Posts Tagged ‘ David Cage ’

Heavy Rain – “Brooding Emotions”

Tempestuous weather, “Heavy Rain’s” leitmotif, serves not only as the perfect mood setter for the crime novel Cage is telling, but also as a fitting metaphor for how his game was envisioned and created: a whirling storm of conflicts and clashing ambitions. Remember “Fahrenheit“? Well, “Heavy Rain” is not all that different from its messy predecessor: they share similar narrative themes, plot scenes and even structural skeleton. The only new element lies in the contextual button presses, which metaphorically relate player’s input with character’s on-screen actions, in essence making your physical and psychological interactions with the game as similar as possible with character’s own experiences. David Cage intended to suck players in as far as possible into the diegetic realm of his story, and this clever (if somewhat limited) device, fulfills its function beautifully, going well beyond the gimmicky nature it could acquire in the hands of a less devoted auteur.

However, one must question what is this that Cage is trying us to relate to? A gamey blockbuster-like sci-fi epic, as “Fahrenheit”? The answer is, rather surprisingly, no. Somehow he actually learned his lesson and understood that the fabric of good narratives does not lie in fantastical plots or teenager power fantasies or heart-pumping action chases, but in the subtle characterizations of human beings: their feelings and livelihoods and emotions and thoughts and, well, in one word, life. This is “Heavy Rain’s” finest, this simple realization, so absent in the video game medium, that all media is about people, just… people. The initial scenes are perfect in this sense, presenting some of the finest non-ludic segments in the history of video games, as you play out the simple joys of life: watching the subtle facial expressions of your face in the mirror while you shave, noticing your body relaxing as you take a hot shower, gently sipping the morning coffee as you see your neighbors passing through the window, or simply standing in your backyard, beneath a tree’s shade, on a bright sunny morning, doing nothing as you wait for your dear family to return home.  These are subjects which so many games avoid like the plague – because they are not action-packed or ‘fun’ or cool – and  yet “Heavy Rain” addresses them whole heartedly, with a naive ingenuity that reminds us of silent film.

This is not to say that “Heavy Rain” is the perfect accomplishment of a dramatic video game. As the story develops, with the stormy weather ever-looming and you enter the dark, brooding, decrepit halls of the neo-noir, all the fissures that interactive narratives live by crack open. Sadly, even the emotional bonding scenes eventually pave way for the menial tasks of unfolding conflict according to game design cannon, with an over-indulgence in Q.T.E.-ladden action sequences, even in cases where there are known game-play templates that would fit these better. And Cage’s ever-recurring lack of aesthetic sensibility occasionally shows its true face, as he blindly cites the oddest things – C.S.I., Johnny Mnemonic, Minority Report, etc. – and in doing so severely breaks the game’s moody Fincher-esque atmosphere… Yet somehow, none of this really matters, for these are mere trifles which in other cases we wouldn’t even notice, but in a work so ambitious and bold and provoking we can’t help but lament, such is its ideal. But what you will fondly remember is that rare genuine character expression you’d never seen in a video-game, your own real smile as you joyfully play with children, the panic you’ll feel when you play the father who loses his own son, or the empathy towards the sad lives of some of the more miserable characters. Genuine glimpses of emotion: what game does that to you?

Cage is aware of why video games are bad and emotionally shallow and redundant. He knows film is not. And so, he tries to use cinema as inspiration… we would argue it is not the best of ways to get there, but Cage doesn’t seem to mind that at all. Let’s be frontal, he’s the only mainstream designer that is, at least, trying to go in the right direction, perhaps for all the wrong reasons and in all the wrong ways, but he’s trying. And though he pushes and pushes,  absurdly, with such folly and impetuousness, you can’t help but sympathize and even admire his foolishness.  So the origami killer asks: “How far would you go to save someone you love?”. Well, one thing is for sure, Cage is willing to sacrifice everything to save video games as a form of mature media, so maybe we should lend him an ear and listen to what he’s trying to say.

score: 5/5

[Much is left to say about “Heavy Rain” that this already excessively large review could never cover. I may return to this subject in the near future. Cheers!]

Wave Foam – “Breaking out of the Cage”

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Not everyone recognizes that there is a problem with the current state of videogames. Most are content with the mindless “fun” they afford players, and those that aren’t content, tend to cower beneath the towering weight of money-grubbing companies that just want to maximize their profit. But there are those rare few who have their eyes out on more ambitious goals for videogames and who aren’t afraid to stand up and be pretentious. David Cage is such a man, as this recent presentation shows; as always, it makes for an interesting read coming from someone who actually has something which is worth reading about. Ever since I remember reading about him and his games, he’s always been yapping about games’ legitimacy as art-form, and how he is trying to tell stories through games. He’s perceptive and culturally knowledgeable; like all those who watch a movie or read a book every now and them, he can tell that videogames lack the maturity and emotional depth that other artistic mediums live by, and so he struggles to bring videogames one step closer to those other means. Sadly, his ambition never panned out as much as one would hope, as his games always ended up being shallow replicas of the future for videogames that he so heartily stands by.

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“Omikron” (a.k.a. “Nomad Soul”), was a visionary attempt at capturing the sense of a living breathing world, completely rendered in 3D. Two years before the open-world breakthrough of “Grand Theft Auto III”, Cage was already fiddling with notions of scale in space, gameplay and narrative, which most designers would’ve run from like a devil from a cross, so ambitious they were for that time.  It was a game only rivaled (and let’s be honest, in many ways, surpassed) by the contemporary work of Yu Sukuzi, “Shenmue”. Cage’s work was not without merit though, he managed to devise an entire fictitious world, a provocative, gaudy blend of science fiction aesthetics, deeply rooted in cyberpunk culture, Philip K. Dick-ean themes of personality and identity, and some post modern elements. He was avant-garde in every sense of the world, and even managed to bring David Bowie in to collaborate as actor and singer/composer of the game’s original score, further establishing “Omikron” as an artistically legitimate venture. The game was far from perfect, as the cacophonous mix of gameplay styles (adventure, beat’em up and first person shooter) was convoluted and ill-balanced, and the game suffered from a myriad of bugs and technical issues, all of which reviewers of the time took at heart.

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His next game would suffer a better fate in eyes of both public and critics, though in the humble opinion of this writer, was far less progressive and experimental than its spiritual predecessor… and equally unbalanced. Cage’s self presented challenge in “Fahrenheit” (a.k.a. “Indigo Prophecy”) was to create an interactive narrative system that would permeate seamlessly through game-play. The game eventually became known both by its modern adventure game trappings – which gave players the sort of choices which the old-school linear adventure games had seldom afforded -, and by it consistent use of quick time events, which curiously enough became known as such precisely due to Suzuki’s “Shenmue”, even tough the mechanic itself dated back to “Dragon’s Lair”. Once again, ambitions proved superior to Cage’s capacity to fulfill them: the use of QTE’s was excessive and repetitive, with endlessly drawn out actions sequences (in a sort of daft copy of “Matrix’s”) forcing players to mindlessly mash buttons in Simon Says fashion, and the narrative system, though certainly interactive, yielded some of the most ridiculous and over-the-top story-lines  ever to grace a modern videogame.

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Both his games failed, yes, but criticize as much as we can, we cannot help but admire his achievements and his courage for taking risks. “Omikron” and “Fahrenheit” were attempts at adult forms of storytelling that were genuinely serious and mature: “Omikron” had a virtual space that was palpable and brimmed with character, and “Fahrenheit” (before blowing up with its outrageous plot twists) had realistic characters and an ingenuous sense of suspense and mystery. Even today, the vast majority of games cannot accomplish what David Cage did in his only two games. He may very well be a thinking man’s Molyneux – a sort of pretentious wanna-be that aspires to the moon, but ends up with his knees deep in the Earth’s mud – but he will always have great aspirations and capacity of self-criticism (as his constant recognition of his past failures clearly shows), something which is sadly lacking in most designers. Hopefully (let us pray in tandem), he will soon realize the potential of his ideas in “Heavy Rain” and finally flesh out the sort of mature interactive narratives his games always hinted at, but failed in achieving.