Let me say this to
start: this post is, at a bare minimum, eight months old.
Like, I’d written
pretty much everything a while back. But
for one reason or another, other posts took priority. I’d blame a single game for it, but I think
for now I’ll just take the high ground and point fingers at the better part of reality itself. So at some point I just decided to have it go
up on a certain date.
“Hey, you know what?” I
asked myself. “You’re coming up on the
one-year anniversary of your very first post on Watch Dogs, AKA the game you consider the worst western-developed
game you’ve ever played. Why not
celebrate sheer mediocrity and unacceptably-poor design by offsetting it with
your not-at-all-secret Kamen Rider propagandist
agenda?”
So here we are. And here we shall be, until the world knows
just how miserable of a game Watch Dogs is
-- and that we must never forget what Ubisoft hath wrought. But on the plus side? Guys in big dumb monster suits. And armored suits. Just suits all over the damn place.
Kamen Rider as a whole may masquerade as a shill for toys and
merchandise (and let’s face it, it is), but in my eyes that’s always struck me
as a byproduct of a genuine attempt to tell good stories -- albeit stories
married to over-the-top costumed combat.
It’s little wonder, then, that there are plenty of TV Tropes regulars
that seem to get into it so regularly.
That’s how I got into it, at least -- and a quick search told me that Kamen Rider W was one of the more
popular -- and presumably high-quality -- installments. So I watched it from start to finish ages
ago.
Needless to say, I
enjoyed it. It’s not my favorite in the
franchise -- that honor goes to Kamen
Rider OOO, which I SWEAR I’ll bring into a post someday -- it’s still
great. Given the chance, I’d watch it
again. But the reason I’m linking it to Watch Dogs is because I feel like
there’s a lesson in there that needs to be imparted. Not a moral for impressionable minds; no,
there’s a moral in there for anyone with aims to tell a story. Or just plain enjoy it.
One of the most notable
things about W is that it banks HARD
on the detective theme. The story, the
music, the characters, the concepts -- hell, one of its most common phrases is
“hard-boiled”. It helps lend the show a
different air from its franchise compatriots, though that’s also helped by the
setting having more of a presence in W
overall. Still, what really clinches it --
and what probably helped it become a real fan favorite -- is what should
typically be the deciding factor. That’s
right, it’s the main character: Shotaro Hidari.
He’s the private eye of
the Narumi Detective Agency, and takes on jobs for the people of Fuuto whenever
they come marching up to his doorstep.
The show being what it is, that usually has him getting involved with
the monster of the week and resolving crimes with liberal amounts of
punching. In this installment? He’s up against the Dopants, monsters born
from using USB-stored data from the planet -- Gaia Memories -- that wreak
havoc, commit crimes, and “fill the city with tears”. Naturally, Shotaro ain’t havin’ that, so he
uses his own Gaia Memories along with the Double Driver to become Kamen Rider
W. Or HALF of W, at least; he handles
the left side, while his partner Philip beams his consciousness into the right
so they can fight as one.
Yep, it’s that kind of
show. But that’s to be expected when this
is one of the first Dopants they go up against.
Thankfully, not all of
them are that goofy, but…man. Somebody
had pretty shit luck to draw that.
Like Fourze before it (well, Fourze came years later, but I watched W after Fourze), the successes of the show are bred from the lead and the
people around him. But there’s something
interesting about Shotaro that’s worth noting -- and like I said at the start,
there’s a lesson shown off with him that everybody looking to make a story
should take to heart.
See, when I first heard
about the show on TV Tropes, I checked out the character page. I knew that W was made from two guys instead of just one, but I think I might
have misread or misinterpreted something.
So when I started the show in earnest a while later, I went in with the
wrong expectation. I went in thinking
that Shotaro would be a cool, unflappable, suave and stylish guy; meanwhile,
his partner Philip would be the bright-eyed, spirited, passionate one. Imagine my surprise, then, when the reverse turns out to be true; Philip’s
actually the cool one, while Shotaro is the one who’s relatively
hot-blooded. I say “relatively” because
there’s a facet to him that really makes the character work. And THAT’S what others need to learn from
him.
Here’s the crux of
Shotaro: he’s a character who tries to be cool, but is decidedly uncool. But paradoxically, his uncoolness is part of
what makes him cool.
Do you know why the
phrase “hard-boiled” keeps popping
up in W? It’s because Shotaro keeps spamming it. In his eyes, being a hard-boiled detective is
synonymous with being a Cool Guy™, so he’s done his best to style his entire
persona around it. He wears the
clothes. He types out the reports (and
narrates to himself and the audience alike) in a detective style. He does his best to be as hard-boiled as he
can. The problem is that A) he kind of
sucks at it, and B) the universe would rather make him look like an idiot. Though to be fair, he does
that himself more often than not.
As early as the first
episode, you see the mile-wide chasm between the ideal and the reality. Shotaro does some hard-boiled narration and
sets himself up as a Cool Guy™ almost as soon as the opening is done
playing…but then it turns out that his Agency is facing bankruptcy, and the fact
that he spends so much money on detective novels doesn’t help matters. His attempts to do something cool are
thwarted on a regular basis, too.
Tracking down a bus as part of a case lead? He loses it and does his best Darth Vader
“NOOOOOOOOOOOOOOOOO!” Trying to consul
the daughter of his MIA mentor? She
leaves long before he even finishes his cool speech. Gets an offer to protect a young
starlet? Skips down the street and jumps
to click his heels together.
It’d probably help
Shotaro’s case if he wasn’t delusional and being some tryhard detective. But then again, I suspect that it’s a
commonality for every Kamen Rider to be in sore need of a few therapy
sessions.
Don’t worry, Eiji. You’ll get your post someday.
Now, all of that and
more would suggest that Shotaro is some moron for an audience to laugh at
(plenty of characters justifiably call him “half-boiled” instead). And in a sense, you’d be right. It really says a lot about a character when
people can point out how his actions and his words don’t match. But that’s not to say that he’s some clown
dancing with his pants around his ankles.
This is a Kamen Rider we’re talking about, and he gets plenty of
opportunities to show that.
Even if he is put-upon
and rarely taken seriously and constantly
undermining his attempts to be a Cool Guy™, he’s still more than capable of
ruining anyone’s day -- in and out of his suit.
As W’s left half, he’s the one in charge of the actual offense via his
Gaia Memories; Philip acts more as support and gives W different elemental
properties. That, of course, sets aside
the fact that in nearly every instance W’s based on Shotaro’s body instead of
Philip’s…though of course, one can take the lead as needed.
As a Rider, it’s a
given that Shotaro’s a professional ass-kicker.
But what I find really interesting about the character is that even if
he’s a delusional goofball, he’s also one of, if not the most level-headed and emotionally mature member of the
cast. He ends up learning a lesson or
two in the show’s run (there’s a reason why one of the show’s songs is
“Nobody’s Perfect”), but all told he’s a source of stability and strength to
other characters -- incidental or otherwise.
Even if the universe is constantly booting him face-first into a brick
wall, his Cool Guy™ lines come in when he’s offering emotional support. Well, that, and when he actually DOES get to
prove that he’s a detective for a reason.
If you’ve seen my stuff
before, know that I’ve been talking about “highs and lows” for a while now. If you haven’t seen them before, then here’s
the gist of it: in order for the beats of a story to have maximum impact, there
need to be moments of joy and levity and good fortune and the like to offset
(and highlight) the downturns. Likewise,
defeat, sadness, misfortune and the like keep an audience on their toes, and
keep the story from resting on its laurels.
But if Shotaro is any indication, it’s not just a story that needs highs
and lows. A character needs them,
too. It’s what lends them a sense of
dynamism. It makes the strengths visible
as well as the flaws. It’s what makes
them surprising, interesting, and in a lot of ways, human.
Which brings us back to
Aiden Pearce.
Now, I’ll be fair. Aiden Pearce is probably not the only or
worst example out there. But he is semi-recent,
and an outstanding example. So I hope
you don’t mind me piling on the hate even more than I already have.
Like I said, I consider
Watch Dogs to be an absolute embarrassment of a game. It’s barely even a game; it’s just a great
big package of things to do, a fraction of which are connected to a plot that
has you, “the vigilante”, running errands for damn near everyone else. It would help if said vigilante was even
remotely interesting, but alas. ‘Twas
not meant to be.
The devs got as far as
“hat and trench coat” and “magic phone” before they called it quits and went on
an indefinite lunch break. Aiden’s the
weak link of the game -- and while I’ll accept that maybe there are other interesting characters in the game (hopefully
beyond just throwing in The Girl with the Dragon Tattoo X Catwoman), it doesn’t
change the fact that they have to orbit around -- and ultimately get sucked
into -- a narrative black hole like Aiden.
I know writing a story isn’t exactly the easiest thing in the world, but
sometimes it seems like people make it infinitely harder than it needs to be.
The phrase that gets
thrown around a lot (for Watch Dogs,
or for less-than-airtight products in general) is “design by committee”, and
that’s probably the case for the game.
Admittedly, I prefer using the term “indulgent design”; instead of
following the whims of a creative vision or the passion to put something before
an audience, creators would rather try to earn success by deluding potential
buyers. That is, rather than giving them
something truly exciting -- something they didn’t even know they wanted --
indulgent design would rather have them grow fat off pandering and appeals to
the basest sensibilities.
Aiden is indulgent
design personified. I hate to make
assumptions about the devs’ intent, but even if they had the best intentions,
they botched this character hard. The big issue is that I can practically feel
the notes and outlines printed all over the vigilante’s virtual skin. I can see what’s scribbled all over, and it
tells me that he’s only allowed to be two things: cool and powerful. It comes off as incredibly disingenuous;
instead of letting the players decide and judge Aiden as cool, it’s as if
Ubisoft tried to create a self-fulfilling prophecy. “People will think Aiden is cool because we
made Aiden cool.” But vicious cycles
don’t always work as well as intended; there’s no guarantee that hype alone
will ensure --
Let’s…let’s just move
on.
It’s my understanding
of Watch Dogs that Aiden is supposed
to be a scarred and hurting hero (relatively speaking, given his penchant for
crime -- cyber or otherwise) by virtue of his dead niece in the backstory and
his sister and nephew presently in danger.
Clichéd as they may be, there’s potential to be had in those
relationships as long as they’re used effectively...but in Watch Dogs, Aiden’s family issues come off as a carte blanche
excuse to go do whatever the hell he wants, up to and including ruining -- if
not ending -- the lives of innocents who undoubtedly have families of their
own.
If the intent was to
have Aiden deconstructed -- to show what sort of monster it would take to
commit the acts he does in Watch Dogs
-- then it’s botched from the outset by giving him some innocent and flawless
family he has to take care of. It turns
the game into an awful revenge fantasy that completely squanders its potential. But it’s a no-win situation; if the intent
was to humanize Aiden and make him sympathetic, then it flies in the face of
all the murder the player might end up committing just to get to the next mission, let alone what happens in it.
You don’t play as Aiden
Pearce in Watch Dogs. You play as you. More than plenty of
other characters, he’s just an avatar for you to indulge in whatever your heart
desires. That was probably the optimal
state in terms of the game’s design, but in terms of the narrative, the gameplay
undermines the story and the story undermines the gameplay. But setting aside that discussion, there are
three things that we can say conclusively about Aiden. One:
he’s ruthless. Two: he cares about his family.
Three: he has what he needs
to fulfill his mission.
Only one of those
definitively counts as a unique personality trait (because I’d like to think
that lots of people care about their families).
So if that’s the case, then it means Aiden is in the perfect state to wreak
havoc as he sees fit. He’s a character
ready and waiting, speaking in narrative terms, to do harm to others. And as such, the player is ready to do the
same. No need to worry about others. No need to worry about collateral
damage.
Just smash and kill and
hack and blow up, and don’t ever bother thinking about what you’re doing. Aiden doesn’t, so why should the player? For all the lines and grey areas Aiden
crosses and treads through, he’ got nothing to say about cyber-crime and
privacy invasions besides “these things exist”.
What’s his stance? He doesn’t
care. They’re just tools for him and him
alone to use.
Aiden doesn’t give a
shit about anything. I’m not even wholly
convinced that he cares about his family; I’d argue that he only wants to
protect and save them because they’re concepts to him. Things.
HIS things. Nobody touches them
but him. He’s figuratively and literally
out to play big brother (subtle, Ubisoft), and what little comfort he offers
feels token at best when he’s willing to lie and manipulate the people around
him just to get what he wants. Given his
unduly selfish nature in the game, isn’t that a fitting interpretation?
It is true that being a
villainous character doesn’t automatically ensure a bad character (see: Grand
Theft Auto and BioShock Infinite). But the requirement for a character, good or
evil, is that they do what they do with charisma. There has to be something that appeal, not
just plays to indulgences. That’s where
Aiden fails. He is, undoubtedly, a
character solely designed to be cool…AND NOTHING ELSE. Denying that it’s his default setting is
something I’m hard-pressed to do.
The evidence is all
there. He can commit crimes without impunity
(until the plot says so, maybe). He’s an
expert fighter and gunman, and can engage in some light parkour. He’s a whiz with technology, to the point
where almost nobody can touch him.
Immediately after meeting The Girl with the Dragon Tattoo, the sexual
tension flares up to supernova levels of intensity. (I’m hesitant to count that given how their
story ends, but said ending is troubling in its own right.) He gets to play hero if he (you) wants to,
and he can bust the crimes that the big dumb police force can’t. He can hack anything, and make stuff explode just ‘cause. He’s a rebel who, by completely cutting ties
with society, has become more than just an outlaw; he’s earned some ultimate
sense of freedom, but has the strength to affect the world at his leisure. Just because he can.
You know, for all the
planning (or lack thereof) that went into Aiden, there’s a question I have to
ask: did Ubisoft actually think this character was cool?
Think about what the
word implies. To be cool is to be
stylish. Impressive. Admirable.
Enviable. Aiden Pearce is a
whopping zero of those things. He’s got
no style on his own, because that would mean that he’d have a personality
besides “generic gravel-voiced anti-hero”.
He’s not impressive, because hacking stops being impressive fifteen
minutes in, and the ease of it removes any sense of perceivable reward when it
happens.
He’s not admirable,
because he’s a complete shitbag who’s responsible for most of the problems in
his life (but damned if he acknowledges his failings). And for all those reasons and more, he’s not
even close to enviable. Is he supposed
to be the good guy, or the bad guy? Because
it seems like the game wanted it both ways, and ended up failing on both
fronts. It all leads me to believe that
Aiden only tries to be -- and is designed to be -- one thing. As it so happens, that’s the one thing he
can’t do. Or hack…even though that’d
probably just lead to him blowing it up.
I suspect that there
are some people out there who would tell me to stop stressing out so much about
a character like Aiden. They’d probably
say something along the lines of “So what?
He’s just a power fantasy, so just shrug it off and move on.” Or “What did you expect, dude? It’s a video game. It’s all about making players feel cool.” And I only have one response to such a
mindset: FUCK
THAT.
First of all, not every
video game has had or needs to have some ego-feeding, desperate scrapes at
coolness. Second, if a character’s going
to be cool, then that’s fine -- but they have to earn the right to be called
cool by way of doing something worthwhile.
Third, regardless of the medium we can get something more out of any
given character and any given story as long as they -- and their creators --
show respect for their audiences.
It’s a strange day,
indeed, when a multimillion dollar game tackling modern-day controversies and
aimed at mature audiences is somehow less substantial than a show that managed
to work in promotions for CDs.
You know, I keep
talking about the endless possibilities of storytelling, and how it’s a
creator’s duty to explore them as best as he or she can. And while I stand by that, there’s one thing
that I suspect is going to be a common byproduct of “a job well done”: someone,
somewhere is going to look at a quality release and say “man, that’s so
cool”. And that’s the way it should
be. The people should be the ones to
decide if a product is good or not. The
creator should put up the strongest effort possible, but there’s always going
to be a gap. It’s in the product’s hands
-- and any number of elements it has to its name.
When all’s said and
done, Shotaro’s just one of those elements of Kamen Rider W. Even if he is
just a fabrication -- a character written on paper, and brought to life by an
actor way too eager to make funny faces -- he succeeds and becomes cool by way
of being credibly cool. Like any good
character, he goes beyond just being the tool of his creators. The line between “This is someone’s
character” and “This is my favorite character” starts to blur. As it should.
But it doesn’t for
Aiden. And that’s the clincher. For all of Ubisoft’s talk of making him an
“iconic” character, they forgot to make him anything more than a stand-in. And by doing so, they failed to make him
cool…which means the game failed as a result.
Now, far be it from me to launch an assault on the creator, because I
prefer to point fingers at the offending product instead.
So with that in mind,
I’ve got one more thing to say to you, Aiden Pearce.
Now, count up your
sins!
Oh man. Does saying the line make me a Cool Guy™
now?
Man, you went all-out for this one. Feels like you took me on a magical adventure through history or whatever!
ReplyDeleteI have to admit, I'm tempted to play through either 9 or 10 one of these days. I don't have any problems with you saying it's one of your favorites, because even if there are problems, they're not absolutely deal-breaking. (Side note: I don't know how I'd feel about it now, but on the whole I enjoyed blitzball.) Then again, 9's just beet sitting there calling out to me, and it'd be nice to experience the game for, well, pretty much the first time ever.
I'm hoping Steiner's cool. And loyal. I have a weak point for characters who espouse LOYALTY.
Whatever the case? It's annoying, but I guess it's unavoidable -- we need FF in the sense that it's THE JRPG franchise. I'll carve "Play the Tales games, you idiots" into a mountain if I have to, but in the end that brand is what pulls people back in. Like me, incidentally. The lack of consistency may make it interesting to follow/admire/attack, but JEEZ. Can they just make a game that doesn't make me want to headbutt a jackhammer?
Well, yeah, probably. Dropping the l'Cie/fal'Cie system won't fix every problem, but that wrinkle has done more harm than good. So I'm praying that FF16 drops it. You know, just in case FF15 keeps it in. Because reasons. Terrible reasons, but reasons all the same.
I love tales of as much as the next guy, but Tales games often suffer from the "Let's drop everything and have a class about the convoluted world system for a half hour" game. See Tales of the Abyss "Phonic Resonance" as an example. If you did a drinking game with that phrase you'd be rushed to the emergency room for alcohol poisoning.
ReplyDeleteTales is also guilty of spreading the key battle mechanics over the game. (The cardinal sin of FF13 gameplay wise. FF is usually good about giving you everything quickly but also makes sure you get shiny toys as the game goes on.
Tales makes up for it by having consistently great characters. Tales of Eternia (ToD2 for us US baddies) won me over on so many levels.
• Reid and Farah are like Mom and Dad (in a good way) and struck me as the first 'established couple' in my JRPG memory.
• At a glance, Meredy is a lovable crack head, but when you finally get to her world her strangeness is revealed to just be a cultural barrier.
Storytelling wise (character moments) the Tales of games are amazing, and the gameplay base is always decent at it's worst. It fills the gap left by Grandia bowing out of the JRPG market and did everything Grandia did and did it better!
Oh man, you WOULD have to remind me of Grandia, wouldn't you? Well, granted I only played the third one, but man. So many good ideas and systems and setups, and it just kind of fell apart. Air juggles can do a lot, but they can't do everything.
ReplyDeleteAnd yeah, you're right about the over-explained world building -- Abyss was a big offender -- but you know what? Coming off of Type-0, there's a part of me that says "I'd rather have the world over-explained than under-explained." No telling if that's true in practice, but whatever. Don't think about it too hard. I know I didn't.
Also, I'm sad that I haven't played more Tales games. That guy Stahn seems like an okay guy -- probably. I'm guessing. Then again, that might just be because of his Japanese voice actor. Tomokazu Seki is one of those guys that makes everything better by virtue of screams that would leave the average throat a pile of quivering viscera. Proof:
https://www.youtube.com/watch?v=zp_1l-AO3Qk
Perfect.
It is a shame what is happening to Final Fantasy right now. I mean before the whole Fabula Nova Crystallis, the stories were at least decent and somewhat comprehensible at their worst(except 8 though). With that said, I don't have much hope for XV's story considering every game in the FBN so far has had idiotic storytelling, a barely comprehensible plot, a poorly made world building, and unlikable characters.
ReplyDeleteHonestly with Square Enix's attitude and the game play failings of the Lightning Saga, I'm really just looking forward to KH3 hoping they don't screw up the story and give it a satisfying conclusion.
Against all reason, I'm also looking forward to KH3 -- but then I remember pretty much everything that happened in Birth by Sleep. And then I remember KH2, which was content with cramming the majority of its plot (such as it was) in the first and last three hours of the game. And then there's the fact that KH3 is almost guaranteed to have Lightning in it. I would be shocked -- shocked if she didn't appear; meanwhile, my greatest fear is that she's going to become a key player in one level. Or several.
ReplyDeleteIn any case, I'm under the impression that FF15 has seen some heavy rewrites since its initial run (so to speak) as Versus 13. So maybe they dumped the storytelling vices -- the l'Cie/fal'Cie system NEEDS TO GO -- in favor of something more palpable. Then again, I THINK that the director of Type-0 is now the director of 15, sooooooooo...given how that went, I'm worried all over again.
Aaaaaaaaaaaaand a quick Google search tells me that, yep, Hajime Tabata is in control. Well, it's not as if he's behind every part of the game, so it could just be paranoia. In the worst-case scenario, though, I'm prepping my vocal chords for the anguished scream that will tear the heavens asunder.