Posts Tagged ‘ D ’

Resident Evil (2002) – “Revisiting Horror”

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Today, the name “Resident Evil” can only be associated with a modern brand of derivative military shooters. This is true regarding the main entries of the series – that slowly, but consistently, shed their adventure legacy in favor of fast-paced action sequences and increasingly convoluted plot lines – but also in the numerous spin-offs, of which the rail-shooting kind represents the most obvious and categorical insult to the nature of the original “Resident Evil”. Somewhere between “Alone in the Dark’s” cinematic viewpoint and “D’s” aesthetic sensibilities, Shinji Mikami’s groundbreaking work became a powerful and suspenseful horror video game that would lay the primary foundation of the genre. The bond that united it with its predecessors lied in the essence of the adventure video game – a genre built on the physical exploration of three-dimensional worlds, populated with puzzle pieces and small narrative interludes (in the form of text and cut-scene) that gave the spatial metaphor a narrative texture nonexistent in other segments of the video game strata. Whilst the textual quality of “Resident Evil” – an honorable dêcalage of b-movie tropes – could only amaze players on the most superficial of levels, its brooding atmosphere and tense game play design would surely leave a lasting mark. This was especially true when considering “Resident Evil’s” crowning achievement – the design of the mansion in which the game took place.

For a long time now, haunted house amusement rides have had a special part in popular culture; the seduction of entering such an ominous location feeds on a primordial instinct to face dangerous situations in controllable environments. “Resident Evil” is surely meant to be played as if a haunted house ride, and what better evidence of this fact than the change from its original Japanese title – “BioHazard” – to the sillier, yet somehow more accurate western translation? Like in “D“, “Resident Evil’s” mansion is designed with a stunning sense of ambiance that hints at danger in every corner. More than the actual fright – of which the now infamous dog leaping sequence has become a symbol – it’s in the anticipation and build up of tension, through visual and auditive cues, that the authors’ deviousness became fully apparent… Hitchcock would surely be proud. It helps that the mansion bears such a portentous and ostensible visual characterization, in both scale and intrinsic detail of its decor, making it humbling to the player. The mansion is, in itself, a work of art – its rendition of paintings, sculptures and architectonic style, thoroughly embodies the concept of an interactive art museum, so in vogue in the mid-nineties. The photorealistic quality of its pre-rendered visuals made the game not only aesthetically beautiful, but also more effective in heightening the sense of presence on part of the player.

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These were the notions which the sequels could never truly evoke. “Resident Evil 2” and “3” no longer took place in claustrophobic, XIXth century mansions, but instead spread the action across an entire city – the dimensionality of the urban landscape inevitably gave a sense of liberty and breathing space to both titles. The often criticized clunky movement of characters  – so important in forcing players to acknowledge the dangerous, uncomfortable and uncontrollable nature of their surroundings – was, with each title, softened thanks to new movements and more responsive controls. The scarcity of weapons of the original was slowly amped into a considerable array of weapons, more powerful and plentiful with each passing iteration. In “4”, besides a diminished role of exploration and puzzle sections, the cinematic angles were replaced with a pure 3D camera – meaning that zombies could no longer jump from out of the screen unseen. “5” borrowed its aesthetic and ambiance from other games, further compromising and indeed erasing any memory of the original work that was still present in the series. All of these games bore ‘good’ design decisions, sure: each made “Resident Evil” a ‘better’ game, i.e. less frustrating and more fun. But with these nefarious changes it also lost its identity, its charm, and most important of all, its capacity to frighten players, reducing a once great adventure horror game to a mindless action shooter.

Which is why the Gamecube remake of the original “Resident Evil” makes even more sense today than it did back in 2002 – it serves to reminds us of how much the original surpassed its direct (and indirect) successors. Mikami’s return to his original masterpiece only served to state the obvious: the series’ numerous additions and revisions were unneeded, and more importantly, only hindered at conveying the sense of  suspense which uniquely identified his original vision. Instead of re-envisioning the game completely (as he would later do in “4”), Mikami focused on getting players to experience what they had experienced many years before – the sense of entering a beautiful, yet menacing haunted house.  Narrative-wise the game is identical, and in terms of game play style and level design it is similar enough to capture the original’s spirit, but different enough to stand on its own. Shooting zombies finally became, once again, a conflict with the game itself, a peak in tension that served as a mere punctuating mark in a vast score of exploratory moods. Make no mistake, the remake is not an action game.

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Mikami cleverly manages to use the remake to reference other games, like “Clocktower”, and even parody “Resident Evil” itself, but unlike Kojima, he does it with such delightful subtlety and consistency with the fictional backdrop that nothing ever feels out-of-place. He can make the most obsessive and knowledgeable hard-core fan smile without needing to break the fourth wall or giving away the irony of his playful demeanor with an obvious joke. Of course, what most gamers will appreciate in the new version of his classic, isn’t the elegant revisionism, but the update in presentation. Technical digressions aside, “Resident Evil” makes for one of the most beautiful and immersive experiences in recent video games. Every new animation and lighting scheme adds up to a stunning work of mise-en-scéne for each room, which truly makes them shine as part of a virtual art exhibit.  The soundscape completes the picture, making the game’s atmosphere as evocative and scary as possible. This remake is one of those rare occasions in which the audiovisual lift was actually used, not as a means of justifying a buy for the tech-savvy buyers, but as a way of furthering the vision of the original work.

Alas, the remake is a memory of a now distant past, a throwback to a time in which games could still balance an underlying commercial logic with an artistic drive that went beyond the confines of fun-inducing game design. “Resident Evil” is slow-paced, clunky, unpleasant and sometimes even frustrating, but only because those are the needed qualities for a survival horror title to elicit a proper emotional mindstate in players. Back in 1996, “Resident Evil” defined the genre, and perhaps not surprisingly, most of its qualities remain unsurpassed still today.  Which is why the remake, with its stunning artistic complexion, that so thoughtfully brings the original’s ambiance to new heights, is as worthy of the masterpiece title as the original.

score: 5/5

State of the Art pt.1 – “Balance of Power”

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Chris Crawford, despite being present at the very infancy of video-game development, achieved a thorough knowledge of the area, one that granted him a visionary insight over its future. In his book, “The Art of Computer Game Design”, he defined video-games, laid out the principles of game design (most of which stand today), delivered a possible games’ taxonomy out of a remarkably small number of titles, and even predicted how the industry would evolve, to a point only realized in the XXIst century – a heterogeneous marketplace (only possible today thanks to download services).

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But there’s another idea in his text, one far more provocative and stunning than any of the rest – the idea that in the old days of 16 color screens, kilobyte sized memory, and assembly programming, Chris Crawford already regarded video-games as Art. As he himself admits, video-games couldn’t be further from “a Shakespeare play, a Tchaikowsky symphony, or a Van Gogh self portrait”, and yet he could already perceive the video-game equivalent of such masterpieces possible in the means! However, twenty seven years down the road, and such a statute seems far from being consolidated. In fact, most of Crawford’s criticisms still stand today: “computer games are much like candy, comic books, and cartoons”, “artistic flair has heretofore been treated as subordinate to technical prowess”, and as he had predicted, the market is still overrun “with blockbuster games, spin-off games, remake games, and tired complaints that computer games constitute a vast wasteland.”

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I, for one, believe he was right, the potential for video-games to become a rightful form of art exists. One look at games like “ICO”,  “Silent Hill 2”, “Gadget – Past as Future”, or my recently reviewed “Myst” and “D”, quickly reassures my heart that games can be Art. More so, the recent rise of the indie scene has allowed many new developers to find niche markets whose players have higher expectations for video-games – Jenova Chen’s “flower” and Auriea Harvey and Michaël Samyn’s “The Path” are but some of the most outstanding examples of this new trend.

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And yet, despite all theses advances, the same teenager oriented industry and ludic design models remain. Talking about art in the context of video-games is still, let’s face it, wishful thinking. The small beacons of light that I mentioned beforehand are minuscule when compared to the ever growing cloud of darkness that dominates games’ landscape. Players, in general, don’t want to play new games (just compare established franchises’ sales when faced with new IP’s, such as the recent EA fiasco) or even artistic ventures (see the sales of PSN titles, of which only “flOw” makes it to the top ten). Game designers themselves, show little interest in creating interactive art instead of glorified tech toys. Publishers and producers just back up where the money is: shooters, platformers, role-playing, sports, and casual games still eat up the gross of video-game’s productions, with original titles that step out of the boundaries of tried and true formulas and established genres being harder to find than a needle in a haystack. Journalists on the other hand, instead of defending artsy ventures and breakthrough original games, as a way of helping the means evolve by educating and cultivating gamers, insist on valloring mediocre games that apply template design models, such as “Killzone 2”, “GTA IV” or “Gears of War 2”. Everyone says these games are “more fun”. Art games, on the orther hand, aren’t. In fact the whole industry seems to measure itself upon this generic, abstract equation of “fun”. Back in the ATARI days, Chris Crawford said that “Computer games are much like candy, comic books, and cartoons”. They still are. Just serves to show how little games have changed in this quarter of a century.

[In the coming articles I will delve further on these issues and explore how everyone can help change the current video-game landscape]

D – “Deranged”

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Let’s be honest, “D” isn’t the type of game that will entertain you the way video-games usually do. It’s slow paced and introspective, and it simply isn’t meant to be fun in any way; it’s the sort of game that tries trying to engage players in a specific state of mind that doesn’t rely on actual pleasure, but in actual discomfort. In other words, it’s a true horror game.

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You play as Laura, the daughter of a renown doctor who, out of the blue, starts murdering innocent people in an L.A. hospital. The police ask her to investigate why he’s gone mad, but once she enters the hospital she comes upon a strange portal. Like Laura, once you step through that portal, the comfortable, familiar reality you live in will suddenly crack open, and you’ll plunge into a nightmarish world concocted by her fathers’ mind. At first it seems you’ve only entered an old manor, but you’ll immediately notice that something about it feels distorted. It’s eerie and oppressive in every way, from the austere, claustrophobic design of the manor itself, built in weighty slab stones, to its dark baroque furniture and somber decoration patterns. As you slowly trot about, step after step after step, the sounds of footsteps echoing through the deserted halls, your eyes examining your surroundings, you come to understand that, like the dreamy fabric of your mind’s thoughts, the old house pays little heed to the enclosing limitations of physical reality. Its architecture and design is odd and impossible to replicate in the real world, not to mention that it’s filled with strange contraptions and deadly traps filled with corpses. And, like a typical haunted house, there’s always something odd and disconcerting waiting to jump out when you slowly turn the next corner.

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Exploring that strange realm is handled like in “Myst“: a lonely adventure game in which you go about solving puzzles to find out more about the story that has passed. But whereas “Myst” strived on players’ sense of discovery and awe when faced with its aesthetic beauty and hidden secrets, “D” prefers to instill an eerie atmosphere of anticipation and dread face its hidden revelations. Inside that dark-stricken world, the atmosphere is cut-throat, with the slow tempo of the electronic soundtrack building up tension and giving emotional density to the limited detail of the pre-rendered visuals. But when there’s a new narrative revelation, you can see Laura’s face exploding with emotion (such boldness in an 1995 video-game!), and the game shifts into a barrage of super-fast, surreal imagery, which, like the memories of an amnesiac, are completely fragmented, only adding to the insanity and madness that surrounds you. The aesthetic and emotional contrast between those two moments is overwhelming, as you go from a vacant world of dead grays and quiet loneliness to a torrent of violent, blood-stricken images accompanied by a pounding soundtrack. This is Kenji Eno’s work at its best, crafting specific moods for the player to sink in, so that the game plays the player as if he were a piano: gently pacing him with a melancholic tune, quieting him until he settles in, only to then have him instantly revived with a powerful new crescendo that takes him to an emotional climax. It’s almost as if Eno, who sports an extensive musical background [of which you can read more about in Dieubussy’s profile and interview, here], crafted the game as you’d compose music, trying to convey strong emotional impressions and abstract rationales, instead of devising something that could be deconstructed literally.

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That is what ultimately elevates “D” to a horror masterpiece, the fact that its authors understood that the fundamental pillar of a horror piece lies in a sense of unknown and illogical, that can put players in an uncomfortable mindset which eventually leads to fear and foreboding.  Even when the game comes into a conclusion, its mysteries are never fully revealed; what is unhooded serves only to add a whole new layer of interpretation – a frightening allegory over man’s transformation into monster – but its revelations never change the amorphous, bizarre  and surreal nature of the tale. Nothing ever makes much sense in “D”, and the game is all the better because of it. At the very least, one must acknowledge “D’s” impact in its genre, with its tentaclous influences reaching the very best of the genre, from “Resident Evil” (the wonderful first person perspective doorway opening and stair-climbing sequences) to “Silent Hill” (in terms of the surreal ambiance). But “D” is a masterpiece by its own merit, a game that accomplishes that which so oft eludes video-games: the capability to provoke strong emotional reactions in players. And “D” can invoke in you such a host of visceral, sub-dermal and subconscious responses, that it will give you a whole new appreciation for horror video-games.

score: 5/5