I said as much on
Twitter, but it bears repeating: Gaim strikes
me as what happens when a man watches the movie version of West Side Story, and takes it WAY too seriously -- and upon
realizing that the streets of New York aren’t filled with gang battles won via
elaborate dance moves, proceeded to have a nervous breakdown.
The show starts in one place, and becomes
something completely different barely a quarter of the way in. Without giving away any spoilers, let’s just
say that head writer Gen Urobuchi has evidently been playing a lot of Devil Survivor…and unfortunately,
happened to watch huge swaths of the abysmal anime adaption.
That -- much like the
majority of this post -- is pretty depressing. So you might want to have your favorite comedic video or song uploaded.
(Should your search fail, Gaim will provide.)
Don’t get me
wrong. There’s a lot to like about Gaim.
A whole lot. It breaks the formula and conventions that
have gripped the franchise for the better part of a decade, there are some exciting
ideas at play, the lead is solid, his foil is godlike, the soundtrack is infectious, and the fights have that expected toku goodness -- to the point where I'd say Gaim makes a better shooter than every shooter I've talked about in the past six or so weeks. But at this
point, I have to admit I’m a little disappointed.
The rival is
one-dimensional, all but one of the villains is an idiot (and also one-dimensional), some interesting
plot threads are dropped without fanfare, and I suspect the show’s run out of
cards to play now that the “Madoka-level
reveal” has come and gone, itself a bit flaccid. Still, I can’t help but like Gaim.
Is it flawed? Oh yes. But I’ll gladly take it, and enjoy it.
You may be wondering
why I’d go off on a Rider-related tangent, given the title. Well, that’s simple. It’s because right now, it’s easy to get
excited about Kamen Rider. In contrast, it’s hard to feel excited about
-- or even proud of -- video games.
Now, let me back up a bit. I take pride in trying to see the bright side
of things -- as the self-proclaimed “Eternal Optimist” -- and that’s not going
to change anytime soon. So if you think
the rest of this post is going to be about me playing the doomsayer and shaking
my fist at everything that doesn’t suit me, don’t. I love video games, even now. And I know that there are good video games
out there, even now. And I know that
even if things look bleak, there’s always going to be hope, and change, and,
you know, good games. The way it should be.
I just thought I’d
offer up that preface -- because DAMN is there a lot to be wary about these
days.
I have no idea what to
make of this whole #GamerGate situation.
I’ve read up on it, but the amount of information and opinions that need
to be processed are staggering -- so I figure it’s best to just stay out of it
and wait for things and people alike to cool down. I can only hope by this point that it has. Smarter people than me can say (and have
said) what’s important and meaningful, and hopefully it’ll help lead to a
better place.
Hopefully #GamerGate
won’t fizzle out with nothing gained and no one learning anything from it; even
if there’s been some blood spilled over this, it may be necessary so we can all
figure out what needs to be done, what lines need to be drawn, and most of all,
who we really are as high-end hobbyists.
So let’s talk about
something else instead. Something that I
think is just as important.
There’s an argument to
be made that there are a lot of people take video games too seriously -- but I
don’t think that’s such a bad thing. If
we’re being honest here, I take video
games too seriously; that’s a key reason why I consider stuff like Watch Dogs and DmC affronts to my very being.
It’s why I can’t bring myself to give a pass to any title that irks
me. You don’t know how much it hurts me
to not be able to enjoy critically-acclaimed releases like everyone else, but I
only take issue because I love the medium.
And I expect that, if I someday stumbled into a seat of creative power,
others would feel free to point out my failings.
In those cases (and
many more), I refuse to overlook their faults because I have a hard time
accepting that tens of millions of dollars went into products that fall apart
in the first five minutes. I know that
games can do better, because I’ve seen “better” for myself -- be it from the
past or present. As long as it’s within
reason -- and done with reason --
it’s a gamer’s duty to raise a stink.
The alternative is letting “par for the course” comb the roof of the
average mole-man.
I’ve always believed
that, even if there are a lot of different factors that make us the people we
are, it’s the art and stories we take in that hardwire us. Think about it. Sure, parents and teachers and family members
and the like can inform us and give us a push, but those lessons are pushed our
way. Conversely, when you read a book or
watch a TV show or -- yes, obviously -- play a video game, you’re doing it of
your own will.
You’re engaging with it
on a personal level. You’re taking in
its particulars and learning from it instead of someone else. So while a parent may tell you what’s right, art can show
you what’s right. And before you
know it -- long before you even know what lessons you’ve learned -- you’re
affected. That’s what art is designed to
do.
Yes, even this.
Everything I’ve said
has pretty much been said better by Linkara in his History of Power Rangers series.
It’s true that Power Rangers
is corny and silly and campy, but time and time again the franchise -- and its Super Sentai counterpart, and its Kamen
Rider contemporary -- has proven that there’s not only a genuine effort to
tell a story, but to impart good feelings and morals to its viewers between the
kung fu fighting and merchandise shilling.
There’s something to be
gained from that, I think. As I’ve
argued before, just because a story is superficially “kiddie” doesn’t mean that
it’s without merit -- because more often than not, they’re the ones that are
either much higher in quality than you’d expect, or so thematically dense you’d
need a chainsaw to slice off a piece.
I’m not saying that
everything out there needs to be of strong moral fiber and “teach a lesson” to
an audience, because that would imply that all gamers are mush-minded
five-year-olds. But here’s the thing: we
know what’s out there. We know what’s
good. We know what can and will touch
our hearts. And we can ask for that --
expect it from those who want our support.
Games can provide merit
in a way that other mediums can’t; even if it’s just an illusion, they can put
us right in the middle of the conflict du jour.
And when the credits are rolling and the pad’s set down, we can walk
away with something gained. We can have
some new and special experience to call our own -- to open our minds, and make
us stronger as a result.
Now more than ever, I’m
afraid we’re in danger of losing that -- if we haven’t already.
I know what you’re
thinking, and I’m going to stop you right there. Yes, I know that gaming has gotten bigger
than ever, and (almost paradoxically) it’s given rise to a federation of
smaller teams. Indie developers are
pretty much doing the Lord’s work at this stage, offering up plenty of quality
titles on a regular basis. Shovel Knight, Transistor, Fez -- all
good.
Those aren’t the ones
I’m talking about, and for obvious reasons.
Those aren’t the games that are pushing out millions of copies on day
one. Nor are they confined to minutes-long
glimpses -- at best -- in compartmentalized trade shows. They’re the games that carry the most weight
-- the games that suggest to any given outsider “what video games are”.
But I’m not here just
to slam triple-A games. That’s been done
enough -- and despite the blessing of indie games, they’re not entirely
faultless either. I’m here because I
can’t help but take issue with a hefty percentage of games as they are
now. Just think about what I’ve said so
far, and think about what’s been said of games in the past half-decade or
so.
Think about the
discussions, the articles, the commentary, and the products themselves. Think carefully about what game, after game,
after game, after game has been trying to say -- what developers and companies
alike want to sell to you, on the grounds that you’ll love them and thus
support them.
Think about what games
used to offer.
Think about what they
offer now.
I hope that helps
explain why I hate DmC.
But since I brought it
up, there’s a specific reason why I used those two clips. See, I had every intention of using the
Cerberus weapon demo -- or any number of other cutscenes -- for DMC3.
But then I remembered that Dante himself shoots a woman in the gut, and
I figured that overlooking that would be hypocritical. So let’s try and unpack these two scenes, and
see if we can spot the differences. And
once we do, I suspect you’ll start to see what I mean.
The clip from Devil May Cry 3 shows the end result of
a battle with Nevan, a sultry vampire out to turn Dante into a tasty -- and
likely electrified -- snack. Naturally
the half-demon (and the player guiding him) pulls through, and gives her one
last shot in the gut to finish her off and stop her sneak attack cold. Shortly thereafter, Nevan concedes her loss
and offers up her power to Dante -- rather amicably, just like the bosses
before her -- so he can make his way through the tower of evil, stop his twin
brother Vergil, and save the day. Easy,
yes?
Now let’s switch gears.
The clip from DmC shows the end result of a different
boss battle, albeit one that’s presumably a few hours later (at least). Donte and Vorgil’s fellow comrade Kat gets
abducted after an enemy raid of their base, so in order to gain leverage -- and
draw big baddie Mundus away from the Hell Gate that makes him unbeatable --
Donte storms the club of Mundus’ wife Lilith and beats her and the demon-baby
she’s pregnant with into submission. As
in, you knock her around despite her scurrying away and begging for mercy. (DMC3 may
have also included violence against women, but on both accounts those
women were portrayed as threats, and as Dante’s equals -- not his victims.)
With Lilith in tow, the
nephilim brothers enact the trade -- but Vorgil shoots out Lilith’s stomach and
head, presumably as a way to establish the fact that he’s not a good guy. I would say it was “part of the plan”, but
it’s not; given that the entire point of the kidnapping was to draw Mundus away from his Hell Gate, the most
killing Lilith did was piss him off so that he’d unleash all his power and
slaughter countless innocents. So
basically, the “good guys” got nothing accomplished and end up rushing Mundus’
office anyway, which was virtually the opposite of the plan.
DmC was not equipped to deal with a scene like The Trade. And this goes beyond just discussing the
ethics of killing a pregnant woman, even if she did (debatably) throw the first
punch. It makes no sense in the context
of the game’s story. It’s a bizarre
departure from the franchise the game is trying to slot into. It’s never discussed again, except maybe in a
couple of blink-and-you’ll-miss-it lines.
It takes the game to a
place it was never meant to go, which it could
have recovered from if it had anything meaningful to say. But it didn’t. At best, it was a way to show that Vorgil was
the bad guy (as a way to cram in his “character” with the run time dwindling
down); at worst, it’s just in there for a twist. Shock value.
Proof of edginess, and some perceived sense of merit. Nothing more, nothing less.
And we’re just supposed
to accept it and move on.
I’m thankful we’re fans
of a medium where scenes like The Trade are the exception, not the standard --
because if they were, that would be a strong argument right there to give up
gaming, period. But even if they tend to
avoid that extreme, I still can’t help but feel like we’re in a bad place in
terms of the content. No, I’m not saying
that we need to be all smiles and watercolors, or that grit is absolutely out
of the question. Hell, “grittiness”
barely even factors in here. What I’m
concerned about is the message that a lot of games are imparting on us. What are we learning from them on a
subconscious level? What are they doing
to us? Are they hurting us in ways we
can’t even begin to perceive?
Yeah. Yeah, I think they are.
I’m going to have to
get a little presumptuous here, so feel free to disagree with me here. But in all honesty, I get the feeling that
the state of gamers is a reflection of the state of gaming -- that all the
vices and failings of what should be the best and brightest are weighing down
on us. Chalk it up to any number of
factors. Pick your favorite of the
bunch.
The over-reliance on
lovingly-rendered, approaching-photorealistic violence. The staunch, regular refusal to be more than
just exercises in killing -- and the pushes to make that the main draw over
anything else. The absence of strong,
identifiable leads in any number of games, putting the spotlight on the
anonymous at best. The narrowing of
worlds and scope that turn sprawling adventures into funnels toward the next
murder. And of course, the stunning lack of diversity on all fronts
-- ages, races, and gender most of all.
Art exists to circulate
ideas. They may be products designed to
win bread for creators and companies, but almost by definition they’re allowed
to be -- and are supposed to be more. By circulating ideas, minds are opened;
possibilities are perceived; even if they don’t necessarily bring about some
world-sweeping reform, art can at least make someone stop and say “Huh. I never would have thought of it like that.”
And that’s what games
can do. I know it, because they’ve done
that for me, plenty of times. Whether
it’s with story elements, visuals, sound, or by virtue of the gameplay -- ESPECIALLY
by the gameplay, in a lot of cases -- games can do more. They can make us better without us even
knowing it.
They can be more than
just “fun”. Especially now. Because between you and me, I’m having a hard
time seeing what’s so “fun” about plenty of games these days.
Or am I just being too
demanding here? Am I just ranting about
nothing? Maybe I should. Maybe I should just sit back and watch while
my squad mates in Battlefield 4 open
fire on one man I don’t even know for sure is my enemy. Maybe I should just embrace being a
seven-foot tall super soldier that can’t be arsed to contribute to a
conversation while his blue AI girlfriend proceeds to have more humanity than a
cabal of saints.
Maybe I should just
sneak my way through the streets of India and ignore every inlaid desire to
explore its folds for myself, on the grounds that there’s no one to shoot. Maybe I should just point and laugh as meatheads,
peons, and Batman wannabes show that the full range of human emotion is rage,
angst, snark, or nothing.
Yeah. I’m obviously being too demanding. I’d better lay off a little.
I have my issues, and
yes, those all come from some unshakeable biases. But here’s the thing: I’m not so worried
about how I feel about games, because I can get over them. My problem is that I’m worried that this
increasingly-popular, increasingly-accepted medium is going to start altering
the perception of players and people as a whole -- if it hasn’t already.
Let me put it this way:
I consider Watch Dogs to be one of
the worst games I’ve ever played, so unbearable that I could hardly bring
myself to play past the introduction of The Girl with the Dragon Tattoo. And I’m okay with that (to an extent). Some people feel as strongly about it as I
do. Others let it slide. But whatever the case, the game -- despite
falling short of the hype -- went on to sell, at a bare minimum, four million
copies. A lot of people are going to
experience the misadventures of “The Vigilante” firsthand. And I weep for those who buy into it a
hundred percent.
The game brimmed with
potential from the outset -- and once upon a time, the prospect of
cyber-subterfuge excited me -- but Watch
Dogs went entirely untapped. What
could have been a poignant tale and potential scenario of our future ended up
boiled down to a single message: Ah, don’t worry about all that complicated stuff! Just be a cool guy, and take down anyone who
wrongs you! It’ll be fun! (If you’re
feeling extra-cynical, you could say “be an ignorant
cool guy” instead.) It’s indulgent
design that narrows the game’s worldview down to everything within Aiden
Pearce’s distorted range -- one that barely makes it past his nose.
But the player is just
supposed to buy into it because otherwise, the game can’t continue. The player is asked not to think about the
context, the consequences, or the contradictions created by Aiden’s actions and
basic decency -- and often, common sense.
And that’s all setting aside the horrific devaluation of women in the
game, almost from minute one. Or am I
just supposed to forget that despite being a 2014 game, the plot is still
pushed forward by a double-whammy of a dead niece and a kidnapped sister --
both of which are largely Aiden’s fault?
But the player is asked
to look past that. And for what? The chance to shoot people? To blow up stuff? To hack?
To steal? To destroy? Or in an abstract sense, to express the
player’s power? To make the player feel
smarter and nobler, knowing that they’re “outwitting” foes who are only the
villains because the plot says so? For
me, I can’t bring myself to do it. There’s
no merit -- certainly not intellectually, and not even viscerally.
And believe it or not,
I suspect that I could if I had the proper context and if the mechanics were
sharp enough. I’m not against violence
in games if it serves a purpose or is executed well; that’s the reason why Metal Gear Rising was my favorite game
of 2013. But while Rising asks you to think about what you’re doing -- in the story
and out of it -- Watch Dogs asks you
to stop thinking. Accept it, learn from
it, and think that what it’s doing is okay.
And your reward is more
mindless murder.
And for some people, that
reward is more than enough. It’s welcome.
Let’s be real
here. I’m not saying that just because
you play or like a game like Watch Dogs,
you’re automatically the scum of the earth.
If you’re reading this, then you’re probably fine. But the problem is twofold; even if you can see the issues, and I can obsess over the issues, there are still people who don’t. And beyond that, there are those who just
don’t feel like there’s a problem -- that the games without anything
substantive to them besides power and violence and the like are ultimately
harmless because it’s happening in a game.
Fantasy. Just a chance for fun,
and nothing more.
That’s not fair to
games. And that mindset isn’t doing
anyone any favors. Not developers. Not gamers.
Certainly not the outsiders looking in.
But that’s the message we’re in danger of sending as a collective of
hobbyists -- that “this is our standard” and “this is what we want”. We’ve already sent that message, in a sense,
given the stuff that makes the most noise (and the sequels greenlit in the same
week as a game’s release, based solely on sales instead of, you know, quality). It all feeds into this nasty feedback loop
that we might not be able to escape from.
In a lot of cases, the
difference between a good story and a bad one is how willing a story is to
explore the possibilities -- to play with its tools, dive into its concepts,
and offer up something based on its terms and particulars. It’s true that you can’t always count on or
expect games to even have stories,
but the same rule applies via its mechanics, if not its narrative. The possibilities -- the end result -- are
there, no matter the framework. And
that’s what gamers are looking for, more than just the chance for the next
thrill.
We are affected by the
art we consume. It helps us consider
possibilities -- new perspectives, and new facets of life. So in theory, the possibilities are endless,
simply because a creative medium allows for so many potential products. But when a creative medium -- when this creative medium keeps slotting into
roles and “standards”, and when everyone on every rung of the industry ladder
accepts “this is how it should be”, then we really are hurting ourselves -- and
our cause.
You’re free to disagree
with me, of course. It’s almost certain
that I’m reaching here (and if not that, then at least trying to play the moral guardian). But you know what? Maybe I’m not so far off-base here. Remember my summation of Watch Dogs: ah, don’t worry about all that complicated stuff! Just be a cool guy, and take down anyone who
wrongs you! It’ll be fun! There’s something horrifically small-minded
about the proceedings of that game. It’s
not the first, and it won’t be the last, but the mentality behind the
lesser-fare strikes me as a little too familiar. And as much as I hate to admit it, it feels
all too real. I wish it wasn’t, but this
is what we have to accept.
Maybe Jack Thompson,
Fox News, and an armada of cross-armed parents were right all along.
So that’s about where I
stand. I’ll be the first to admit that
this wasn’t my favorite post -- because it sounds a little like a hare-brained
rant -- but I feel like it’s something I had to say. So if you disagree with me, go ahead and do
so. Offer up some perspective. Prove me wrong. Give your own examples. You read my post, and I thank you for
it. Giving you the chance to strike back
is the least I can do. Well, that, and
at least try to end on a positive note.
Cripes, Gaim has got one of the dopest super
modes I ever did see. And that opening
theme…delicious!
DON’T SAY NO! JUST LIVE MORE! Man, that should be the gamer’s rallying cry.