Bioshock – “Behold… Rapture!”

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“Bioshock”, like most art, is shaped from an idea, a message, a concept; in this case, it’s Rapture, an underwater dystopia molded by objectivist ideals. In this Jules Verne scenario, 20.000 leagues under the sea, Andrew Ryan (a captain Nemo like politician), after being fed up with government oppression, decides to build an entire underwater nation, where every “man is entitled to the sweat of his brow”. In his own private utopia, justice, religion, morals, ethics and any social considerations are absent, in favor of free commerce and free will as Universal Law. The result, as you can no doubt guess, is nothing but disastrous. Though at first, thanks to the lack of ethical boundaries, science, commerce and art bloom, after some time, everything goes haywire. The result is an underwater ghost city, filled with the monsters of Andrew Ryan’s objectivist dreams: a plastic surgeon that makes Picasso paintings out of women, a sculptor that makes art by molding human flesh, and a capitalist entrepreneur that is willing destroy an entire society, if only to be entitled “to the sweat of his brow”. Rapture is, without a shadow of a doubt, one of the most consistent, thought-provoking universes ever to grace a videogame. Written by none other than Ken Levine (“Thief, the Dark Project”, design and story, and writer of “System Shock 2”), this metaphor of modern capitalist America and nightmare of Ideological proportions, rightfully belongs in the same pantheon of dystopian masterpieces such as “1984”, “Farenheit 451” “Brave New World”, “Metropolis”, “Gattaca”, “V for Vendetta”, etc.

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The plot itself revolves around the discovery of Rapture by an unknown man, after his plane crashed in the middle of the Ocean. Controlled by the player, he will uncover Rapture’s dark past, by listening to the audio-logs of its inhabitants and by facing Andrew Ryan’s objectivist monstrosities. In the end, his quest will decide the fate of Rapture, according to the moral choices the player picks during the game. And though they might seem simple at first, if they’re taken seriously, they can add a whole level of dramatic impact to the unveiling of the plot, making it much more meaningful. The narrative tends to move slowly and usually tries to establish certain moods, allowing the player to immerse in the chaotic nature of Rapture, while at the same time, learning about its convoluted history. Curiously, few cutscenes are used, which ends up being both a blessing and a curse. On one side, you aren’t obliged to sit through important plot details (which I admit, might be boring to some), but on the other side, much of the dramatic potential of the plot feels wasted (it’s not by accident that people are most often moved by cutscene driven / cinematic games).

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What manages to counterweight the absence of cutscenes, is the sheer amount of detail and information that lies hidden in the art and music of the game. Posters, sculptures, flyers, songs, all have something to say about the world of Rapture, and whether you want to or not, you’ll apprehend a lot of sensorial information that might be otherwise hard (or annoying) to convey. Of course, this wouldn’t be that interesting if the Art Design or Music weren’t as good as they are. The fact is that “Bioshock”, besides featuring one of the best narratives to grace a game, also features one of the best art designs ever to appear in one; and this is, by no means, a shallow compliment. The virtuous art deco transforms every corridor, wall and painting into a beautiful work of art. The contrast between the cold, stark colors of the ocean and the flashy neon of Rapture’s buildings is the perfect testament to the designers’ capability of creating interactive paintings; every light, shadow and texture blends perfectly in the background, feasting your eyes and mind. Even small details, like the camera’s POV, were tweaked to get a particular sense of immersion and dread, contributing, in no small part, to the way the game should “feel”. Accompanying the visuals, a classical and jazz soundtrack by Garry Schyman fills in the immersion gap; whether it’s the 1920’s euphoric swings, or the moody piano ballads, every bit of music adds another dimension the player’s experience, making it a powerful means of inducing fear, claustrophobia, or just delivering some piece of information about Rapture’s spirit.

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Now, usually, in my reviews of more artistic games, every compliment has been said by the time I get to the gameplay section, which is where I commonly start “bashing”. Guess what? “Bioshock” is also grandiose on that regard. It takes the first person shooter / rpg hybrid mechanics of “System Shock 2”, removes the unneeded complications, and empowers certain abilities, creating the perfect blend of open-ended first person shooter. The player has at his disposal a great number of weapons and abilities (which he can level up), each with a particular context of use, allowing the player to choose his particular fighting style. It’s nothing that hasn’t been done before, but in “Bioshock”, everything feels tweaked and balanced, to the point of making complex mechanics inherently fun to use, while most games, either simplify them too much, thus discarding the tactical nature of choices (“Crysis”), or complicate them to the point of being too obtuse to be fun (“Deus Ex”). Furthermore, special abilities, which range from fireballs to electric shocks, have special uses when the environment’s context is right, thanks to a physics engine that defines water as electric-conducting and oil as inflammable, making special abilities all the more amusing. Perhaps the only (minor) flaw I can find in this game (that can’t be regarded as nitpicking) is the sometimes overly hectic nature of the action; for the most part of the game, there is someone (or something) trying to kill you. The reason this comes out as a flaw is simple: “Bioshock” is beautiful, immersive, and mysterious, warranting exploration and attention to detail in order to sink in all the wonders of the game, but it is hard to do so, when you’re constantly fighting for your life. A more paced gameplay would definitely emphasize the more interesting aspects of the game, even if it would end up losing some appeal for the more trigger-happy players.

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Now, I know what you’re thinking, what about all the rant the game got? From the players who thought it was too easy or the naysayers that labeled “Bioshock” as “System Shock 2” “lite”? To the first group I’d answer this, if the game’s too easy, then play it in a harder difficulty and don’t use some of the helps the game gives, I mean, nobody forces the player to use the (absurdly famous) vita chamber (I sure didn’t). To the second group, I’d say this, if you think “Bioshock” is a dumbed down version of “System Shock 2”, then you probably shouldn’t be reading this in the first place. “Bioshock” is so much more than “System Shock 2”, especially in its story and art dimensions, that I have be blunt: anyone who can’t see the difference, either is completely blind and deaf, or just plain dumb (pardon my English).

It’s not hard to understand why someone like me, who looks upon games as an art form, would love “Bioshock” in every possible way. It’s one of the few games that actually wants, from the get go, to be regarded as much more than just a toy, or just a “game”. Its aesthetics are beautiful, its message is strong, intelligent and emotionally provocative, and it is an entertaining game on many levels. It is, by my definition, the perfect example of a perfect game, and one of the best works of art I’ve seen in the past year.

Overall: 5/5

Planescape Torment – “Undying Art”

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Imagine a place of infinite possibilities, where metaphor is reality and reality metaphor, a universe where belief molds the physical realm and where a single thought can *actually* change things… Welcome to “Planescape”. It is hard to better describe the “Planescape” universe (actually, it’s a multiverse, but we’ll get to that), one of the famous “Dungeons and Dragons” realms. At first glance, it might seem like a weird, freaky, half concocted world that pales in comparison with its renowned sibling, “Forgotten Realms”, but that would be a mistake: “Planescape” is infinitely more complex, thought-provoking and original than the “Tolkienesque” high-fantasy spin-off of “Forgotten Realms”. Oh, and it makes the perfect background for a great RPG.

It starts off with a simple idea: what if anyone could change, with will power alone, the universe? How would *that* look like? What rules and laws, of social and physical nature would exist? How would balance be obtained? Who would rule such a world and how? As you can see, the premise alone opens a whole universe of philosophical questions, which is a sign of the inherent complexity of “Planescape”. Besides the well built background, the story that unveils during the course of “Torment”, written by Chris Avellone (of “Fallout 2”, “Icewind Dale” and “Sith Lords” fame), is equally profound and intellectually stimulating. Not only that, it contains some of the most unpredictable and memorable twists ever to grace a videogame. And I do mean memorable.

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The narrative starts in a mortuary, where the main character, the “Nameless One” lies unconscious and completely amnesiac. Unsure of why he lies in a mortuary he starts to delve to into the “Hive” (the center of the multiverse) in search for clues about his past. He learns that he is, by some unknown reason, Immortal, a curse which he cannot fathom escape, even after millennia of trying. He then embarks on a journey to revive his memories, in order to understand the “why” and the “how” of his undying condition. He will meet many adversaries and companions that will help him regain knowledge of the multiverse and of his previous “incarnations”: different personas molded by different memories of the same man. In the end of his quest, lies a question: “What could change the nature of a man?” The answer is the key to the game’s plot. To find it, you will learn about the whole of “Planescape”, its many planes of existence (hence the name “multiverse”), its societies, cultures, philosophies and religions, and you will challenge powers greater than any mortal, such as Angels, Gods, and even… Death.

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The script is superbly well written. Its dialogues are witty, complex, intellectually stimulating and also have a unique feel, thanks to the use of a language specifically conceived for the game that incorporates 17th century English (complete with proper slang). The literary dimension is used to its fullest: many actions, situations and memories are only described via text; it’s great text, mind you, that allows your imagination to capture the full magnificence of the game’s environments. However, it is a shame that certain scenes don’t make use of an audio-visual language, such as cut-scenes, or even some sort of controlled artwork slideshow coupled with soundtrack, in order to enhance the sensorial dimension of the game’s literary nature. Because of this, “Torment” is a bit like an interactive book, which might displease the more trigger-happy gamers. On the good side of things, the narrative is truly interactive. Whether you want to be evil, killing all those whose stand in your way, or if you wish to make up to all the evil the Nameless One’s previous incarnations have caused in the past, it’s your choice. Your character’s alignment (following D&D’s classic divisions: Chaotic or Lawful, Neutral, Good or Evil), is entirely determined by your actions in the game. Unfortunately, there aren’t different endings, just many different paths to achieve the same goals, which for a 1999 game was more than enough to warrant the revolutionary status (“KotOR”, “Torment’s” spiritual follower, would only surface in 2003).

Aesthetically it is also a marvelous game, even if it still uses “Baldur’s Gate” dated 2D (Infinity) Engine. Recreating the complexity of the “Planescape” was definitely a challenge for the Art Department, but it paid off: the environments are dark, gloomy and dirty, meshing dark fantasy visuals, an industrial-revolution twist and some “Burtonesque” imagery (flying skulls anyone?), all of which give the visuals that edgy and freaky dimension. However, when the player leaves the center of the multiverse, the scenarios seem to lose quality, lacking the overall attention to detail of the previous backgrounds. It’s a shame, because it makes the exploration of the multiverse less awe-inspiring then what you’d expect, considering the descriptions you’ll read throughout the game. The sound has an equally broad mix of flavors; from beautifully orchestrated synthesizer melodies, to tribal rhythms, every sound blends perfectly with the visuals, adding one more layer to the uniqueness of the “Planescape” setting.

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Notice how I haven’t even touched the matter of gameplay? Can you guess why? Yes, it’s because the RPG “action” elements in “Torment” aren’t exactly as memorable as the rest of the game. They are, for the most part, completely forgettable. Basically, it plays out as a simplistic clone of “Baldur’s Gate”, e.g. classical turn-based AD&D rule-oriented gameplay. It’s dull, uninteresting, and it isn’t even tactical or challenging… it does encourage grinding and looting, which I, myself, would regard as downright wrong. On the good side, the immensity of side-quests helps the gameplay stay somewhat fresh and keep pace, making action all the more secondary in comparison to the game’s other facets.

If you can forget about the slumber-inspiring gameplay (and believe me, you will), you’ll find out that “Torment” is so grandiose, profound and unique, that you’ll be left without words to describe it. Its stories, ideas and characters we’ll linger in your memory, challenging your heart and mind to fully understand the magnificence of the game’s experiences… making you want to go back to the “Planescape” universe time and time again. Whether Chris Avellone knew it or not, “Torment” was his undying attempt at immortality through art. It succeeded.

Overall: 5/5

“Semiotics and its Importance in Adaptations” and “Tomb Raider Review”

The semiotic language of games is different than the one in movies; normally, directors and writers of these adaptations either don’t fully understand one or the other (sometimes even both… *coff* Uwe Boll *coff*). Now, this is the primary condition for a successful transition from one means to the other; I mean, how can one even begin to think about adapting an artistic means to another without understanding the language each one of them uses? Just imagine taking a book filled with meaningful metaphors and translate it into a movie without taking into account the same metaphors; most of the book’s hidden meanings would be lost. What’s happening in most game-to-movie adaptations is similar to this. Either the director/writer didn’t play the game or didn’t understand its drive or focus (example: “Resident Evil”), or they played it, but simply don’t know how to convey that into a correct and interesting cinematic language (example: “Final Fantasy: Advent Children”).

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Take for instance, “Tomb Raider”; what was convened in the movie? Basically that there is this rich Lara Croft babe, that is an athletic, voluptuous chick that can shoot like Neo, jump higher and farther than the established Olympic records and that does a living by exploring tombs filled with ancient “magical” artifacts that hold the most powerful hidden secrets of extinct civilizations. Was “Tomb Raider” really about this? Well, in part, it was, at least when it came to the games backdrop and small uninteresting cutscenes. But I don’t believe that was the main focus of the game. If you ask me, “Tomb Raider” was all about creating a sense of immersion in an unknown and mystic scenario and the exploration of large ancient ruins, filled with beautiful architectural details and strange enigmatic puzzles. Now look at the movie again, was any of this in the movie? No! Why? Because the screenwriters only understood “Tomb Raider” from a simplistic cinematic point of view; the only narrative they saw in “Tomb Raider” was the one imbued in the idiotic plot and action part of the game. Why? They just don’t understand how narrative is conveyed in games, period. Everything in the adaptation stinks, from the poor choice of scenarios to the action oriented nature of the movie, not forgetting the horrible rock and roll soundtrack (in opposed to the game’s classical arrangements that augmented the tension and ambiance of the tombs). You could argument that the sense of exploration would be hard to convey in the movie; but hey, that was the main focus of the game: if you can’t convey that, then don’t even bother adapting it.

And this happens in almost every adaptation: where’s the sense of isolation, dread and horror in “Resident Evil”? Remember Milla Jovovich roundhouse-kicking dogs? C’mon, is it that hard to understand that’s not scary? Where’s the dark mysticism in “Alone in the Dark”? I’ll tell you where, it’s lying in the slaughterhouse after it was butchered by Uwe Boll’s horror/sci-fi scenarios filled with daylight (it’s a game about darkness, how hard can it be to understand that?) and his macho-soldier armies armed with heavy machine guns that blow everything to shreds (were there armies in the game… NO!). Where are the Ha-Do-Kens in “Street Fighter”? Oh, that blue myst that comes out of Ryu’s hands at the end of the movie IS a Ha-Do-Ken… I’d never have guessed, maybe I’m just dumb…

[More ranting about adaptations coming soon…]

“Game-to-Movie adaptations – why they fail miserably…“

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Last week, my “Study and Development of Games” teacher talked about movie-to-game adaptations. His words were something like: “It [Movie Adaptations] doesn’t work because it’s hard to please the fans that already know the story, while at the same time, pleasing the audience that knows nothing about the game. You can’t overexposure the plot for the first public, and underexpose for the other.” Now, later this week, I saw Uwe Boll’s “Alone in the Dark”, which is the worst movie I ever seen, bar none, game-adaptation or not. Since then I’ve been analyzing all the reasons why game-to-movie adaptations fail. Because, let’s face it, they always fail, always. To this day there isn’t a single adaptation that I consider to be a half-good movie (and I’ve seen pretty much all of the supposedly “good” ones); maybe my cinema-critic background makes me too demanding, but I can’t see any movie based game that can actually be held on its own as a good movie experience. So, from now on, in this topic I’ll be exploring the reasons I think make unsuccessful game-to-movie transitions. Besides that, I’ll review some of the transitions… and don’t expect for me to be sympathetic or to have any pity on those pieces of cinematic garbage, just because they came from good games; I will thoroughly dissect every adaptation until its smelly, putrefied guts are all out in the open, so that anyone can understand how bad they really, really are.

Max Payne 2: The Fall of Max Payne – “A Noir Epic”

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Sometimes you have to wonder: why a sequel? “Max Payne” was, in the limited realm of videogame art, probably one of the best works ever to be released; so, why a sequel? Was there anything left to be said? About Max, I mean? His love was dead, his past no longer a mystery and his desire for vengeance was fulfilled. So I have to admit, there seemed to be no reason to delve into Max Payne’s sad, morbid and twisted mind again… or was there?

“The past is a gaping hole. You try to run from it, but the more you run, the deeper it grows behind you, its edges yawning at your heels. Your only chance is to turn around and face it. But it’s like looking down into the grave of your love, or kissing the mouth of a gun, a bullet trembling in its dark nest, ready to blow your head off.”

“Max Payne 2” might seem like an attempt to cash in from the original’s success: it took less than two years to design, graphically it’s very similar, it starts with exactly the same tone and plot devices as its predecessor, the plot opens holes in the first one’s narrative, that quite frankly, just weren’t there and a certain character is mysteriously revived during the first screens of the game. So, at a glance, “Max Payne 2” could seem like an afterthought of the original. But appearances are misleading…

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“What the fuck is wrong with you, Max? Why don’t you just die? You hate life, you’re miserable all the time, afraid to enjoy yourself even a little! Face it, you might as well be dead already. Do yourself a favor, give up! “

The first thing that pops up is that Max Payne doesn’t look like Max Payne. His character model is different. At first, this seems strange, this eerie, awkward transition from a Hawaiian shirt youngster with quirky smile and feel free attitude, to this middle-aged man with disillusioned, depressed, deep caved eyes that look as they’ve seen all the horrors the world has to offer. But if you ponder, you will understand that this is the way Max Payne was meant to look like: a torn, spiritually crippled “noir” detective. This IS Max Payne. The change goes as far as revamping all the character models from the first game (in vignettes and in game-models), making them all feel more in key with the tone and style of the game. Series’ lead designer, Petri Järvilehto, explained why this change occurred: during the first game, their budget didn’t allow the designers to hire real actors for use in character models (only voice acting), and so they had to base characters on members of the creative team. Voices on the other hand, still sound the same, which is good, because they were already well acted in the first game.

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“Death is inevitable. Our fear of it makes us play safe, blocks out emotion. It’s a losing game. Without passion you are already dead.”

The subtle change of actors feels “key” in the grand scheme of things behind “Max Payne 2”, as the plot tries to go even deeper in terms of exploring its characters’ beliefs, motivations and above all, their feelings. This is a departure from the first game, since its story delved more on the actions and consequences of Max Payne’s obsessive vendetta, than on his actual inner demons. Now, that’s upside down, and the objective is focusing on Max Payne’s love, regret, and hope of atonement for his dark past. The story (once again written by Sami Järvi, series’ script and screenplay writer) runs deeper in its meanings and concoctions, its drama is truly heartfelt (to the point of a good drama film), even if in actual plot terms, nothing very important really happens during the game. Add a remixed version of the first game’s poignant soundtrack, some beautifully crafted comic-book style vignettes, the best dialog you’ve ever seen in a videogame, and you have a narrative that will chill your spine, challenge your brain and make your soul cry. That’s how good “Max Payne 2” story is.

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“Ladies and gentlemen, allow me to present Max Payne, New York’s finest, with the biggest mobster body count ever. Dearest guests, prepare to die! Max! I’d love to come and welcome you, but I’m busy dodging bullets and hiding under a desk at the moment!”

Though the actual gameplay is more or less the same as in the first game, it was subtly improved, with a small number of details that empower the already brilliant shooting mechanics. Firstly, the game is smaller, which means it’s juicier and more cohesive, leaving anything that could be defined as “filler” out. Levels are better designed this time around, and resonate with character’s feelings and states of mind, making them not only important in terms of gameplay, but also in terms of setting up the ambiance of the story. This was also true for the first game, but it’s better explored this time around; some levels are downright masterpieces of level and art design. Even the apparently unimportant TV shows (the parody to Shakespeare’s comedy “Much ado about nothing” named “Lords and Ladies”, the David Lynch homage “Address Unknown” and the spoof of blaxpoitation masterpiece “Shaft” – “Dick Justice”) that can be viewed in the scenarios’ television sets are incredibly well written and add layers of interpretation to characters and situations. In strict terms of gameplay, besides upholding the standard of the first game’s pacing, the designers use pre-scripted events and scenarios that change the flow of the game: like a level in which you play with someone else other than Max Payne that has to protect him, or a boss fight in where you actually have to think on how to kill your adversary. These small additions might seem irrelevant, but they actually make “Max Payne 2“ be, at least, as interesting in terms of gameplay as its predecessor.

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As expected not everything is perfect (though it is nearly so). As mentioned before, the actual plot doesn’t really go anywhere, since the ending of “Max Payne” left no avenues for a sequel. The visual aspect of the game doesn’t show much improving, and would’ve benefited from the use of better lighting technology (that was already available at the time of “Max Payne 2”), that might’ve made the in-game graphics resemble the expected “chiaroscuro” aesthetic [for more on “Chiaroscuro”, check “The Darkness” review]. Minor flaws apart, the game is simply astonishing and improves on every small aspect of its prequel, even if it feels much more of an update on the original than an actual sequel. “Max Payne 2” is the coming of age of a concept, the culmination of its authors’ artistry in story-telling, game and audiovisual design. If “Max Payne” was Art, then “Max Payne 2” is fine Art.

Overall: 5/5

[Thanks to JorgeSousa, who requested this review… which I’m hoping he’ll enjoy.]