Archive for the ‘ Miscellaneous ’ Category

Castlevania Lords of Shadow – “Kratosvania”

From my brief contact with “Lords of Shadow” [playing the demo and watching a friend’s walk-through of several gameplay segments], one thing is certain: it certainly elevates the bar as far as “God of War” clones go. Kojima’s production adds a welcome emotional gravitas to the vampire narrative that is unheard of in its genre peers… having the deep voice of Patrick Stewart as lead helps, naturally. Aesthetically, it’s a mixed bag: the gothic architecture is a delight to look at, but the graphical engine’s color palette is limited, failing to present clear contrasts and constantly ending up in that dead polygon/vertex shader sludge most western games suffer from; Óscar Araujo’s soundtrack thankfully lifts the ambiance from catharsis with some disturbingly haunting moods and epic compositions.

Sadly, the sense of a missed opportunity regarding one of the oldest and most beloved franchises is never thwarted. “Lords of Shadow” is a decent “God of War” clone, but it is just that: a clone. For the truth is simple: traditional “Castlevania’s” action mechanics and “Symphony of the Night’s” non-linear exploration have in them the potential to craft a superior title for the contemporary age. Too bad Konami didn’t get that and stuck with a boring marketing angle. As if all we ever needed was another derivative action game…

Afrika – “For a Brighter Sunrise”

Videogames are usually about action, about competitive confrontation and about the glory of victory. “Afrika” may be a videogame, but isn’t about either of these, it is about mere contemplation. As an intrepid wild-life journalist, you’re invited to journey to the mythical African landscape, bearing the task of shooting stunning pictures of animals in their natural habitats. The game’s inner matrix shows strong simulation character, transforming it into a living encyclopedia of naturalist and realist aesthetic ideals. You’ll find these in the uncanny precision of the camera control (like for like for each of the real-life SONY models), but also in the scientifically correct animal behavior, and naturally, in the indescribable scenic beauty, brought about by graphical and animation works of art that eschew any comparison whatsoever with its contemporary brethren (save but one or maybe two rare examples).

In “Afrika”, you’ll find pleasure in the smallest, most meaningful of details: from the careful study of each species’ habits, to learning how to shoot  the camera professionally and artistically, or by simply inhabiting the atmospheric surroundings. There is really nothing like venturing into the hot savannah in a jeep, as Hokoyama’s riveting soundtrack lunges your safari towards the horizon with a cheerful, upbeat orchestration, and then slowing down, stopping by the shade of a century-old tree,  relaxing, holding your breath, camera steady in hand, waiting, waiting, waiting, waiting for that special moment, delighting yourself in the mellow gaze of animals’ gracious movements, their soft fur caressed by the Sun’s warm orange hues, lulled by the now serene, almost quiet soundscape: the gentle water creeks… the mild breeze blowing… the leaves rustling softly… the rhythmic sound of your feet in the earthy gravel as you step closer, slowly… slowly…  and then, click. Interactive bliss.


The remaining ludic logic is “Afrika’s” Achilles’ heel, awkwardly imposing goals and structure in a work that begs a free environment for playful exploration. Nothing however, that can impair the single most important experience the current generation consoles can offer. Its provoking nature starts to explain why it has been so consistently overlooked in the west: there was no European release, and in the US the title was met with ridicule and harsh criticism. A work that focuses solely on taking pictures of animals seems dull, boring and uneventful for a generation brought up to think entertainment a synonym of rifle in hand and shooting down the animals/monsters/aliens/nazis/terrorists. Creative musings and aesthetic appreciation are pleasures thought to belong elsewhere, somewhen in the times of yore, amongst dead media such as photography, painting and sculpture. And some still wonder why videogames are so infantile!

For here is “Afrika”, a game that forfeits all populist and commercial conventions, that is innovative and unique for its time and that shows qualities unheard of in years. Sure, it is slow paced, relaxing and demanding of the player, but that is the only way in which one can relate with and uphold its finest qualities. Consider this: could there be any engagement with Africa’s lavish setting, its awe-inspiring atmosphere, its charming fauna and flora, if one were forced to be on frantic combat mode, gunning down ferocious animals, jumping by trees or looting corpses? Of course not, and proving that is the lack of any emotional gravitas in popular mainstream titles. Daisaku Ikejiri and Rhino Studios should have received multiple awards for upholding the classicist virtues of meditation, beauty, nature and peace, in a form of expression governed by senseless violence and immature escapism. And yet, such is but a fleeting dream, and all remain trapped in the most insidious of logics, unaware of the true value and potential of our beloved interactive art. Death death death win win win pleasure pleasure pleasure more more more again again again… ad eternum. It is saddening to consider that the old war games, battle games and conquest games have, once again, overshadowed one of the finest artifacts of our time, in this medium of ours that needs it so much, now more than ever. For a brighter sunrise, don’t let this continue. Go play “Afrika”.

overshadowed

Status Update – “The Network”

To all those three persons who naggingly insist on reading this blog (hi mom, hi dad, hey bro!), I apologize for not updating it as much as usual (pardon the cliché). Whilst you wait for new articles (simmering as I write these very words), I would consider following me on Facebook (just head to the ‘About Metagame’ page for info), since I have come to the realization that it does serve a point. Meaning, I can write low quality junk about all sorts of things there, and people can read that and praise how special and gifted I am by pressing the like button… or you can just use the comment page to send me to hell and go **** ***** or tell me how I’m a dirty *** of a ***** and so forth. I know, you love me dearly. Thanks mom! Meanwhile, there is an “Afrika” article hitting the fan. Sniff… yeah, almost there.

Cheers!

No More Heroes – “Dada”

Suda Goichi’s follow up to his chef d’oeuvre “Killer7” reminds me a bit of the DuChamps’ urinal, “Fountain”. Like it, it is a bold exercise in terms of statement and subversive underpinning of its mediums’ status quo, but also like it, it’s as uninteresting an artifact as the very object of its criticism. “No More Heroes” is a post-modern parody to videogames and videogame players that screams hi and lo its scathologic humor, characterizing players as nothing more than geeky “Star Wars” otakus with ravaging libido and masturbatory tendencies, their sole goal in life being limited to getting laid for the first time and becoming no.1 in their “game”. Their “game” being killing everyone and everything, whilst torrents of shiny coins and blood are thrust to the air and a barrage of points accumulates in the score tally. That and engaging in the most mindless and meaningless of repetitive activities, such as mowing lawns and catching coconuts from falling trees. In Travis’ world, everything is devoid of any purpose that goes beyond the blind pursuit of that ever elusive chink chink of falling coins… just like in videogames. Every character in the game talks valiantly about the pleasure of the win as if referring to some perverted form of sexual arousal, and the shame of defeat as if the greatest vex known to man. Videogame pop iconoclasm is imbued in the world, lest any less observant player not understand that it is his world that Suda is laughing at. All these elements amount to a strong statement on the vacuity and brash masculinity of the ‘ludus’ mindset and its preponderance in the interactive medium.

However, no matter how clever and relevant Goichi’s auteur ramblings may be, he didn’t manage to make them inside the realm of an interesting video game. Unlike for example, Tale of Tale’s delightful works, Suda did not design a video game that boldly defies and honestly revokes the medium’s tropes and clichés. For someone with such an eloquent discourse, he simply was not capable of distilling it to a videogame that is worth remembering by all those who would sponsor his ideals. “No More Heroes” is as daft as its main protagonist, and as shallow and menial as the very medium it so foolishly mocks. Apart from the occasionally stylized visuals (distant from the virtuosity that characterized “Killer7”) and the briefly entertaining wii-gimmicks, there is really nothing to engage with here, except the crude game mechanics that we’re supposed to laugh at. But we wonder exactly who is it that is willing to make fun of himself for hours without end and play what is essentially a boring video game about boring videogames? Someone who enjoyed Kitano’s ventures into the medium, perhaps? We digress, the point is that “No More Heroes” might have served as a flagship for the sort of criticism videogames are in desperate need of, and though that goal seems far from obtained, it is still one of those rare games that invite a meaningful debate. We could never have written a critique such as this for a typical mainstream game, because Suda is, at least, intent on a thoughtful discussion with his audience, and not just on mindlessly entertaining it. Nonetheless, the product of that intent is as captivating as a urinal. Goichi would do well in looking elsewhere to promote his vision.

State of the Art – “On the Tyranny of Fun”

Videogame media’s sine qua non condition for a good videogame: being fun. If, and only if it is fun, can it be deemed a good buy, a prime piece of entertainment or what they would foolishly call a work of “art”. Sure, technologically adept graphic engines, seemingly complex AI routines, innovative gameplay design and, occasionally (rarely?), captivating narrative and unique aesthetics can seal the deal. But the first and foremost condition for any review to assess, is each videogame’s “fun factor”. All those other features are, at best, just rationalization fodder for reviewers to find in their hearts if the game is worthy of 8, 9 or 10, B+, A or A+, or the equivalent in whichever scale is chosen by that publication. Of course, this is not just a case of the media, it is also a case for consumers. They’re the ones who determine what media focuses on, and naturally, together, they determine what videogame production focuses on, which is, undeniably, “fun”. But what is fun? What is the meaning that hides beneath this seemingly harmless three letter word, and why do so many of us spend half their waking life looking for it, in film, music, TV and videogames?

Csikszentmihaliy is a psychologist who studied entertainment across different contexts; through his research, he designed a model which encompasses entertainment’s cognitive and emotional basis. He discovered what he called flow, “a state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it”. Sound familiar? In reality, flow is more or less what people understand to be “fun”: a pleasurable state of high arousal. But there is more to this “flow”. Besides a profound sense of enjoyment, whilst in flow, people enter a state of deep focus and concentration in their activity, they feel at one with their surroundings, losing any self-consciousness and awareness of the self, and even lose track of time.

Csikszentmihaliy also digresses on the conditions needed for activities to incite flow as a ratio between challenges and skills. According to his studies, for someone to feel flow, challenges’ difficulty has to adapt dynamically to the skills of the practitioner, always being great enough to warrant improvement, but without ever seeming too hard to achieve. When the complexity of a challenge far outweighs the skills of the practitioner, that person loses concentration, building up anxiety, and eventually leading into frustration when the challenge is left unconquered. Conversely, when the skills far outweigh the challenge, the result is boredom. The very definition of a game fits into this challenge/skill model – games are systems bound by rules, in which an artificial conflict is proposed to players, a challenge that requires effort (read skills) to be achieved, and which has different outcomes, some good (win), some bad (lose). As you can see, the game activity has challenges and skills built into its weaving structure which is why ludic videogames can so easily mimic the cognitive and emotional effect of flow (fun) in players.

Fun can thus be understood as a concentrated state of mind in which self, time and space dilute themselves as we become short-circuited to a specific activity. In other words, fun or flow, is a hedonic, mindless past-time, one which we engage for its capacity to release pleasure hormones in our brain for long periods of time. Fun is the very definition of entertainment. Now we have to wonder if fun is really the defining quality which distinguishes good entertainment, good art and good videogames from the bad. If you believe that the best quality a videogame should possess is the ability to waste your time, with you mindlessly feeling pleasure as if hotwired to an endorphin disposal tube, then feel free to continue to uphold the logic of fun. Corporations will be pleased to know that there are more of you anxiously awaiting for your next pleasure fix, i.e. the next XX hours spent vacantly staring at a TV screen. Ever wonder why you compulsively buy games? It is because the “fun” high is, like most highs, shallow and short-lived, your body needs it constantly because it never feels totally satisfied. It’s the media equivalent of fast-food – it tastes sweet and salty in the first bite, but it never really feels satisfying enough, and once you finish eating, you’ll still get a spike of appetite and hunger. It’s not nutritional, but it’s addicting, because that is the only way you’ll keep coming back for more, time and time and time again.

Obviously, the true value of videogames, as in other media, has nothing to do with this “fun”. It’s neither the pleasure nor the challenge in themselves that make up good entertainment. It’s challenge’s semantic value, its meaning and its proposition of growth for each and any one of us. If a videogame only challenges you into mindlessly pressing buttons to kill monsters on screen, then it is worthless. This is a lesson which in older mediums is fully understood. In cinema, for instance, while some critics might praise the latest explosion fest blockbuster, they will consistently distinguish between popcorn “fun” entertainment, and proper films. Very rarely is something as discardable  as a blockbuster elevated to film of the year. On the other hand, the same is practically a given every year in the videogame medium. The thing is that movie critics simply expect more out of film than just fun, they expect true drama and emotion – amusement, sadness, anger, joy, relief, fear -, they expect an artist’s views on life and socially relevant issues, they expect added cultural value, articulate narrative discourse and artistic expression. These are the challenges which we should be demanding for videogames. Whether or not they end up being “fun” is besides the point. Good media is additive, not reductive. It does not subtract time from your life, by having it pleasurably slip as sand through your fingers; it adds time to your life with new  sensations, new emotions, new experiences, new memories and new ideas. It changes you, changes who you are, what you know and believe in. Fun is not part of this equation, nor ever was.

The problem is that society, because of economic interests, harasses you to continuously seek out pleasure, no matter how shallow and unfulfilling it may be. They afford you sensorial pornography – all pleasure, no emotion. And the deal seems sweet, since you get free pleasure with none of the added cost or effort. But true media bliss has a price: it is demanding, requires work, education and culture on part of its audience. This is the most powerful insight of flow theory: meaningful challenges require meaningful skills. You know that you cannot extract pleasure from great literary masterpieces without first achieving a certain level of maturity, learning how to properly read, decode metaphors, allegories, paradoxes, grasp the sociocultural contexts in which authors wrote, have some idea of genre tropes, formal and narrative structures, and you have read many many many other books before. Then why should videogames be different? Why should videogames be so deep and artistic if even kids can play them? Their semantics so powerful, that even teenagers can understand what they’re about? Why should videogames be so moving and thought-provoking, if all they require is for you to happily press a few buttons for you to feel “fun”? Why would the so-called “great masterpieces of the medium” require no cognitive and interpretative effort to play? The answer, no matter how infatuated we may be, is always the same: because videogames aren’t, for the most part, good media.

Videogames shouldn’t necessarily be fun. They can be fun. But their value lies in everything else besides that which you call fun, all of that which rewards you in deeper ways. You simply can’t be spoon fed “fun” as if a little child and expect to extract something relevant out from that experience. So forget fun. Forget formulas, genres, pre-conceptions, clichés, aesthetic trends, blockbusters and big company logos. Praise videogames that challenge you in meaningful ways. Praise authorship, innovation, personality, uniqueness, ambiguity, non-linearity, complexity, aesthetic view, virtuosity… praise that which challenges you! Praise artistic expression above all else, and if you do so, maybe one day videogames will be more than just lowbrow entertainment.