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Game narrative: NO REFUGE

A story is what is being told. A narrative is how what’s being told is being told.

There are only so many stories in the world. There are limitless narrative possibilities, however. Videogames present a bunch which don’t exist elsewhere. Every game has a narrative; even a round of Dance Dance Revolution has a certain arc. There is a certain amount of conflict and drama, according to the structure of the song and the difficulty of the steps involved. I’m not sure what kind of message it really contains. I guess it’s up for interpretation.

The question is, how can the elements implicit to a videogame be used to narrate more effectively, on both a human level and one distinct to videogames? Whereas most videogames, at the moment, just take their nature for granted, one wonders how that very nature might be used in the way brush and canvas, film and lens are already used to explore our own nature.

Silent Hill 2, Shenmue, Ico achieve this, to varying extents and in various ways. They use the framework and grammar of a videogame as an opportunity to explore something more interesting. In these cases specifically, something more human. They’ve almost gotten over their existence as videogames (though not entirely yet).

Ikaruga is kind of a haiku about the nature of sacrifice in its most abstract form, using the most basic, abstracted form of videogame available as a template. As with Rez, it is intentionally just about as simple as can be, such that it might present to the player an orchestrated sequence of events, in an orchestrated order, with as much clarity as possible, without interfering with the basic gameplay.

Although simple, the game is informed by the last decade and a half or so of game design; it understands how shooters work, what players’ expectations are based on every other shooter which has existed; it anticipates them, and it plays with them. It does this through stripping down the existing template, while rebuilding it subtly with different ingredients, to comment on the game’s very nature as a videogame (much as Kojima does, though more subtly).

The game, for instance, puts a focus on not shooting; on the concept that every negative action you choose has a reaction that just makes life all the harder, all the more complex, even if at first it seems the easiest, or the only path. This is all implicit. It all ties into the game’s themes. And yet you never think about it openly, because the idea is communicated through the game’s mechanics.

Where Silent Hill is a short story, Ikaruga is a poem.

Mister Toups said:

The point of all this is that storytelling in and of itself was not always linear or static, and in fact, when we relied more on oral storytelling than on printed texts, it was to a degree interactive.

The model is as with performed music, versus recorded music (two different, though related, forms), or theater, versus film (similar relationship).

Theater and performed music, of course, are both offshoots of bardic storytelling. So are folk tales and children’s stories. (See how many versions of “Red Riding Hood” you can count.)

Even the modern frozen forms tend to contain some hint of that ephemeral potential. This is how we get “cover songs”, and novels which retell the same familiar story from a slightly different angle, and films which get remade, and the legend of Zelda told and retold, with a slightly different set of embellishments each time around.

Videogames sit in some weird nether-region, where they are both frozen and active. If anything, they are probably closest to theater — out of the other existing forms I can think of, at the moment. That is, theater, if you happen to be one of the players. And if you happen to be playing with a slightly improvisational troupe, and with material which lends itself to interpretation while still providing strong guidelines.

If you think of it, the term “player” has its particular roots…

This here might explain in part why I have such a fondness for the B-game, as it were; the small game, without the budget of your Mario or your Final Fantasy, made to fill in a crack in the catalogue or to try out a few random ideas, without the pressure to sell big numbers.

In the NES era, you had Nintendo R&D#4 (now EAD) with its golden Zelda and Mario and whatnot; then you had R&D#1 with its silver Kid Icarus and Metroid; then you had the filler material: Ice Climber, Clu-Clu Land, Wrecking Crew, Balloon Fight.

You don’t see as many B-games these days, from major publishers. I mean, it happens. Early on, I was kind of excited about the Gamecube because it seemed like Nintendo was reverting to the old strategy with the likes of Luigi’s Mansion and Pikmin and Doshin and Cubivore.

Even so, it remains the smaller games — the ones that are developed out of the spotlight, away from the microscope — which tend to attract my attention. Yes, things like Katamari Damashii. Or like a lot of Treasure’s original concepts (successful or not). Simple concept; simple execution; simple message, conveyed mostly through gameplay. They often seem to get more to the point of what videogames are about, from what I can see, compared to the headliner games which are intended to please everyone. There is a sense of fun, of life, of freedom to play with different approaches. Different kinds of narrative. I feel more involved because the game does not take my attention for granted. It actively tries to engage me, even if it must stand on its head to do so.

* * *

I would enjoy seeing a remake of Castlevana and Castlevania II: Simon’s Quest, as a single game. The structure would be unusual, of course: a maddeningly hard action-oriented buildup, and then a free-roaming Zelda-like middle and end. This could be something. Consider that the two games are, functionally two halves of the same story. The different kinds of gameplay, then, reflect the different forms of tension going on at each given point in the story. Such a remake will also make more clear what’s going on: that the almost-too-direct quest in the original Castlevania was really just a trap for Simon.

You could call it “Castlevania: Song of Simon”. And also include key material from the various existing remakes, where it would fit: Super Castlevania, Castlevania Chronicles, Haunted Castle. Maybe redo the ending to Simon’s Quest, using some of this material, to make it more interesting.

Similarly: consider a remake, from the ground up, of the two Dracula Denetsu games for the Gameboy (The Castlevania Adventure and Castlevania II: Belmont’s Revenge) — again, assembled into a single narrative. Hell, Christopher LETS DRACULA GET AWAY at the end of the first game, allowing Dracula to later kidnap his son. Suddenly, Christopher seems a lot more prepared the second time around. In a way, the second half of the story is an extended payment for Chrisopher being such a doofus at the outset. It forces him to take his heritage, and his lot in life, seriously.

Again, the structure is unusual: a linear slog for the first portion, then a multiple-choice, multi-path section, to dramatize through the game structure Chrisopher’s search for his son.

This could be: “Castlevania: Cantata of Chrisopher”

Lots can be done there.



Z-Man

I just watched Roger Ebert’s Beyond the Valley of the Dolls (starring Brandon Sheffield); now I’m drinking root beer floats with my girl.

This is the life, I tell you.



Chilled Pain

Where did Henry’s bottle of white wine go?

It vanished around the time I picked up the rusty axe.

I… never even got a chance to use it. I was saving it for a special occasion.

I notice that, contrary to expectation, I actually don’t mind the “item box” mechanism in this game. It makes sense, within the game’s format. Every hole you encounter is akin to a save point; it’s just that when you warp back to your room to save, you have other tasks to attend to; things to check on, things to put into and take out of the chest, things to reference. It’s a bit of a vacation, both for Henry and for the player. Much as how in Morrowind I dump all of the tools I know I won’t need for my upcoming task into some corner of my stolen house, if I know I don’t need three golf clubs and several clips of ammo, and I figure I won’t need all of these puzzle panels anytime soon, I can just dump them in the room and cut down on the clutter; free them from my mind.

This stands in contrast to the previous games, where the player is forced to continually carry a huge inventory of random objects, wondering when the game will demand they be put to use. It somehow feels more organic this way. Especially since, hell, you’ve got the room there to hold your crap. It’s like your own pocket dimension. Why not use it to your advantage, instead of lugging everything with you?

I also enjoy the logic of the game’s puzzles, so far. They’re kind of contrived, yes. Yet they rely entirely on the logic of what has already been established. And again, they help to tie the Room into the game as a more advanced concept than as just a save point.

I. Was going to say something else. I can’t remember. (EDIT: It was that the game is structured such that the player doesn’t really need to juggle items, to keep everything in inventory that he wants or needs. There’s no inventory management. The mechanic is more a convenience than anything.)

The game has been referencing Rear Window continually. However, Henry just now began to notice the parallel himself. This strikes me as terrific.



Roomination

My reluctance to throw things away — my propensity to collect: it has to do with evidence. Evidence to whom; to myself? Evidence of the links between the world within me and that without. Evidence that the things I know of did, at least once, exist. Once those physical tokens are gone, there is no more certainty. I can’t be sure of anything anymore.

I have played the first hour of Silent Hill 4: The Room. Yes, it arrived today (alongside Plan 9 From Outer Space and Glen or Glenda); I am not allowed to play much further until all accountable women have returned to roost.

Nevertheless. The game is supposed to have been principally inspired by Being John Malkovich. That is quickly obvious, now that I have the chance to inspect it more well than before. This knowledge also offers some possible, if incomplete, clues regarding just what’s happening in the game.

Before the opening credits disseminate (another addition to the series, and not an unwelcome one), the game provides a short introduction in the first-person perspective that will later be common to scenes transpiring in The Room in question. In this sequence, however, the room is different: bloodied, rusted over, dirty, abandoned-looking; it resembles the “dark world” from the earlier Silent Hill games. Henry, the main character, is understandably surprised — or, should I say, alarmed. He does not seem to recognize anything. He also, I noticed, fails to cast a reflection in the picture frames scattered around his apartment — frames which reflect everything else around him. I pinpointed this as intentional, especially given that only minutes later, once the credits play and Henry wakes up again in a “normal” version of his bedroom, he no longer seems at all confused by the room’s (clean, yet otherwise mostly-identical) furnishings.

Henry still does not have a reflection, however. In cutscenes, he does; just not in the game proper.

So. Never mind that.

The people on the street outside the window walk like robots. Most of them wear the exact same clothes, and walk in synchronization. A polygonal edge to the hole behind the cabinet flickers into and out of existence as the camera rotates past it. The effect is hard to ignore, given the size of the area in question, its prominent location, and how important this hole is supposed to be.

The soundtrack comes on a separate disc, in a little paper sleeve. Luckily, it does slide easily into the game case. Still, considering that the previous game in the series made space for its soundtrack by default, this all could have been a little prettier.

Although I yet again am not allowed to remap the controls at will, at least the default scheme works for me. For some reason, as minor as the changes were from the previous games, I had real problems playing Silent Hill 3 with any of its predesigned setups. Everything felt like it was in the wrong place; it made me feel a little ill, even. Strange, the psychological effect of control design. I wonder if it could be put to real use, rather than ignored or made as invisible (or as “realistic”) as possible, as are the current strategies.

There’s… something here. Maybe.

Tonally, the game reminds me more of Silent Hill 2 than of the other two. This is not a bad thing. Perhaps it is an intentional thing, even. It also feels tangibly different — more like a mystery than a horror story — and is so far intriguing in that.

EDIT: Naoto Ohshima is involved again, as a camera programmer. I noticed his name flash by in the credits to the first Silent Hill, I believe as some kind of graphics programmer; did he do anything in the middle two games?

Artoon is owned by Konami now, yes? Or involved with them somehow?

EDIT 2: And I like the way the camera works. Mostly. I don’t think I’ve seen quite this technique before.



KOF: Maximum Impact (PS2/SNK Playmore)

by tim rogers [don't capitalize my name, please]
red text by Eric-Jon Rössel Waugh
green text by tim rogers
teal text by Eric-Jon Rössel Waugh

Yeah… I don’t know what happened here.

King of Fighters was a union of Fatal Fury and Art of Fighting; there were other characters from other places, to be sure, and there were plenty of new ones. [Here, you cut out my explanation that in KOF: Maximum Impact, Geese Howard is running for President of the United States. There are political posters and everything.] [Yeah, I liked that part. You took too long to get to the following sentence, though.] The first thing King of Fighters did right was remove the damn stupid plane-switching and the god-forsaken nausea-inducing zooming. This spirit has carried the series into the present with a vigor that only fans previously known as “hardcore” could appreciate: each new game in the series subtracts one unnecessary formerly-experimental element for each new feature it adds. [clue 1b]

( Continue reading at Insert Credit )