Showing posts with label Shadow Complex. Show all posts
Showing posts with label Shadow Complex. Show all posts

Monday, August 24, 2009

Orson Scott Card’s Complex

by Daniel Bullard-Bates

Last week, I discussed Shadow Complex, a derivative action/platformer based on classic games like Super Metroid and Castlevania: Symphony of the Night. It’s a very well-designed, fun little game, and an incredible value at fifteen dollars. If you like the “metroidvania” style of games, you’ll probably like it. That’s the good news.

The bad news is that if you buy it, some small amount of money is going into the pocket of Orson Scott Card, who is an anti-gay activist. The storyline of the game is loosely based on one of his books, Empire, which chronicles the rise of a group called the “Progressive Restoration,” a far-left liberal organization which attempts to take over the government of the United States.

Now if the game itself were clearly a propaganda piece, purchasing it would be far more questionable. But, having finished the game, I can confidently state that the dialogue and story present is entirely apolitical. The villains are classic, rote evil: they think something’s wrong with the country, though they don’t say what, and they are going to take over and fix it, their way. Card’s anti-gay speech and political agenda don’t figure into the scenario at all.

So the remaining question is just one of financially supporting homophobia. Even though Orson Scott Card did no actual work on this game (the dialogue and story is only based on his book, and written by Peter David), some of the money from each sale is going to him. Since a great deal of Card’s time and money goes into groups like the National Organization for Marriage, where he is on the board of directors, that money may be directly contributing to an anti-gay agenda.

The question of a boycott has been raised on the forums at NeoGAF. A very thoughtful discussion of the idea has been posted by Christian Nutt at Gamasutra. Both the discussion thread and Nutt’s article make one thing evident: the issue is a complicated one. Yes, one anti-gay rights activist will be receiving money from the sale of this game. The people who actively worked on the game, however, are also reliant on the sales of this game to continue to do the work they love. And apart from someone making the decision to work with a controversial figure like Card (and I can’t help but wonder who made that call), they’ve done an excellent job.

Personally, I’ve decided to take the advice of Dawdle over at gaygamer.net. I paid fifteen dollars for Shadow Complex and donated fifteen dollars to the Human Rights Campaign, a group that works for gay rights. This is considerably more than Orson Scott Card will make off of my purchase, so hopefully this tips the scales in the other direction. Sort of like a carbon footprint, I’m hoping that this keeps my homophobia footprint low.


Friday, August 21, 2009

Tributes and Triumphs

by Daniel Bullard-Bates

Some say that there is nothing new under the sun. Sometimes that’s not such a bad thing.

As we have discussed in the past, video games are a very young art form. But in just over thirty-five years, the medium has established its own pillars of design and gameplay, held up as examples worthy of tribute. While it is always exciting to see new ideas being developed by the creative minds in the industry, it is sometimes just as rewarding to see great games that are clearly mindful of their sources of inspiration.

This week saw the release of Shadow Complex on Xbox Live Arcade, a side-scrolling action/platforming game firmly in the style of titles like Super Metroid and Castlevania: Symphony of the Night. Unlike developers that attempt to pass off their derivative work as something new and innovative, Chair Entertainment have used terms like “metroidvania” to describe their game since it was announced. This is a refreshing bit of honesty from the publisher, since the game is clearly a tribute: the large two-dimensional map is almost identical in style, the gameplay elements of exploration and advancement are clear derivations, and the game provides the same sense of satisfaction when a previously impassable barrier is overcome by newly acquired weapons and powers. The game is a love letter to the classics which inspired it.

Most works of art are influenced by or pay homage to the artists and works that came before. The Sopranos overflowed with references to The Godfather. Salvador Dali was influenced by Picasso, Cubism, and Dada. Bob Dylan’s biggest early influence was Woody Guthrie. Video games don’t have the storied history of music, painting, or film, but there are already revered classics typed into the lexicon of video game lore.

It seems that developers often don’t want to acknowledge just how derivative their games can be. Dante’s Inferno, for example, is clearly another God of War clone, this time with a very loose basis on the epic poem of the same name. The developers try to explain how their game relates to the poem, what it will bring to the action genre and so forth, but there is always the lurking specter of God of War over their heads. How much more honest did the staff at Visceral Games sound when they discussed Dead Space's clear influences, like Resident Evil and the Alien movies? As honest as apple pie.

I salute developers who don’t shy away from telling us what games inspire their craft. I look forward to games with new and exciting ideas, but sometimes a game with a well-known concept in a new skin is just as exciting. Look at Borderlands: a Diablo-style leveling and loot system, in a world reminiscent of Mad Max and Firefly? Sign me up.