I’ve been thinking about Until Dawn recently, even though -- as of this post -- it’s been more
than a month since I finished it. Part
of the blame is on the recently announced VR installment, Rush of Blood. I don’t know
what to make of that, because I haven’t followed VR developments too closely;
still, the fact that Until Dawn is
seeing more play than a one-off release inspires confidence. It’s new, it’s different, and even if there
are some serious flaws, overall it’s
still a good game. I’m glad it came out,
and I hope it gives Supermassive Games the freedom to branch out.
People are going to have different reasons as to
why they like Until Dawn (thanks to
that pesky thing we call “free will”).
Some wanted horror movie tropes, and got them. Some wanted an adventure in the vein of a
Quantic Dream title -- minus the Quantic Dream -- and got that. But even if people give different reasons, I
have one of my own. I don’t think
anyone’s going to fight me on it, but it might be the reason why the game
succeeds overall, on some basic level.
And beyond that, Until Dawn is
a good reminder of what a game can be, because its makers remembered what a
game could be.
The word of the day -- or close enough to it -- is
spirit.
If you’re looking for a close facsimile, then
you’ve probably started thinking of “tone”.
You’re not wrong for it, but for the purposes of this post I’d prefer to
stick to “spirit”. It’s more than a
matter of semantics, especially in Until
Dawn’s case. Pared down to basics,
its tone is spooky, or creepy, or (as you’d expect of a horror movie where the
logos is as sturdy as a chewed-up Popsicle stick) goofy. It varies depending on the scene, as it
should; it’d be impossible to see virtual Brett Dalton sashaying about if the
whole game was in super-duper scary mode.
But no matter what happens in individual scenes,
it’s clear what Until Dawn is trying
to capture the spirit of. It wanted to
be something like a horror movie, for good and for ill. The tropes and trappings it cribbed off of
gave the game a road map to follow, albeit with some interesting twists. In the world of video games, it’s not the
only one of its kind; The Wonderful 101 captured
the spirit of explosion-filled tokusatsu shows, while the Uncharted games pretty much brought Indiana Jones to the small
screen in playable form. Amazing things
can happen when you commit to a certain style.
Observe:
There’s a dark side to having a certain spirit in
mind, but I’ll get to that in a minute.
The important thing is that Until
Dawn serves as a reminder of how important it is to have a spirit. Pardon the generalization, but I think it’s
safe to say that we just don’t get games
like Until Dawn anymore, or at least
on a regular basis from the big budget/console space. Supermassive Games had a very specific
agenda, and stuck to it to deliver something unique -- something that could
satisfy gamers on any level, whether they enjoy horror movies or not. (I’m definitely in the latter camp.) Okay, granted you can only be so unique by
mashing infinity horror movies
together, but the intent was there. And
how many other games even attempt it?
I’m not trying to ask a rhetorical question
here. If you’re reading this, then by
now you’ve heard or experienced the complaints that games are facing a serious
problem with homogenization -- how everything is morphing into an amorphous
sludge without beginning or end. That’s
a real concern, given that Ubisoft’s E3 2015 conference showed off three
separate Tom Clancy shooters in one go that to the layman are just minor tweaks
on the same virtual skeleton. It’s been
a concern for a while, because we’ve all been through an age where devs saw fit
to turn Harry Potter into a Gears of War clone, and now we’re in an
age where (if not for efforts from The
Witcher 3 and Metal Gear Solid V)
open-world games would be multimillion-dollar chore simulators. I mean, some of them still are regardless,
but that’s neither here nor there.
In the best-case scenario, Until Dawn has shown the world that there’s room for different
spirits and different tones. I’ve
rambled on and on in the past about grim-and-gritty fare, because even if it
has the potential to be good, there are those that A) make it suck, B) hold it
up as the gospel, and C) believe that it should be errywhere. I suspect that
we’re at least starting to move past that as a culture, but there’s still a
ways to go before every spirit becomes 100% viable. Not to stereotype, but how many AAA games are
out there that can’t be arsed to have a sense of humor? How many of them are filled with po-faced
seriousness or scrabble at walls in a desperate attempt to be “epic”? How many of them have you played and
forgotten about, save for the name and the fact that you played it?
I know I used Uncharted
as a positive example earlier, but it helps exemplify the dark side of using
a spirit: there’s paying tribute to one (as Until
Dawn does), and then there’s just copying it wholesale because it’s popular
or the cool kids are doing it. I don’t
think anyone’s going to forget the whole “Tomb
Raider has become Uncharted”
claims from a while back, which is plenty legitimate…except Tomb Raider copied the “cinematic” style
and reliance on set pieces without the breezier tone and characterizations. Assassin’s
Creed may not have kicked off the revenge fantasy plot that’s been pretty
popular lately, but it sure did codify it -- to the point where Unity sees fit to kill off two father
figures to get the leading man off his ass.
God forbid we let a main character have anything resembling passion or
self-motivation.
But enough hate-dumping. Let me make a selfish confession: I want to
see more majestic games.
Like I said, I hope Until Dawn shows the world that we can have more than just furious
attempts to try and strap gamers into their epic rollercoasters (because even
if sales say otherwise, I think their effectiveness is on the wane.) Indie devs are filling the gaps left in the
modern console space, sure -- and they’re absolutely doing the lord’s work,
without a doubt -- but what a gaming world it’d be if those with tens or
hundreds of millions of dollars to throw around actually made use of it to
create something special on a regular basis.
When he did his review of Gears of War Ultimate Edition, Yahtzee mentioned that a remastered
edition of the game meant taking decaying, dilapidated environments and making
them look slightly prettier -- prettier in the sense that it could fit perfectly
amongst its ten-eighty-peas contemporaries.
That was a success, I suppose, both in the sense that people who bought
the remaster were satisfied and those
who played the original game found what they would come to consider visual
splendor. But I know exactly what
Yahtzee argued about because it’s the same argument I’ve had for ages: what’s
the point of lavish rendering if it’s used to render something people would
hate in real life?
I’m not saying that dilapidation and destruction
don’t have a place in art, and in fact I can actually appreciate it. But that appreciation comes from art that’s
done exceedingly well -- if not purely original, then good enough to make a
strong impact. Beyond that? Even if games are an audiovisual medium,
there’s more that can be done with them.
We can have more, and experience more.
That’s what helped make Until Dawn
a success; it had some good visuals, sure, but they were part of a package
intended to create a genuine and lasting effect. The looks -- graphics, aesthetics, whatever
-- mingled with all of the other elements to create a perceptible
character. In other words, Until Dawn has a spirit, and a damn good
one. It certainly helps that, as far as
games go, it’s got a rare spirit.
Spirits shouldn’t have to be rare, given that video games have a huge reach these days, as
well as the technical wizardry behind them.
But here we are. Or to be honest,
here I am; here I am, wondering if others have a problem with the game industry
as-is. I’ve long since accepted that not
every game will cater to me or my tastes (which in all fairness is a good
thing). I know that the industry we have
now still has plenty of high spots, and it’s making a lot of people happy. But can it make people happier? I think it
could. One way to achieve that, I think,
is to give the people things they never even knew they wanted. Give them more than what they ask for. It's not necessarily about what a game should be; it’s about what a game can be.
And yes, games can indeed be majestic.
But what does that mean, exactly? Well, I have some ideas.
A Google search on “majestic” turns up this
definition: “having or showing impressive beauty or dignity.” Fair enough.
So if we pare it down to basics, that means we’re looking for games that
are beautiful, and impressively so. Nice
graphics go a long way toward making that happen, but remember the goal here:
we’re thinking about games in terms of their spirit, not just their visuals. What games have gone out of their way to be
beautiful -- to make the players feel that sense of wonder, or an appreciation
of what the virtual world du jour has to offer?
The answer to that is going to be different for
everyone. Frankly, I wonder if there’s
even the trace of a straight answer; beauty and majesty are subjective, and
what has a profound effect on one person might be like a fart in the wind to
another. I’d bet that the goal with a
majestic game is to inspire awe in the player, not just the expected visceral thrills
or momentary victories. That opens up a
lot of sub-questions about what’s being done and how, but for argument’s sake
let’s keep it simple here, and pound out the rest in the comments.
For now let’s say that a majestic game has to meet
certain criteria. First: it should have some sort of appeal, be it visual, emotional,
or otherwise. Second: it should put a strong emphasis
on the world. Third: it should inspire awe and/or wonder in the player.
Fourth: it should make a
conscious effort to pull the player towards appreciating the niceties of its
crafted universe -- or, alternatively, the little moments that in retrospect
become precious.
Those are some basic guidelines -- not ironclad by
any means, but it’s a start. Whatever
the particulars, the goal is to create something that’ll have a profound impact
on the player. Moreover, it’s something
that can be done wordlessly, if the creators have enough skill. We should expect no less from an audiovisual
medium; in the same sense that we don’t need a painting hanging in a museum
come to life and explain all of its nuances, we don’t need our games to grind
the action to a halt so it can explain why it’s a better purchase than one’s
daily bread. Ideas can be communicated
quickly and effectively in plenty of ways; games are no exception, and majestic games are out to communicate
specific ideas. They’re about making
players feel the warm fuzzies, or something close to it.
So what are some majestic games? I can think of a few.
I hold Xenoblade
Chronicles in high esteem for plenty of reasons -- a thoughtful story,
strong combat, and one
of the best songs in anything ever, holy shit. But there’s really no understating the world
it crafted, and crammed into a disc that didn’t make Wiis all over the planet
burst into flames. The scope and scale
of it is a rare treat, but there’s actually something to show for it time and
time again -- sights and structures that could only exist in an alien world
(relatively speaking, since all the action takes place on gigantic dormant
Gundams). There’s no better example of
it than Satorl Marsh at night; even if monsters lurked about, that area stopped
me cold.
Meanwhile, Okami
lends itself towards majesty on a regular basis. As a Japanese deity in the body of a wolf,
it’s the player’s duty to purify the world -- to make it beautiful after
no-good demons turn the world into a shadowy hellhole. The art style plays a HUGE part in the
process, but what really clinches it are the restoration sequences;
they create a sense of progression, but on a deeper level they push the player
toward a deeper appreciation of the game’s digital Japan. Okami is
a game with no shortage of strange moments (Mr. Orange, anyone?),
but the adventure is made all the more potent thanks to the game’s furious
attempts to create majesty.
But it’s not necessarily about making players go
“Oh, look how pretty that is.” Shadow of the Colossus is proof of
that. I wouldn’t go so far as to call
its world pleasant, per se, because
the sheer size and stillness of it makes for something that’s kind of
unnerving. On the other hand, that’s
part of the charm. Between the gigantic
monsters that the player’s tasked with slaying and the gigantic world that’s
untouched and unsullied by outsiders, it’s proof that “our hero” is an intruder
there. Nature ran its course without
human intervention for who knows how long, and thanks to that the world takes
on an interesting -- if not awe-inspiring -- character. It’s majestic…and that majesty is jeopardized
by the player just doing the ol’ video game song and dance of “kill monsters
and save the girl”.
You know what, though? I think that World of Warcraft is majestic, too.
I’d bet that by extension, plenty of other MMOs are majestic too, but WoW’s the example I know best. Like the name implies, there’s a massive
world to explore and appreciate; sure, it’s easy to forget about that
nigh-endless sprawl thanks to quests and raids and guilds and such, but being
able to go solo and explore uncharted worlds (as a new player, at least) is
still an incredible feeling. And since
the rules and rate of progression are determined by the player, it leads to a
sense of intimacy. It’s your adventure, and it means everything
to you. Savor the majesty.
Obviously, there are more examples of majestic
games out there than just those four -- and there are probably better examples as well. But it’s like I’ve been saying for ages now:
there are possibilities that are waiting to be tapped by creators, in video
games or otherwise. There’s so much that
can be done, and so much to be found in the world that the very concept of
“absolutes” doesn’t exist. I want to be
able to see the majesty of created worlds, and the characters that trek through
them. If we got that on a more regular
basis, then who knows what’d happen? Something
good, presumably. Nothing lost, either.
And that brings me to the last question of the
day: “Why does any of this matter?”
Under the circumstances, it doesn’t. I can’t force the industry at large to march
lock-step toward a selfish whim. Likewise,
I can’t -- and won’t -- say “This is what games should do from now on.” This post, and the games that cater to it,
are an example of what can be offered.
Not just to me, either; those that embrace a strong spirit, majestic or
otherwise, can have a huge impact on gamers.
So even if there are those who don’t see the point in a through line
like this, the benefit comes from actually experiencing something beyond the
norm. If exposed to Satorl Marsh, a
revitalized Japan, or a dying colossus, would a jaded or close-minded gamer
shrug it off? Would he pretend like he
couldn’t feel the impact of good art?
Somehow, I doubt that he would. A
good spirit crosses all borders.
That’s my guess, at least. But I am
an optimist.
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