Tag Archives: Blasphemous Geometries

Heavy Rain: Free Will and Quick Time Events

It could have been ugly. When the French developers Quantic Dream announced that they were working on an ‘interactive film’ that used quick time events as the primary mode of player interaction you could hear the sceptical harrumphing from orbit. Many gamers compared the game to Cinematronics’ infamous laser disc-based arcade game Dragon’s Lair (1983).

Screenshot from Dragon's LairAt a time when most video games were comprised of poorly animated coloured blocks, the cartoon imagery of Dragon’s Lair was ground-breaking. Here was a game that did not simply suborn the language and titles of films; it actually looked like a film too. The only problem was that when players fed their money into the machine, they soon discovered that they didn’t actually have control over the on-screen action. Continue reading Heavy Rain: Free Will and Quick Time Events

Digital: A Love Story; Nostalgia, Irony and Cyberpunk

Nostalgia ain’t what it used to be.  Originally coined in 1688 by a medical student investigating the tendency of Swiss mercenaries to become homesick to the point of physical incapacity, nostalgia soon changed from being a curable physical ailment to being an unassuageable psychological condition, a sickness of the soul.

This shift was the result of nostalgia being partly decoupled from the concept of homesickness.  Homesickness can be cured by allowing the sufferer to return home, but nostalgia came to signify a longing not for a particular place but for a by-gone age forever out of reach… short of someone inventing time travel.  However, despite becoming de-pathologised, nostalgia never quite managed to shed the negative connotations of its medical origins and the late 20th Century’s decision to turn nostalgia from a condition into a marketing strategy did little for its respectability in certain circles. Continue reading Digital: A Love Story; Nostalgia, Irony and Cyberpunk

Tell Your Own Damn Stories! Games, Overreading and Emergent Narrative

In a move that is somewhat unusual for a videogame column, I would like to ask you to consider not a game or a development in the gaming industry but a film… and not just any film, but an obscure art house film.

Poster for Las Horas del DiaJaime Rosales’ The Hours of the Day (2003) (a.k.a. Las Horas Del Dia) tells the story of Abel.  Abel lives with his mother and operates a decidedly unglamorous clothing shop in a run-down part of town.  He has a low-intensity relationship with his girlfriend who wants them to move in together, he has a passive-aggressive relationship with his shop assistant who wants more severance pay than Abel can afford and he has a rather tense friendship with another man who wants him to invest in a marketing project.

Though these relationships dominate Abel’s life, he is distant from all of them; he bickers with his mother, he sabotages his girlfriend’s attempts to find them a flat and he ruins his best friend’s wedding day by casually revealing that the bride once made a pass at him.  In all of his dealings, Abel comes across as weirdly detached and disconnected, as though the human world is somehow beyond his comprehension.  This disconnection from every-day social reality makes Abel almost impossible to understand.  We do not understand why he sabotages his relationships and we certainly do not understand the savage murders that Abel carries out seemingly at random throughout the film.  Because Abel’s motivations are so completely impenetrable, it is remarkably difficult to extract anything resembling a human drama from the events depicted in The Hours of the Day.  The film does not appear to be a comment upon unhealthy relationships or the absurdity of existence or even a portrait of one man’s descent into madness.  It is simply a series of events presented in chronological order.  Stuff happens. Continue reading Tell Your Own Damn Stories! Games, Overreading and Emergent Narrative

The Video Game Canon and The Age of Forgetfulness

0. Asking the Question

If you were a game designer and you were taken into your boss’s office and given carte blanche to create your own roleplaying game, what would your influences be?  My guess is that the games you see as central to the computer roleplaying experience vary according to your age and when you started gaming.

Screenshot from early computer RPG WizardryFor example, if you are currently a teenager then the chances are that you would be most influenced by games like World of Warcraft, Fallout 3 and Dragon Age: Origins, because these are the games that you are most familiar with.  If you are a slightly older gamer, then you might list titles like Final Fantasy VII or Suikoden.  Maybe if – like me – you are one of those thirty-something gamers who spent his high school years playing video games instead of getting to second base, then you might list Baldur’s Gate, Dungeon Master or Shadowrun.  Maybe you are even old enough to remember playing the original Wizardry and Bard’s Tale titles, and think that the future of CRPGs lies in ASCII graphics and getting the players to draw their own dungeon maps.

Well, you’d all be wrong.

And you’d all be right. Continue reading The Video Game Canon and The Age of Forgetfulness

Paying Attention is Not Fun: Crackdown 2

Back in 2007 Realtime Studio’s Crackdown limped onto the XBox 360.  Originally intended for release on the original XBox, Crackdown had been beset by technical hitches and a series of disastrous decisions during the development process.  Despite Realtime receiving quite a bit of aid from Microsoft, the game’s testing did not go well.  In fact, it went so poorly that Microsoft decided to package the game with the Halo 3 demo in a desperate attempt to boost sales and recuperate some of the money spent during the game’s epic development cycle.

Originally conceived by David Jones — one of the developers behind the original Grand Theft Auto (1997) — Crackdown was intended as an attempt to go one better than the GTA franchise.  Where GTA had you running around a sandbox-style city causing chaos and climbing the ladder of the criminal underworld, Crackdown gave you super-powers before letting you loose on a similar sandbox-style city.  The reviews were surprisingly positive, because Crackdown managed to capitalise on one of the great joys of GTA: ignoring the plot and blowing things up.  Crackdown was all about the fun. Continue reading Paying Attention is Not Fun: Crackdown 2