organizations, which means more or less that money is available only to authors more interested in making games than in making money. The paradigm of the starving artist has been missing from video games, instead represented by the risk-taking entrepeneur. When you hear "video game exhibition" you think of a trade show like E3 instead of an art exhibition. And while I believe it should be possible for artists of any sort to make some proper money doing what they love, the only way to keep it from staying merely a business venture is to make it somewhat impractical.
Thus far we've seen publishers trying to fill a double role. A field like video games can only advance if boundaries get pushed, and companies need this advancement to compete. This is why Namco has anything like a Digital Hollywood Game Laboratory, and why they would give Keita Takahashi a million dollars to "proactively ignore" corporate marketing instincts and make a game like Katamari Damacy. But that story more resembles a gifted engineer producing an inventive patent from the lower levels of a company than an artist setting up a work of art within or against a particular culture. It's unheard of for the artists to not intersect with the industry, but that intersection has at least managed to change in recent years.
This change has enabled small companies to get their games released on a global scale without signing all of their intellectual property over to the publisher. This appears to be the arrangement that Jenova Chen (né Xinghan Chen) has with Sony, who have contracted him for three games to appear on the Playstation 3, two of which (Flow and Flower) have been released already. Chen has repeatedly shown a willingness and desire to give up the easy, profitable path for more artistically fulfilling work. He co-founded a company called Thatgamecompany (TGC), which he indends to keep small and personal, and he gave up a secure position at Maxis to do so. They've apparently made action games that follow traditional formulae internally, and these games were allegedly quite promising, but Chen says he decided not to spend his time on anything that wasn't pushing him creatively.
All of this is just marketing, of course, if the games don't show this personal touch. His newest project, Journey, promises to live up to this talk by alienating most core gamers. It's an online game that seeks to remove all of the convenient chatter from the online experience. No gamertags, no voice chat, no text. All the players get with which to interact are a unique identifying mark (so that you know if you've played with that person before), a shout, and one's actions within the game world. The goal of the game is to traverse a vast desert and reach a mountain on the horizon, but the reasons and the method are left unstated. The players are supposed to work toward that goal, either together or independently, and presumably the story will become more clear as they do so.
What excites me about this project is the attention to how players interpret the actions of others in a video game. Anyone who follows professional Starcraft has seen how playing a game can be a form of expression, but most online games do little more than provide a list of canned animations and phrases. Starcraft's example is that the game itself ought to be enough, and the question is whether an inteface on the PS3 can allow for expressive gameplay rather than relying on a layer of menus and XBox Live features to pretend that anything like communication is happening.
Emmanuel Levinas, a 20th-Century Jewish philosopher who worked hard to develop an ethics out of the work of Edmund Husserl and Martin Heidegger, concentrated on the "face-to-face" of human interaction. For Heidegger this meant a recognition of the other as being fundamentally the same as oneself, but Levinas went further. He said that when one encounters the other there is always already a responsibility for the other, and that this innate commandedness is fundamental to any such experience. Every human interaction, then, is already a response. Furthermore, it is this act of being "singled out" by the other that establishes one's own identity. That's right: "face-to-face" interaction with others is fundamental to our being in that the gaze of the other establishes us in our being.
I'll try to leave the explanation of Levinas to just that, but outside the context of philosophy it seems a relatively odd claim. In context it's clear just how bold a claim it is: that such relations, such responsibilities, are the primordial foundation of all human interaction. More to the point, it is the experience of being faced with another person that allows us to recognize our own personhood.
So far online gaming has built its social elements by making chat programs bleed down from above into the games, but a project like Journey promises to start from scratch, making us interact in ways that are similarly primordial for a video game. That is to say, reducing our social gaming experience to the initial revealing made possible only through gameplay itself. My hope is that this will make it possible to have an online game without a "gamer culture", letting us discover for ourselves what playing a game together really means.
So far online gaming has built its social elements by making chat programs bleed down from above into the games, but a project like Journey promises to start from scratch, making us interact in ways that are similarly primordial for a video game. That is to say, reducing our social gaming experience to the initial revealing made possible only through gameplay itself. My hope is that this will make it possible to have an online game without a "gamer culture", letting us discover for ourselves what playing a game together really means.
Anyone who played Ico has experienced the prototype of this experience: Yorda was a character within the game world whose plight was the same as the protagonist's, and as the player one couldn't help but feel that connection by proxy. But Ico only shed light on how far video games have to go: ultimately the character players felt kinship with was a mess of pre-scripted weakness and extremely convincing animation. Once the façade breaks down, once the glass darkens and the player recognizes the experience for what it is, this interaction becomes tiresome and irritating. The great promise of a project like Journey is for us to experience Ico's fellow feeling on a truly human level, one that never reduces to rote interactions. As a commercial enterprise, the odds are against this project's success.
The core ideas behind Journey are, to me, a breath of the freshest air. The question marks that plague the game all have to do with everything we haven't heard: how the gameplay is actually going to keep people working together for an extended period, and how the game is going to make its multiplayer experience last more than a week after its release. My fear is that TGC is going to undermine itself by removing all of the traditional or comfortable elements from its game; without the hook of engaging and satisfying gameplay--elements of game design that Jenova Chen apparently considers himself to be above--to hang it on, all the audacious and brilliant social commentary in the world isn't going to make a mark on the industry. Which is probably fine, because the industry would only have learned all the wrong lessons from it anyway. But this brings me back to the point I started with: that sometimes the industry is better served by an unprofitable, audacious disaster than it is by another blockbuster hit. Maybe in the next few years some new artists can get just enough grant money to push the boundaries of what video games can and should do, and the lack of executives looking over their shoulder is going to let them do just that.
Sins of Our Fathers
by Zen
Posted on Friday, October 9, 2009As an avid reader of German philosophy, I so often find myself at the mercy of translators to properly understand the material. Even if I, like Heidegger, refuse to concern myself with fidelity to the philosopher's intent, a poor translation can obfuscate or even completely cover over useful nuances and enlightening tricks of meaning. This problem is as much present for novels and music as it is for philosophical works, and I've found it applies to video games as well. Masterpieces like 7th Saga, Final Fantasy V, Secret of Mana (Seiken Densetsu II), Chrono Trigger, and even parts of Final Fantasy VII suffered from having poor to nonexistent translations that hid their greatness from view.
Fortunately, Japanese publishers started to catch on that not everyone in the US is a drooling moron around the time the original PlayStation came out. Instead of dumbing down hard games and not even releasing games that were too complicated, Japan discovered that gamers in the US were thirsty for true works of art. For me, the turning point was a game called Castlevania: Symphony of the Night, and after the opening scene I knew things would never be the same again.
What follows is an annotation, a sort of recreation of my own thoughts as I relive these precious moments today. You are encouraged to click this YouTube link first, so that you can appreciate these lines as I first did all those years ago.

Fortunately, Japanese publishers started to catch on that not everyone in the US is a drooling moron around the time the original PlayStation came out. Instead of dumbing down hard games and not even releasing games that were too complicated, Japan discovered that gamers in the US were thirsty for true works of art. For me, the turning point was a game called Castlevania: Symphony of the Night, and after the opening scene I knew things would never be the same again.
What follows is an annotation, a sort of recreation of my own thoughts as I relive these precious moments today. You are encouraged to click this YouTube link first, so that you can appreciate these lines as I first did all those years ago.

Richter: "Die, monster! You don't belong in this world!"
We see here a desperate and crucial line being drawn, a dualistic boundary with foundations in Plato that has, much like Dracula himself, endured (some might say thrived upon) the millennia of strife human beings call history. The irony foreshadowed here is that not only does Dracula belong, but this world is contingent on another dualism that he represents. He cannot be banished from this world, because without him there can be no world. Koji Igarashi is arguing here that one cannot banish value, cannot operate outside of it, and cannot simply eschew the uncomfortable and macabre. This becomes important later, but for now one can simply appreciate the claim that worldliness comes after value.
Dracula: "It is not by my hand that I am once again given flesh. I was called here by... humans who wish to pay me tribute."
Richter: "'Tribute'?! You steal men's souls, and make them your slaves!"
Dracula: "Perhaps the same could be said of all religions..."
This famous exchange at first seems to contradict Dracula's opposition to the value of Goodness, but he is not trying to equivocate. He is in fact highlighting his nature as the opposite, that he behaves the same but in the other direction. There is a note of sadness to be discovered here by the perceptive: there is no hate in this exchange, as though Dracula mourns the fact that his foe, whom he respects more than he can ever let on, could just as easily have been his most trusted ally and friend. The futility and contingency of it all throws the attentive player into an authentic experience, fully appreciative of the arbitrariness of the very distinction the series represents. This irony is one of the most compelling moments in video game history, and is possibly the main reason for the fondness so many gamers have for this title.
Richter: "Your words are as empty as your soul! Mankind ill needs a savior such as you!"
Dracula: "What is a man? A miserable little pile of secrets! But enough talk... have at you!"
Who knows what secrets lie hidden, deep within a man's heart? Does Dracula? Is it his lack of a soul which clouds the deepest truths of humanity from his vision? Or is it perhaps the very thing which allows him the keenest vision of all, a pure and objective view of humanity which is the source of his contempt? In this beautiful passage we see the heart of Castlevania's meaning, the foundation and culmination of all of its themes. Dracula--dangerous, powerful, timeless--displays a kind of insecurity. Unable to relate to anyone but his greatest foe, he is quick to dismiss the subject. Could he abandon his position, see if the world could survive without his chaotic influences? Best not to think about it. The last time he let himself see humans as anything more the results were too painful to bear. Best to end the discussion and do his duty. Best to go on forgetting, go on hating. It's the best for everybody.
What childhood could a man like this possibly provide? Is it even so different from the plight of any father quaking in the face of the insurmountable responsibility of parenthood? The roles of faith, love, fatherhood, and family legacy all collide here. In this brief encounter with Richter we seem to learn so little of Dracula, and yet one can see his entire person (dare one even suggest a soul?) laid bare in these few lines. It is only fitting that Richter sit the game out, having done his duty: the stage is set for Alucard (Is he his father's opposite? He goes in the other direction, but is made of the same stuff...) to discover his father, and himself. By the end of the game we see not only the purest of good, not only the most dastardly of evil, but the gentle, terrified man who sits precisely between them. And we see the horizon by which to judge him: the balance of all things.
Selective Depth
by Zen
Posted on Monday, September 21, 2009
Fans of 2D games put up with a lot of abuse. Often we find ourselves playing a game simply on the basis of its visual and gameplay sensibilities, while the quality of the game could be worse than quick time events. It's sort of like being a Sonic fan, or driving an American-made car. It's sort of like being a battered spouse.
Still, sometimes being 2D doesn't have to be enough; sometimes Vanillaware makes a game. Now I've only played two of their games, but both have offered a distinctive perspective on action RPGs while delivering the most astonishing visuals I've possibly ever seen in a video game. Odin Sphere was a meticulous and harsh brawler, one where each chapter of its intricate story not only provided new perspective on seemingly clear events but also presented the player with completely new play styles. There was variety to the combat, and each playable character focused on a different aspect in a way that really explored the potential of this variety.In short, it was a masterpiece, although in some ways having a score by Hitoshi Sakimoto could be considered cheating in this regard. When a Wii successor was announced I got pretty excited, since I seem to be the only person who still wants the Wii to work as a platform for more than Gamecube ports, opportunistic shovelware, and kusoge. After playing several hours of Muramasa: the Demon Blade, the 2D gamer in me feels sated without feeling cheapened or insulted.
Like Odin Sphere, Muramasa proves that sprites are still way, way more detailed and beautiful than 3D models. 3D effects are used for complex animations, especially for some of the more enormous sprites, but always as emphasis for actual frame animation. It's a distinctive visual style, somewhat reminiscent of Flash animation, this time given the same kind of Japanese art flavor as Okami. The colors are phenomenal, the backgrounds lively and deep, and the gameplay excellent.Vanillaware action RPGs have a flow of gameplay that simplifies or removes some of the more traditional obstacles, like platforming challenges or fetch quests, and instead offers the same variety and depth of experience in just combat and map navigation. In Odin Sphere this was accomplished with parallel systems of food and weapon experience which fed into each other, along with a ridiculously complex item crafting system that was tied into every single aspect of combat and character progression. In Muramasa the item crafting is simpler, but there are still parallel systems affecting what weapons you use. This relative simplicity is made up for by a much more flexible combat system. Instead of cautiously performing hit and run tactics on swarms of durable enemies, combat happens in quick skirmishes that coerce you into using all your abilities without ever explicitly requiring it.
Basically, the theme for these games is that nothing is wasted. Every action you perform is working double-duty, and every action you perform provides toward a goal elsewhere. This is how a game that essentially boils down to running around a simple map fighting random battles can stay fresh and interesting for so long.
To explain more about why I love the game's combat so much, especially in the face of accusations that it's too button-mashy, I'm kind of a sucker for any combat engine that emphasizes mobility. There are simple ground and air combos if you just mash the attack button, but it's usually a better idea to take advantage of the dash attacks. You hold down the attack button and just aim the control stick in the direction you want to go. Combat feels more like a flow from one enemy to another, punctuated by stationary combos, than a simple round-up followed by an attack combo. Dodging and attacking become the same, and just like everything else in a Vanillaware game no single action serves a single purpose, but everything works double duty.Another feature of the combat, and probably the primary reason people think it's too easy, is the blocking. For the most part (things change in the game's hard mode) you block by attacking while being attacked, which makes sense as far as parries are concerned. The reason this all works is that blocking uses up sword integrity, which is necessary for performing special moves. After a sword breaks it will slowly regenerate, and you can carry up to three at a time, but for the most part you will be more worried about keeping your swords intact than actually taking any damage. Once they all break you're basically dead meat. Think of it like the recharging shields in any post-Halo shooter, only because it's Vanillaware they pull double duty and power special moves, too.
Muramasa has two difficulties, which boil down to Baby and Insane. It's probably better to acquaint yourself with it before going insane, but you can switch at any time. I've found a fair bit of challenge as a baby without wanting to pull my hair out, but I'm looking forward to replaying it on hard mode. I would probably have preferred a GOD HAND-style reactive difficulty system, but that's not Havok Physics ubiquitous yet, so I can't really complain.
The game is brilliant and the game is beautiful, but that's not even why I love it, exactly. It's the same sort of feeling I got when I played No More Heroes and felt like I really got to know Suda 51. We're all used to loading up a game and seeing corporate logos for thirty seconds, but you don't even see Vanillaware's logo until after you press Start. It's a unique touch, and it reminds me every time that the people who made the game are a part of the game experience itself. When the cover falls off of House of Leaves you're left with a book written by characters, and it's the author's hope that you forget about him entirely. If the cover fell off of Muramasa you'd still be spending time with George Kamitani, because he puts so much of himself into what he does. Please join me in loving him for it.The New Prose
by Zen
Posted on Sunday, August 23, 2009Building on my previous post about game designers as the new existentialists, I found these words by Rorty rather stirring:
... deconstruction ... needs a clear distinction between philosophy and literature. For the kind of reading which has come to be called "deconstructionist" requires two different straight persons: a macho professional philosopher who is insulted by the suggestion that he has submitted to a textual exigency, and a naive producer of literature whose jaw drops when she learns that her work has been suppported by philosophical oppositions. The philosopher had thought of himself as speaking a sparse, pure, transparent language. The poetess shyly hoped that her unmediated woodnotes might please. Both reel back in horror when the deconstructionist reveals that each has been making use of complex idioms to which the other has contributed. Both go all to pieces at this news. A wild disorder overtakes their words. Their whimpers blend into interminable androgynous keening. Once again, deconstructionist intervention has produced a splendidly diffuse irresolution.
There is something suspiciously old-fashioned about this way of setting up one's subjects. It is a long time since we have had writers who considered themselves in the business of providing pleasure. ... [Essays on Heidegger and Others, p.86]
Many will tell you of the harm Derrida (inadvertently I think) caused to literary analysis, and that phenomenon is the specific target of that passage. Rorty was concerned with the assumptions Derrida's criticisms of philosophical thinking made about both fields, but this came on the heels of his own significant bias toward prose:
As a way of counteracting Heidegger and, more generally, the kind of post-Heideggerian thinking which refuses to see the West as a continuing adventure, I want to put forward Charles Dickens as a sort of anti-Heidegger. If [archaeologists of the future] were, for some reason, unable to preserve the works of both men, I should much prefer that they preserve Dickens's. For Dickens could help them grasp a complex of attitudes which was important to the West, and perhaps unique to the West, in a way that neither Heidegger nor any other philosopher could. The example of Dickens could help them think of the novel, and particularly the novel of moral protest, as the genre in which the West excelled. From this point of view, the interaction of West and East is better exemplified by the playing of Beethoven's Ninth Symphony by the students in Tienanmen Square than by the steel mills of Korea or the influence of Japanese prints on European painters of the nineteenth century. [Essays on Heidegger and Others, pp.67-68]
Heidegger famously elevated "the poetical" in his later years, and Rorty seems hellbent on elevating the morality play instead. Heidegger's distaste for Western metaphysics and its insistence on objective fact appears, to Rorty, to be a distaste for the considerable social and political strides that have been made in the West. This essay was published in 1991, and I would love for Rorty to have been able to draw on the considerable cross-pollenation of Eastern and Western game development instead of century-old paintings inspired by still older Japanese prints. That said, it makes little difference to his point: instead of trying to express some transcendent quality through poetry, one should instead concern oneself with tackling moral and social problems by connecting them with people, with characters.
Still, it's not as though there haven't been games that tried to address these issues within a narrative. Whatever you think of the results, there can be no denying that Hideo Kojima's impenetrable oeuvre makes various comments on (post-)modern lifestyles and political attitudes. I encourage anyone who plays his games to forgive the failure at achieving the impossible task of tying all his games together into a single narrative, and to those of us who started playing Metal Gear games at the outset his turn to the dissonant and absurd is jarring and sometimes revolting. In spite of all this, one can discern a few central threads that he's been struggling to follow to their conclusion, possibly without even realizing it.You can disagree, and claim that Kojima has always been playing the philosopher/poetess game. People seem to think that he's always been courting some kind of recognition from the world of acknowledged intellectuals, or that he really still wants to be a film director. I say that he's failed spectacularly at both, to his benefit. I'm not one for Dickens, but what Rorty claims Dickens can accomplish is something that video games can accomplish tenfold. I don't think anybody can play a Kojima game without being bothered by him. Some people criticize the game, thinking they're bothered by it, but it's always Kojima. It's always Kojima making you look at what you're doing, what you're not doing, what you're ever doing. And he always considers himself to be in the business of providing pleasure.
<2D>
Daikai10
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