Gaming Through Mental Mischief

You’d think this lockdown would be an absolute godsend for introverted gamers; in fact, there are plenty of memes on social media that make that point. I saw one that said: “When your normal lifestyle suddenly gets called quarantine”. But it isn’t bliss for all of us. Yes, we get to stay in and have that gaming time we always desire and never get, but anxiety and depression are more crippling than ever. No more social anxiety, sure, but we’re still affected by the pandemic like everyone else. We’re still worried about loved ones, businesses, finances, our own personal health. Like the rest of the planet, we’re scared, and we’re struggling to cope. Where can we find solace?

Unsurprisingly, I found it in gaming. In two games, actually, that I stumbled across on the PlayStation Store: Celeste and Hellblade: Senua’s Sacrifice. Just to look at, you’ll find few similarities between the two; one is a colourful 2D platformer, and the other a hack ‘n’ slash adventure. Though once you’ve finished both, the parallels will be obvious. They both feature a protagonist with debilitating mental problems, and integrate this idea into the gameplay itself. In doing this, they prove how clever and profound games can be when developers put their minds to it. Their respective adventures are, to an extent, metaphors for overcoming their inner struggles. It is understandable to groan at this, but hear me out. You might find them just as uplifting and consoling as I did.

Celeste 2
I fount a realistic protagonist like this so cathartic: there are a few segments that guide the player through a panic attack. 

Celeste, released in 2018, is the most difficult platformer I’ve ever played. Players take control of a young Canadian woman called Madeline, who – like most of us – doesn’t know what to do with her life. Naturally, she decides climb Mount Celeste, a magical mountain based on a real place on Vancouver Island. Navigating Madeline up the treacherous mountain is challenging, especially if you’re shit at games like me. (I checked the average time to complete the main story; it took me an extra three hours) The mechanics of the game are simple – jumping, dashing, climbing – but you have to be inventive and resourceful in combining these actions. Even seasoned gamers will die, a lot.

And yet, the genius of Celeste is in the way it views failure. Early on in the game, we are told to view our death count with a sense of pride. It means we are learning, and it shows our determination. We respawn from a death instantly and seamlessly, so it’s difficult to get stressed. This idea melds perfectly with the story. Madeline has her heart set on reaching the summit of the mountain; she’s one of the most stubborn characters I’ve ever encountered. However, she is constantly being told to give up, and the relentless way she pushes on is inspiring. It creates a sense of empathy between player and protagonist that I’ve never experienced. Her determination becomes your determination – there were times when this was the only thing stopping me giving up.

This is because the biggest obstacle for Madeline is herself – a voice inside her head. Madeline suffers from severe anxiety and depression, and climbing this mountain is an attempt to overcome that. (there’s that metaphor mentioned above) Celeste Mountain has a mysterious power, which allows people to meet their emotions in a personified form – think of the Pixar film Inside Out. Madeline spends most of the game running away from her personified anxiety, a cynical Madeline in gothy attire – a bit of a visual cliché, but it’s hard to care – who she first meets in a mirror’s reflection. At the end of the game, however, she faces this other Madeline head on, and calmly talks to her. When they accept that they’re two sides of the same person, and decide to work together, Madeline gains a new power.

Celeste 3
The personification of Madeline’s inner struggles is ingeniously realised.  

For me, it represents accepting your mind, warts and all, getting to know it, and understanding it, to more effectively climb the stressful mountain of life. Whether you read into it this much or not, there’s no doubt that Celeste is a comforting meditation for stressful times.

The idea of accepting your troublesome mind is also explored in 2017’s Hellblade: Senua’s Sacrifice. Set in 8th century Scandinavia, players take control of Senua, a young woman from the Pict tribe. She has travelled to Helheim, it seems, to save soul of her deceased lover. The plot is intentionally vague, as is the gameplay – there are no tutorials, you have to figure everything out yourself. What soon becomes obvious is that Senua suffers from an extreme form of psychosis; eerie voices constantly talk to her, and visual hallucinations lurk around every corner.

Although you have to work everything out yourself, the gameplay is simple; exploration and puzzle solving, interspersed with the occasional combat. What the game ingeniously does, though, is incorporate Senua’s mental state into the gameplay. In a flashback, we learn that Senua’s mother suffered with the same illness, but told her daughter there was nothing wrong with seeing the world this way. In fact, it can be helpful; she calls it “the sight.” Many of the puzzles in the game require Senua to look at things from a strange angle. Occasionally there are floating fragments that need to be looked at from a certain position, and once Senua sees them correctly, they’ll become, say, a bridge. This nicely shows that having a different mind can be a useful thing.

This isn’t to say that the game sugar-coats psychosis as some kind of superpower – far from it. When Senua’s panic and fear become intense, the screen gets blurry with occasional flashes of disturbing images. To make things worse, the voices get louder, and their statements become negative and despairing; “you’re dying, you’re lost, you’re dying…” It is recommended to play the game with headphones because there is a 3D sound feature. The developers consulted with numerous mental health advisors to produce a realistic simulation of psychosis. The floating voices might be too intense for some, but, like Celeste, we feel a genuine sense of empathy with our protagonist – we feel like we’re inside Senua’s head. And, like Madeline, she has an inspiring amount of willpower and grit.

Hellblade
Senua’s “sight” is rightly ambiguous: neither a help nor a hindrance. 

Without giving too much away, both games have positive and uplifting endings, so if you find the stress too much to endure, bear this in mind. That being said, they’re realistic – there’s no suggestion that you’ll just get better once you’ve overcome an obstacle. Madeline’s anxiety is never “cured”, so to speak. At one point in the game she literally hits rock bottom – that is, the bottom of the mountain, and the pits of her emotions. It’s realistic, too, showing that taking care of your mental health can be a bumpy ride – it isn’t linear, but often one step forward and two back. In fact, there have been two additional stages added to Celeste in the two years since its initial release, chronicling Madeline’s future, one of which focuses on a period of grief. And a sequel to Hellblade was announced at the end of last year, so Senua’s story isn’t over either. Mental issues are a long and arduous journey, and it is comforting to see games addressing this realistically – especially in times like this, when our mental endurance is being tested like never before.

Console Wars (and Loyalty)

 

I’ve always, when opting for my next big console purchase, gone for Sony. Why? I can only assume that it’s because my first console – my seventh birthday present – was a PlayStation. Since that day in 1999, I’ve become a bit of a Japanophile over the years; growing increasingly obsessed with anime, manga, JRPGs, the band Dir En Grey, and various other exports from that funkily artistic island nation. So, is that it? A mixture of loyalty and a fetish for the nation of origin? Is that why I’ve deprived myself of so many brilliant games?

 

Of course, money is an issue too. I’ve never been wealthy enough to splash out on more than one big next-gen release. I’ve occasionally owned the odd handheld Nintendo; I had a Game-Boy Colour and a DS. But never a Wii or a Switch. And I’ve never owned anything X-Box related. That really would seem like blasphemy. But why? I mean, the Fable series looked pretty decent. As did Blue Dragon – I’d have emptied my wallet on both these games had they been on the PlayStation.

This is where games are a unique commodity. While there are plenty of games released across platforms, the idea of “exclusives” is quite an absurd one when you put it under scrutiny. Hardware companies are competing against each other, and gain headway by signing contracts with developers. Imagine this happened in the film industry.

Playing Retro Video Games
Nintendo tends to veer towards “family friendly” – although there are exceptions.

Thought experiment time; HD-DVD optical disc was never discontinued, and it continues to compete against Blu-Ray to this day. And in their battle, HD-DVD won the rights to all the DC films, and Blu-Ray gained Marvel (that’s how I imagine it would go). And, in doing so, forced the public to buy two pieces of hardware if they wanted to watch both films. And, back in the 90s, VHS got the rights to Jurassic Park while Toy Story was a Betamax exclusive (forget the cinema, this isn’t a robust thought experiment, but you get the idea).

At film conventions, Martin Scorsese shows up alongside hardware developers, talking about the latest movie-playing machine, and how it’s going to bring his dream to life. Meanwhile, half the movie-watching public wouldn’t be paying attention, because their eyes are on Steven Spielberg and the other big machine in the market. Only the wealthy have a keen eye on both directors, because only they can watch both films. Thought experiment over – I’ve made my point.

What is most interesting about this divide is the fans – or the “players” – rather than the companies themselves. I remember being in secondary school when the seventh generation of consoles came out, and the arguments in the yard were nerdy versions of football banter. “We get Gears of War as well as the next Halo!” “Yeah, so what? Halo’s shit – we’re getting Metal Gear Solid 4 and Killzone 2.” All the “we” and “you” – us nerds were supposed to be above such tribalism. But there we were, supporting Sony and Microsoft the way others did Liverpool and Man U. To be fair, though, we never fought. We were too unfit.

Nintendo
The “console wars” never produced “console hooliganism” – although that would’ve been hilarious.

At this moment in time (unless I get rich) I can safely say that I’m sticking with Sony for the foreseeable. There isn’t an X-Box release that’s catching my eye, but I don’t really follow X-Box news so that’s my fault. The reimagining of Final Fantasy VII, The Last of Us: Part 2 – these distant glowing specs in the horizon make me glad I’ve stuck with the Japanese hardware.

But it’s only a matter of time before someone, probably Google, creates the gaming equivalent of Netflix and all consoles will be obsolete. At least that’ll seem cheaper – paying for two streaming services, rather than forking out for two £400+ machines. Plus, I doubt nerdy kids have “Netflix vs Prime” arguments in the playground.

 

Google Console
Google will eventually monopolize the gaming world world, and wipe out consoles entirely. Probably. 

On Game-Blaming

 

There comes time in every child’s life that a frightening and game-changing discovery is made. After this moment, there’s no going back; the universe is forever a terrifying place. The moment I’m talking about the realisation that the adults around us aren’t the wise sages we once thought. These elders that we rely on for shelter, food and knowledge – they’re just winging it.

I made this discovery at the age of twelve. My parents were watching the news when a news story began that, for a change, wasn’t concerning the war on terror. I had to do a double take, because I was sure saw images of Tommy Vercetti from Grand Theft Auto: Vice City. Had my PS2 magically connected to the TV? No, they were discussing games. On the news. My world and the adult world were merging.

Vice City
Rockstar, publishers of Grand Theft Auto and Red Dead Redemption are no strangers to controversy.

The news piece centred on the murder of a teenager in the midlands; The killer, apparently, was obsessed with Rockstar’s Manhunt. Of course, this led to a conversation about “violent video games” – a term so naïve and meaningless that I can’t help putting it in quotation marks.

What made 12-year-old me verbally object at the time, however, was when a Mary Whitehouse-type stated that GTA encouraged the player to have sex with prostitutes, then murder them to steal back the money. With fear I realised that I – a twelve-year-old – understood more about a hot-potato issue than an expert on the news. GTA allows one to do anything – anything. You can get a job as a pizza delivery boy if you want. If someone chooses to murder prostitutes, it’s on them. Blaming the game is akin to calling for a ban on plain A4 paper because schoolkids keep scrawling penises on them. This was (and still is) obvious, but there they were, on the news, smartly dressed, talking bollocks. They didn’t know what they were talking about, these adults, and it was scary.

Red Dead
More recently, critics attacked Rockstar because a player uploaded a Red Dead Redemption 2 video to YouTube. In the video, he violently attacks a suffragette activist. The same argument applies – the gamer is misogynistic here, not the game.

I have since played Manhunt a few times, and can safely say that it’s quite intelligent; not the brainless gore-fest they thought it was. What the concerned parents worried about was the scoring system; the more gruesome the kills, the higher the score. Yet if they actually sat down and played the game, they’d see that there’s a bit more to it than that. The protagonist is James Earl Cash, a death-row inmate, who has been saved by a mysterious benefactor. His saviour tells Cash that he’ll be a free man as long as he follows a few instructions. This involves murdering masses of sociopathic gangsters; the more brutally, the better. Also, to twist Cash’s arm a bit more, this guardian angel has kidnapped his family. So we don’t really have a choice. The twist is that we are taking part in a snuff film – the benefactor is a murder-film director named Lionel Starkweather (voiced creepily by original Hannibal Lecter Brian Cox). This explains why the scoring is in stars – five stars for a great movie, one for a flop.

It seems unnecessarily brutal at times; your first weapon is a plastic bag to suffocate your enemy. But what Manhunt achieves is quite chilling – it holds a mirror up to the media’s obsession with violence – it’s asking, is this what you want? Just listen to Brian Cox screaming “Cash, you’re gettin’ me off here!” after a particularly stylish kill with a hammer, and see the parallels with how we frequent brainless action films. It’s a smart game, and the violence is necessary to make its point.

Manhunt
You wouldn’t guess it from the screenshots, but Manhunt did something unique and clever. The less said about the sequel, the better.

When kids play it, the nuances will go over their heads. Kids just want the action – they’ll enjoy a Tarantino movie for the blood and guts, without giving much thought to the auteur’s unique take on non-linear chronological storytelling. They’ll listen to Eminem for the swearing, watch Caligula for the sex, and play Manhunt for the blood and guts. Golding wasn’t joking around when he wrote The Lord of the Flies.

Quick disclaimer; this isn’t to say that brainless violent games don’t exist – obviously they do. Just look at Call of Duty. But if the media continues to refer to the vague genre of “violent video games”, then we’ll never understand anything.

It shouldn’t be surprising, then, that Trump has blamed games for the two recent shootings in the states. (It’s ironic after the role Gamergate played in his election success, but that’s a different story). What’s more frustrating is that Walmart have decided to remove violent games from their shelves, but they’ve kept the assault rifles.

It’s hardly new, though, is it? Folks will continue believe new art forms will trigger the end of civilisation. Elvis Presley’s hips, A Clockwork Orange, Marilyn Manson, and too many video games to mention. Yeah, that’s what we need to worry about. Not the fact that, in the foremost superpower of the world, mentally deranged individuals can buy an assault rifle from the supermarket with their pint of milk. They still don’t know what they’re talking about, these adults, and it’s still scary.

On Esports

 

On Facebook this week, The Guardian shared a link to an article regarding the recent Fortnite world cup. It focused on Kyle Giersdorf (the kid who won) and the amount of money he earned. The headline was “US teenager becomes first Fortnite World Cup champion, winning $3m” and it was all intended to be factual. But it’s a loaded statement. I mean, in announcing the winner of Wimbledon, would they mention how much dosh Djokovic took? No, they’d just state that he’d won, and, I don’t know, discuss his immaculate swings or something. But in this article, the money was in the article headline. Basically, it was a “People are Earning Money Playing Video Games How Ridiculous” article. The comments section made it worse; they were filled with witticisms like “@MikeDavies we’re in the wrong business lol” and “@JaneWilliams your little Timmy is going to make us rich lmao he plays this all day!!!!!” and, well, you get the idea. They’re absurd to the general public, these esports tournaments.

Fortnite Winner
Kyle Giersdorf; stardom through Fortnite

But how are esports really any different to regular sports? Let’s think about it, why are sports stars put on a pedestal? It’s because they’re disciplined; they get up early, every day, after a good night’s sleep; they work at their chosen activity sensibly and calmly, yet with determination. And there’s natural talent, but we don’t talk about that because we like motivational speeches.

The same goes for anyone who’s successful at anything – they worked hard to get where they are, so well done them. With professional gaming, however, it’s hard to grasp. Why? Because it’s something you do when you just can’t be arsed with the day.

But now you can making a living out of it (and then some) and the world is confused. A professional video gamer? Why not pay people for sleeping past midday, before slumping in a couch eating cheesy Wotsits till bedtime? Because that’s what hardcore gamers do, right there! Lol!

Esports tournaments are relatively new, and although it seems ridiculous to become a superstar and earn megabucks playing Fortnite and Call of Duty, is it really that ridiculous when we think about it? It’s only due to the “cheesy-Wotsit-couch-potato” label that the idea is so absurd.

ebay_troll
Stereotype  – the cliche career-gamer.

There must be plenty of gaming tournaments, but let’s stick with the first-person shooter for now. You’d need quick reflexes, the ability to keep a calm focus, and a natural talent at the game at hand. And then there’s the discipline; you need to play a shitload of Fortnite to win the Fortnite world cup finals. So there’s waking up early every day and honing your skills.

The idea of spending your days honing your Fortnite skills will seem like a ridiculous venture to some, but is it any different to other sports training? Day after day, the same drills and exercises, until finally you master it – finally you’ve cracked that move, become more competent, stepped up a level. True, you don’t get physically fit staring at a screen reacting to visual stimuli with your fingers and thumbs, which is why I mentioned darts and chess. Oh, and snooker. Snooker’s hardly cardio.

esports-stadium
A prolific industry, yet to reach mainstream. Or social acceptance.

So, what am I saying here? Parents – let your kids play video games all day and skip revision? Well, if they’re showing promise, then.. maybe? You’d do it for other career-based pursuits like football and ballet, so why not Fortnite? But only if they’re showing promise. Which, I suppose, is difficult to tell with video games. It isn’t like they have a coach that can take the parents to one side after training one evening to say, “you know what, little Stan’s showing real promise here, I can make a few calls…” or however the hell it goes. Cori Gauff is earning bucket-loads in tennis grand slams at fifteen, and Kyle Giersdorf earns it playing Fortnite. What’s the difference? Nothing much, just physical fitness and societal prejudice.

God of War III – the joys of being young Kratos

Before playing last year’s God of War, I felt the need to play through 2010’s God of War III, with it being the only game in the initial trilogy that I didn’t play. Although I’ve heard that it’s fine to jump right into the reboot without playing the originals, it goes against my religion to skip an entry. Imagine jumping straight from Terminator 1 to Terminator 3 – you’d probably be fine story-wise, but it’s uncomfortable. It’s blasphemy. And you’d miss heart wrenching the thumb-descending-into-lava scene.

So I bought the 2015 remastered version for the PS4, and immediately remembered what fun it is. The story begins immediately where God of War II left off; Kratos is riding on the back of the titan Gia, as she climbs Mt Olympus in a bid to slaughter Zeus and his divine cronies. Spoiler Alert; it goes awry, Kratos has a falling out with Gaia. He furiously severs her arm, sending her plummeting from the deity’s mountain.

This is why the series is so much fun; you get to be a complete arsehole. Or rather, you have to be one. In a series like Elder Scrolls you have the choice; be good or be evil. You can save the poor peasant who’s receiving an unjust beating from the city guard, or you can slaughter them both and get that little bit more money. Well, being the sucker that I am, I always pick the moral side. I have to; even in a video game, I feel guilty for weeks if there’s a chance I slightly offended a complete stranger.

But in God of War III, you’re burning a defenceless prisoner to death in the first five minutes simply because they’re an inconvenience. It was like this in the previous two games, but I’d forgotten how fun it was to be an utter, utter bastard. Guilt-free too, because as I said, there’s no choice. I found myself saying “I’m sorry for having sex with your wife before brutally murdering you, Hephaestus – I had absolutely choice!” And I was saying it quite joyfully, because I was having so much fun.

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Hephaestus gets the Kratos treatment

Obviously slaughtering of innocents, and other evil-doings, isn’t what makes the game so addictive and compelling. Okay, the stylish gratuitousness helps; find me someone who doesn’t see the appeal in wading through Greek mythology with an assortment of blades. But it’s a clever hack’n’slash that uses its psychopathic protagonist to its advantage in the gameplay. For example, Kratos can use harpies – the half-human-half-bird from Greek myth – to get from one platform to another when it’s too far to jump. He does this by pulling them towards him with his double-chained blades, and stabbing them until he arrives at his destination, or until the harpy dies. These harpies aren’t antagonistic like other enemies, they’re merely perched on a stone or curiously flying around. They’re innocent.

louis-lu-harpy
At least the harpies aren’t cute.

All this gore and violence intertwined with the gameplay is pretty tongue-in-cheek; you can’t take it too seriously, and you’re not supposed to. The last thing you do is beat Zeus to death with your bare hands – hammering circle as the screen gets splattered with blood. Eventually the screen is a just a square of red as we continue to hear the noise of knuckles slamming against face. It’s ridiculous, and it’s hilarious, and, after a long and arduous day of small talk in the office, it’s bloody satisfying to unashamedly murder a few gods for no good reason.

Chains_Kratos
Zeus, before his final beatings

Starting up last year’s God of War immediately after finishing GOW III was a strange moment. The ridiculous spectacle of smashing up Zeus was still fresh in my memory, so the contrast was clear-cut – this is a calmer, more intricate experience. They’re going for a human story, and doing away with the two-dimensional angry Kratos. He’s living in Scandinavia with his son, Atreus. As the story opens the two of them are mourning Atreus’ mother – they solemnly cremate her in the first five minutes. In the next scene Atreus scares a dear away on a hunting trip. Kratos almost loses his temper, but he checks himself, and calmly gives hunting advice. I’ll reiterate that – he almost loses his temper, but stops himself and decides to do something nice. This is the dude who instinctively torched the inconveniently placed prisoner in the last game. Now he is sober, grave; his anger has apparently given way to depression.

god-of-war-4
Older, wiser, Kratos gives parenting a better shot than last time. Well, it couldn’t be much worse.

It isn’t unheard of to reinvent characters; Lara Croft made the transition from pixelated sex symbol to fully realised human being in 2013. In the case of Kratos, however, have we lost something essential here? As Yahtzee Croshaw said: “The original God of War’s unique selling point was its sheer ridiculous audacity and violence” Isn’t that the series’ trademark – taking control of a bloodthirsty sociopath? Judging from what I’ve played of the latest release, and from its critical reception, the answer to both questions is no. The series has taken a new turn – it’s matured, and to fit this mould the protagonist has become more well-rounded. Akin to when a band changes its sound; something is lost, and something is gained. And to carry on with the musical metaphor, we can always go back to listen to the old albums – the joys of being young Kratos will always be there to indulge in when we’re feeling a little stressed.

Silent Bomber – A Unique Forgotten Gem

Last year, Bomb Chicken was released for the Switch – a refreshing puzzler that does exactly what it says on the tin. You play as a chicken who solves puzzles and defeats enemies by laying bombs – literally laying them, it’s a chicken – to solve puzzles and defeat enemies. One critic called it “Bomberman-esque[1]”, which is true – when you think planting bombs tactically, you think Bomberman. But there’s another game in the bomb-planting genre, released 20 years ago, that has slipped into the realm of forgotten PlayStation greats alongside 40 Winks and Kurushi. And this is a shame, because it’s one of the most unique, innovative and downright challenging experiences out there.

While it utilizes the concept of planting and stacking various bombs, and detonating them strategically, Silent Bomber is more of an arcade-action game than a puzzler. Set in a sci-fi environment – a moon-sized spacecraft named Dante – the player takes control of mercenary Jutah Fate. The player can simply plant bombs, or cast them into the distance; if you hold down the plant button, a targeting arc will appear. With this you can either lock on to an enemy or freely aim – planting multiple bombs on as many enemies as you can.

Silent Bomber 1
It’s impressive that the game didn’t lag during intense moments like this; it remained smooth throughout. 

There’s an abundance of blowing-shit-up, accompanied by a thumping electronic soundtrack. On the surface it seems mindless; a fact that probably accounts for the toe-curling marketing campaign it had in the UK. Game stores were provided with a life-sized cardboard cut-out of glamour model Jordan in a grey, futuristic latex catsuit – cleavage on full display – cradling the Silent Bomber logo. As Lewis Packwood says in Kotaku magazine:

…it was laughable in its crassness. A relic from a time when ‘booth babes’ roamed the aisles of E3 and the gaming public, in the eyes of marketers at least, was all desperate, sex-starved teenage boys. There wasn’t even a link between the advertising and Silent Bomber: Jordan wasn’t dressed up as a character…[2]

Silent Bomber Jordan
“90s gaming culture” – or rather what marketers assumed would work. 

Maybe it was an attempt to target the hedonistic clubbing gamers, who, arriving home after raving and gurning all night, played Wipeout until the onset of the comedown. The soundtrack certainly has enough repetitive beats. It does make you wonder; had the marketing been more effective, would it have been more commercially successful?

Either way, it’s a lazy advert for such an inventive and advanced game – and Silent Bomber still is so twenty years on. Other game-changers reaching the two-decade mark, such as Half-Life and Metal Gear Solid, have since had their respective genres built on and arguably mastered; see Bioshock and The Last of Us. But Silent Bomber is still the only game out there in its own unique, explosive genre. It’s also worth saying that while it wasn’t a commercial success, critics loved it.

Let’s return to the gameplay. Bombs can be stacked, either where Jutah stands or wherever he casts them. And it isn’t just the enemies that you blow up; it’s your environment. Quite a high percentage of your surroundings can be destroyed, and it’s in these inanimate objects that you collect items. The more of each area you destroy, the more chance there is of picking up an E-Chip. This is essentially an experience point, or an upgrade, so it pays to be destructive.

Silent-Bomber 2
The gameplay is unique and addictive. 

The E-Chip isn’t an overall power-boost either; you can use them to customise Jutah how you see fit. There are three options; “Bomb”, the number of explosives you can plant, “Range”, how far you can cast them, and “Shield”, a self-explanatory defence boost. And what’s even more fun in this picking and choosing, is that the decisions aren’t permanent. Once you’ve customised Jutah after getting the upgrade, you can go back and alter him again for a different situation. For example, there might be a tough enemy close up who needs a good few bombs to beat. For this we can sacrifice the range to get our shield and bomb-count up. And yet, there are times – usually boss fights – where it’s extremely useful to have a long range. The penultimate fight is a good example of this; it involves a giant chess board, and a queen with a lovely habit of putting up a force-field when she’s not blasting out plasma beams.

Silent-Bomber Chess
It’s tough. After the chess stage, you progress to the final boss. And if you fail that, there’s no checkpoint – you have to fight that infuriating queen again. 

Along with the E-Chips, Jutah can pick up three other types of bomb – alongside your standard explosive. Unfortunately these bombs can’t be cast, only planted, but they make the destruction more creative. Napalm, as you’d guess, continues to burn in a particular area, damaging any enemies in the vicinity. Gravity is probably the coolest; exploding into a mini-black-hole, it sucks in the surrounding enemies (I don’t think it’s going for scientific accuracy). And Paralysis temporarily jams all robotic enemies, giving you the chance to bomb away without fear. While this doesn’t work on biological foes, Napalm is your best friend when the man-eating plants make an appearance.

The less said about the story, the better. Jutah is a heartless, get-the-job-done, Cloud Strife clone who, along with a few other war criminals, are on a covert mission to save their planet. The story is just there, it carries the game along just fine, but it’s difficult to care about any twists. Yet this isn’t a game you’d play for the plot – like Devil May Cry and the first three God of Wars, you play it to kick ass, and do so inventively, gratuitously and ridiculously. It’s challenging, too. Really challenging.

A downloadable release for the PSN would be very welcome for many reasons. One of which is practical; there’s a bug at the end of a later stage that causes the game to permanently freeze. I thought it might be my copy, so I bought another and it happened again. After much forum-reading, I discovered that the bug is included in every first-edition European release. The only way to bypass it is to skip a specific cutscene. It’s frustrating, especially since it happens after a tough boss, and before you get the chance to save.

The biggest reason for a PSN rerelease would be mere recognition; to honour it a bit. Most young gamers won’t know about it, and that’s a travesty – there’s nothing else like it. What would be really great is a sequel, spiritual sequel, reboot, or, I don’t know, just another Silent Bomber. There is a lot to be built on here. More upgrades, other than Bomb, Range and Shield would be fun to get stuck into. Maybe a few other types of bomb – and why not let us level those up too? Plus, it could be longer – not including deaths and retries, I finished this in about three hours.

Of course, I’m dreaming. It’s unlikely that such a small game from 20 years ago – which barely has a cult following – will get any attention from developers, or decision-makers at CyberConnect2. They’ve been focusing almost primarily on .Hack and Naruto games between then and now, with the exception of Asura’s Wrath (another unique and forgotten gem). Which is all the more reason to grab a copy, and experience this unique madness for yourself.

 

[1] https://www.rockpapershotgun.com/2019/04/16/bomb-chicken-blasts-out-of-switch-exclusivity-to-pc-today/

[2] https://www.kotaku.co.uk/2016/11/30/silent-bomber-a-forgotten-playstation-classic

Jak and Daxter – Open World Jungle Gyms

 

In the 2000s, I avoided the Jak series for pretentious reasons; the 12-year-old me thought that cartoony platformers were a hangover from previous generations, and only showed interest in games that were superficially grown-up. Sly Racoon, Ratchet and Clank and Jak and Daxter were kids’ games. The future lay with Dante, Tidus and that nameless bloke who couldn’t talk from GTA III. But now that every cell in my body has been replaced and I’m technically a different human, I feel guilty for steering away from the missing link in Naughty Dog’s evolution from an anthropomorphic bandicoot to Nathan Drake. So, seeing that it’s available for PS4 download on the PSN – and at a ridiculously cheap price – I decided to give it a whirl.

It begins with short cut-scene; in a juvenile fantasy land, two friends travel to “misty mountain” – against their local wise sage’s orders – to have a little explore. They oversee a bit of mischievous ancient sorcery by two mysterious hooded figures, run back to tell the wise old sage, but one of them falls into a pool of “dark eco” and turns into ottsel (that’s a hybrid of otter and weasel, obviously). Wise old sage – Samos, his name’s Samos so I’ll call him that – scolds them, and sends them on their adventure to reverse the spell. Our human protagonist is Jak, and his otter-weasel sidekick is Daxter.

After a tutorial stage, the structure of the game presents itself. It’s an open world, made up of different and unique lands. In order to progress, the player has to undertake various tasks in each world to collect “power cells”. These little gizmos power whatever technological means is used to transport us to the next realm. The tasks in each land vary: from simply buying a power cell from an NPC to fighting giant carnivorous plants and navigating near-dark mazes. There’s even a jolly fisherman who asks you to fish for a power cell.

Dark Eco Plant
Dark Eco Plant

It’s listed as an “open world platformer” on Wikipedia, but I’d pluralise that into “open worlds”. Yes, you can travel back and forth between the various lands, but the real exploration of the game is in getting to know each stage – its various levels, hiding places, secret passages and concealed rooms. Whether it’s a harmless and relaxed beach or an intimidatingly frustrating spider-cave, each level is nuanced, colourful, unique and challenging in its own way.

As a kid I remember going to jungle-gyms – huge ones – with about four floors of rope swings, ball pits and padded platforms for climbing and balancing. There were vertical drop slides and zip wires to take you to new areas. You could spend all day exploring the place, if my rose-tinted memory serves me correctly. What Jak and Daxter does is provide about ten of these jungle-gyms to explore, each one with a new theme, new challenges, characters, enemies, and objects to interact with.

This awakens the inner-child, but that being said, it’s tough. The Last of Us and Uncharted never infuriated me as much as parts of Jak, and I don’t remember Crash ever being this hard. There’s a section at the end with a bridge made up of different coloured tiles. If you step on a red tile, all the red tiles drop. If you land on a blue, the same happens to that colour. It’s very difficult to strategize where to go first try, because the bridge turns a corner, so you’re blind to half of it. It’s a game of trial and error (for me anyway, but I’m openly shit at games) so if you don’t mind an abundance of stress beforehand, it’s extremely satisfying and rewarding when you finally solve the timings and puzzles.

There a few more games in the series; apparently, the story gets a bit dark. I can’t imagine how this could happen, because there wasn’t really a narrative in this one, just a vague conflict to give the adventure a purpose. I’ve never really gone for games without a strong story; that’s why I never joined the world of online death matches. But this one reawakened the kid-gamer in me who, when he wasn’t out in ball-pits, was stressing over the first Rayman. And if the sequels actually have a story, I might just check them out – gives me an intellectual reason to carry on being a stressed-out kid.

Silent Hill: Twenty Years of Interactive Nightmares

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Silent Hill comes under the “survival horror” genre, but, unlike forerunners Alone in the Dark and Resident Evil, the label “interactive nightmare” is more apt. The streets are misty and the corridors are dark; our only warning of nearby danger comes from a portable radio. When it emits a hissing white noise, the sensible option would be to run, and hope you’re running away from the threat, not towards it. But the threat is always there; our environment is an abstract, absurd and hallucinatory realm of fear.

The first incarnation of this realm of fear was released for the PlayStation two decades ago, and although the graphics have aged, it’s still playable, and almost as terrifying as it was in 1999. It’s the product of “Team Silent”, a group of developers, designers and artists within Konami – still enjoying the success of Metal Gear Solid the previous year. A prominent member of the team was Takayoshi Sato, who later went on to join Virtual Heroes, Inc. to develop educational projects alongside the National Science Foundation and NASA Learning Technologies. In 2008, he said:

“I feel that games are being standardized into only a few formats lately: FPS, RTS, MMO, 3rd Person Action and Sports. There’s a tendency to create the same games over and over with only a visual upgrade. And the only thing artists are supposed to do is “be professional” and gift wrap the same game elements with a pretty new skin.”[1]

This frustration with the repetitive trend of video games is evident in his work on Silent Hill nine years prior. Take the protagonist, Harry Mason. He differs from Jill Valentine and Chris Redfield from 1996’s innovating survival horror Resident Evil. They’re elite members of their city’s police department, with plenty of experience behind their belt, sent on a mission to investigate grizzly murders on the outskirts of the city. When zombies turn out to be the culprits, there’s no one we’d rather have on our side than this battle-hardened duo. But Harry Mason is a non-fiction writer, taking his daughter on vacation, when a ghostly apparition causes him to swerve and crash his car in Silent Hill; when he wakes up behind the wheel of his totalled vehicle, she’s missing. He’s no soldier or cop on a mission – only a relatable everyman, whose only motivation is to find his daughter.

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Harry being a regular guy has a surprising effect on the gameplay, too. After all, the avatar on the screen is an extension of the player holding the controller, and controlling Harry doesn’t give us the same invincible feeling as taking control of, say, Nathan Drake or Arthur Morgan. The fact that we’re controlling someone like ourselves leaves us feeling vulnerable; there’s no hint of the escapism or power fantasy provided by the shooters that dominate the market today. When we turn around a street corner and a burst of static comes from the radio, Harry is just as scared as we are. He gasps for air after a long run, and can’t take many hits before collapsing to the ground. As he gets weaker, we feel his heart beat through the vibrations of the DualShock controller – ingeniously and immersively chilling.

Another immersive feature of the game is its multiple endings – a concept brought back into vogue last year by Bandersnatch. What’s interesting about Silent Hill is that it really took some exploring and experimenting in order to get finally get a satisfying ending. For example, there’s a plastic bottle in the hospital kitchen, and a mysterious red liquid on the floor in the room next door. There are no hints indicating to do so, but the player must pick the plastic bottle up, take it next door and fill it with the liquid. If this isn’t done, a key character will die later on in the game. Silent Hill rewards your enthusiasm; if you want, you can rush through – but if you explore a bit, check out the bars and motels and investigate the town’s mysteries, then you’ll not only have a more fulfilling time, but get a more rewarding ending.

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There’s a major sub-plot you won’t encounter if you rush through. 

It spawned seven sequels (number two was even more of a critical success), a mobile game, and, weirdly, an arcade rail shooter. The films didn’t quite work because we were spectators and the immersion was gone, but they were pleasant homages for fans of the games. With the Kojima project’s cancellation, the future of the franchise is up in the air. A remake in the vein of Resident Evil 2 would be very interesting. But Silent Hill has left a hell of a legacy; you can see its influence in decision-making thrillers such as Fahrenheit and Until Dawn as well as the unreal world of The Evil Within. It might look aged today, but it’s worth a revisit.

[1] https://kotaku.com/takayoshi-sato-on-silent-hill-serious-games-and-art-5018655

Metal Gear Solid at twenty: Ode to Hollywood and Revolution for Gaming

 

After booting up Metal Gear Solid and selecting “New Game” from the menu, you’ll hear melancholic traditional Irish folk music, and in a short cutscene see protagonist Solid Snake swimming toward an underground cargo dock. A mysterious trench-coated figure in the back of the room tells an armed guard to stay alert, before riding an elevator to the surface. The camera pans back to Snake, who climbs onto a hidden ledge, removes his diving gear, and contacts his support team. It’s a tense and cinematic opening to a game that remains so right the way through. Released in 1998, not only did it set the standard gameplaywise for the stealth and action genre, but it warned Hollywood that video games were becoming competent in cinematography and storytelling.

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Looking aged today, but the dock scene set a standard for the future of cinematic gaming. 

The game’s creator, Hideo Kojima, is a proud film buff who wanted to make movies as a child. He watches Taxi Driver once a month, and used to watch Diane Lane’s singing scene in Streets of Fire every day before work[1]. His passion for cinema is evident in everything he’s ever made – there were plot twists even in his technologically restricted 1980s releases – but it was in Metal Gear Solid that this really began to shine through. He now had the means to go 3D, which meant fun with camera angles during gameplay, and cutscenes that played like movie scenes.

 

The camera is typically looking down at Snake from an overhead perspective, but it changes at specific times. Pressing triangle brings us into the first-person view, for example – and this happens automatically whenever we equip certain weapons or crawl into confined spaces. As Snake flattens himself next to a corner, the camera will swerve down to view him head-on, letting us check the coast is clear. Kojima took influence from a scene in John Carpenter’s 1978 horror Halloween for shots like this; Jamie Lee Curtis hides from slasher Michael Myers in a closet, which limits her view.[2] Is he approaching – is he even near? Playing MGS, you’ll find yourself asking these questions throughout – especially during a certain boss fight.

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Laurie hiding in the closet in Halloween

This tense atmosphere continues into the cutscenes, which weren’t pre-rendered, but rendered using the gameplay graphics. This seamlessly merges the story and the gameplay; even by today’s graphical standards, it still feels like taking part in a movie.

 

The plot has geopolitical conspiracies worthy of a John le Carré novel, and wacky sci fi ideas reminiscent of Katsuhiro Otomo’s Akira. In the near future, members of high-tech special forces unit FOXHOUND have rebelled against the US government during a training mission on Shadow Moses, an island containing a nuclear weapons facility, off the coast of Alaska. They’re demanding the remains of Big Boss – the greatest soldier who ever lived – because with his DNA they can use gene therapy to create the ultimate army. Two hostages are being held. Snake – a battle-hardened, stoic, bandana wearing heavy smoker – reluctantly comes out of retirement to accept the mission. Metal Gear Solid is actually the third in the series, but the previous two weren’t particularly well known – one wasn’t even released outside Japan. To save us playing through them, their story is told in Metal Gear Solid through clever exposition; clever because it’s always relevant. When Gray Fox, a character from the previous games, makes an appearance, we’re filled in on his backstory through well-acted dialogue.

 

It never takes itself too seriously, however. This isn’t the Citizen Kane or Bicycle Thieves of gaming – it’s a blockbuster, and proudly so. If Snake, to you, sounds like the protagonist of an 80s action action flick, you’d be forgiven. His physique is based on Jean Claude Van Damme[3] and his name, gruff voice and smoking habit are clear echoes of Snake Plissken in 1981’s Escape from New York. Snake’s dialogue and one-liners are reminiscent of the cheesiness Arnie used to articulate in his heyday. “I’ve got to go swat a noisy fly”, he says before shooting down a Russian Hind helicopter with an FIM-92 Stinger missile, and “that takes care of the cremation” when the job is done. The game often breaks the fourth wall too; at one point a mind-reading villain comments on how often you’ve saved your game, calling you reckless if you rarely do it.

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Cheesy lines prevented it from ever taking itself too seriously

Despite its silliness, there’s no escaping the fact that it was a landmark game. Cinematic gaming is commonplace now – just look at The Last of Us and Horizon Zero Dawn – but this release was the first, in my view, to truly harness the potential. Later releases in the series continued the tradition: the story of Metal Gear Solid 2 is a postmodern study of the digital age, and number four is about fifty per-cent cutscene. If you look up footage of Death Stranding, Kojima’s upcoming release starring Norman Reedus and Mads Mikkelsen, you can see how far he’s come in blending the magic of film and video games. But MGS was where it began, with Snake paddling towards that cargo dock.

 

 

 

[1] https://www.gamecrate.com/hideo-kojima-films-vs-games-and-his-favorite-directors/16556 “Also, Taxi Driver I’ve seen quite a lot. I probably watch it once a month or something. In Streets Of Fire, that scene where Diane Lane is singing, I watched that one scene everyday before I went to work.”

[2] https://www.gamecrate.com/hideo-kojima-films-vs-games-and-his-favorite-directors/16556

[3] https://www.shortlist.com/film/metal-gear-solid-film-who-will-play-snake-gibson-walken-craig-jackman-sutherland/354655 “Game designer Yoji Shinkawa based Solid Snake’s body on Jean-Claude Van Damme when designing the character for 1997’s Metal Gear Solid.”

Avoiding Remasters

 

Last month I bought Uncharted: The Nathan Drake Collection for the PS4, mostly as an excuse to play through three of my favourite games for the umpteenth time, but partly out of curiosity. It’s more than a mere re-release for a new console: it’s a “remastered” version. The game’s developer, Naughty Dog, seem to be making a habit of this, releasing The Last of Us Remastered in 2014, and the nostalgia-evoking Crash Bandicoot N. Sane Trilogy earlier this year. What spiked my curiosity was the question bound to be on the minds of all Uncharted fans: what’s different? As it turns out; two new difficulties, “Speed Run” and “Photo” modes, and plenty of other perks. My beef, however, is with the more superficial elements. Lighting, textures, and character models have been tweaked across all three games.

 

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2007’s Nate has received the remaster treatment. But was this really necessary? 

My distaste for such updates are summarised quite elegantly in Free Hat, an episode of South Park from 2002. In the episode, the protagonists are sick of their favourite films being updated, enhanced, and ruined in the process – and are tipped over the edge after seeing that a re-re-re-release of Empire Strikes Back is barely recognisable from the original film (the word “Wookie” has been changed to “hair challenged animal”, and the entire cast have been digitally replaced by Ewoks). In a desperate bid to prevent George Lucas from updating Raiders of the Lost Arc, the four boys break into his house to steal the original negatives of the first Indy film. They’re caught by Lucas in the process, and the following dialogue ensues:

 

Kyle: You lead the campaign against the colourisation of films, you understand why films shouldn’t be changed!

Lucas: That’s different… These are my movies, I made them, and I have the right to do whatever I want with them.

Stan: You’re wrong, Mr Lucas; they’re ours – all of ours – we paid to see them, and they’re just as much a part of our lives as they are yours.

Kyle: When an artist creates, whatever they create belongs to society…

 

With this in mind, is it out of the question for game developers to leave their classics – which are as much a part of our lives as they are theirs – alone?

With regards to rereleases on newer consoles – in principle this isn’t so bad; it’s analogous to films moving from video to DVD to Blu-ray. They look better as technology progresses, but the essence remains the same. And with backwards capability being a thing of the past (pun intended), games need to be rereleased to play on a different format. It’s essentially the same as a box-set in the film world, or a director’s collection, or the many other adventurous means of repackaging when a new film-viewing format comes along. In gaming, this is usually though downloads – still occasionally “packaged” together, but virtually rather than physically.

Remakes and reboots are another thing entirely. The Final Fantasy VII remake, from what I’ve seen in the trailer, bears little resemblance to the 1997 original. Ben Hur (I apologise for using the film analogy again) has been remade twice, and the second arguably surpassed the first. Kurosawa’s Seven Samurai was remade as the hugely successful Magnificent Seven, a feat which proves that fresh air can be breathed into an old idea while leaving the original product alone. The same goes for reboots: Casino Royale served as an origin story for a new Bond, in the same way that DMC: Devil May Cry, and 2013’s Tomb Raider did for their respective franchises – and, again, the old movies and games that we know and love were left alone.

 

NewCloud

OldCloud
The Final Fantasy VII Remake is a new game entirely; a homage to an old idea. 

So, with these more creative options available, why do studios insist on messing around with classic games? Surely it would’ve been a more fitting tribute to rerelease the original Crash Bandicoot trilogy on the Playstation Store, perhaps with new rewards and trophies, than to touch up the whole thing? Crash is a product of its time, and the aged graphics show us how far we’ve come technologically. The same can be said for Uncharted and, to an extent, The Last of Us.

If you’re browsing for a new game, and you come across a “remaster”, but haven’t played the original, then please, please play said original first. If a game has been selected for a remaster, then it probably has cultural and historical significance – which provides a compelling reason to seek it out in its initial incarnation. After all – as is the case with literature, theatre and film – it’s all well and good to keep up to date with contemporary releases, but let’s not forget how we got here.

Crash
Crash, as we know and love him, in his imperfect perfection.