Showing posts with label Shadow of the Colossus. Show all posts
Showing posts with label Shadow of the Colossus. Show all posts

Friday, October 16, 2009

All You Need is Love

by C.T. Hutt


“I feel that there is nothing more truly artistic than to love people”

Vincent Van Gogh

“The secret of art is love.”

Antoine Bourdelle

Is there anything so difficult to define, analyze, or discover for ourselves as that most ethereal of human emotions, love? Its definitions vary for all of us, but many of us experience it, recognize it in others, and know that it is a great part of ourselves, perhaps the greatest. It is little wonder that this rather nebulous subject is often at the center of great artistic works. Many can recognize the tragedy of Shakespeare’s play Romeo and Juliet, the warm tones and simple beauty of Gustav Klimt’s painting The Kiss, the immortal drama of Humphrey Bogart and Ingrid Bergman in Casablanca, or the casual free flowing tunes of the Beatles’s All You Need is Love. These great works have captured something truly essential about the human experience of love, and for that they will always be remembered and cherished. But what of our young medium? Where is our undying masterpiece? Here’s a look at what we have so far:

Mario, Zelda, Prince of Persia, Super Ghouls and Ghosts etc.

Life is good, some terrible lizard/dark wizard/grand vizier kidnaps your significant other and puts legions of baddies and dire puzzles in your path. You are on a quest to get them back. Ever since Donkey Kong couldn’t keep his hands to himself, this well-worn love story has been a video game staple. A protagonist needs a reason to head out his or her front door and a kidnapped lover seems like a pretty clear one. From a writing standpoint this approach to a plotline is extraordinarily easy. The love between the characters is present throughout the entire game, but never has to be developed because they never spend any time together. In the end the two lovers smooch, cake is exchanged (wink), and all is well. This depiction of love in video games is childish and easily forgotten; it’s meant to be.

Max Payne, Gears of War 2, The Darkness, etc.

Life is good, some terrible crime lord/horde of gun-toting orcs/shadowy government organization kills your significant other and puts legions of baddies and dire puzzles in your path. You are on a quest to kill them, kill them all. Again, love here is not being used as a centerpiece of a great work, but rather as a moral excuse for letting the protagonist pull the trigger several thousand times. While there is certainly some truth in the idea that a lost love can be a powerful motivator for personal change and that tragedy walks hand in hand with the desire for destruction and revenge, these philosophical considerations are almost universally lost in video games. I will grant that in its noir-tastic dialogue the Max Payne series does a fairly artful job of addressing the sort of self-destruction inherent in a revenge story, but such musings are drowned out by constant gunfire. The plotlines of these games and their portrayal of love are often laughable no matter how much fun it is to shoot gangsters.

Baldur’s Gate, Star Wars: Knights of the Old Republic 2, Mass Effect, The Witcher, Fable

Role Playing Games have a distinct advantage in portraying the full pallet of human emotions, including love. Unlike more action oriented games, RPG’s constantly ask us to pause and consider our actions before deciding on the best course. In battle, this means selecting the optimum plan of attack, in plot, this means talking with non-player characters and choosing your words carefully. When selecting dialogue options to progress the story, some developers have chosen to add romantic plotlines to the mix. I believe that this approach to portraying love in video games shows great promise. By utilizing the medium’s most definitive characteristic, interactivity, as a method of exploring romance and all the glories and pitfalls therein, I think that developers have a better chance of portraying love in a unique way.

However, this approach is not without its drawbacks. In The Witcher, the player’s avatar can choose to pursue a monogamous relationship or to enjoy a romp with as many NPCs as possible. Sexual congress in the game is symbolized by tarot card-like pictures which can lead to a rather adult themed “Gotta catch ‘em all” mentality in the gamer which I feel devalues its attempts to portray serious relationships. Similarly in Baldur’s Gate 2: Shadows of Amn and KOTOR 2 only one romantic relationship can be successfully realized per play through. By playing through the game multiple times the main character can explore all possible relationships. Again, I feel this detracts from the writers’ and developers’ attempts to express the drama of serious love in relationships. Of course, in the real world there are many fish in the sea and love is terribly complicated, but by allowing such a variety of relationships in a single game developers lose their control of the story. While I think this approach has great potential, for the time being I think it makes video games feel less like Orpheus and Eurydice and more like Leisure Suit Larry.

Final Fantasy

In terms of RPG’s with static storylines, the Final Fantasy series has long occupied a place of prestige . While there is no continuous plotline in this iconic series, a gamer can always be certain to see two things: an airship and a love story. And while the translations may be mediocre and the characters may be overblown, I have to give the series its proper due in terms of the variety of love stories it incorporates. In some cases characters with opposing personalities wind up together (FFVIII), in some love is lost early on only to be found again later (FFVII), in still others love is tragically split apart in the end (FFX (admittedly it is recovered in the abominable FFX-2)). The stories are reasonably engaging and the games built around them are great fun. Still, I don’t think any of the series has produced a real showstopper. Perhaps it’s only a matter of time until they do.

Shadow of the Colossus

Shadow of the Colossus is one of the blue ribbon babies for those who see video games as art. Whenever naysayers claim that the medium is nothing more than a vehicle for petty entertainments we can point at Sony’s 2005 release and say, “In your face, my good sir.” In addition to being visually stunning and fun to play, Shadow of the Colossus centers around a touching, albeit tragic, love story. With his true love at death’s door the protagonist overcomes impossible odds striving to bring her back. As the game progresses it becomes evident how much this quest will cost him as the man he was morphs into a twisted personification of his own grief and pain. I believe that the only reason Shadow of the Colossus is not widely recognized as great art is because of the stigma surrounding the video game medium. Truly, it was ahead of its time. Perhaps, as video games spread to a greater proportion of the populace this game will receive the recognition I believe it deserves. Time, I suppose, will tell.

As the artistic medium of gaming continues to evolve I imagine that more developers, both independent and incorporated, will begin to more fully realize the awesome potential that video games have to express truth about the human condition. With that realization I am sure we will see more titles that use love and relationships not just as motivations or side notes but as central themes.


Thursday, September 3, 2009

The Digital Ground Beneath Your Feet

By C.T. Hutt

Look up. Now down. Look at the walls surrounding you or the landscape in the distance. Disregard the people and things and consider the space. If you were a stranger to the area you are in now, what would you think of it? Does it seem comfortable? Familiar? What was this space designed to do? Was it designed at all, or does it exist naturally?

The programmers who create environments are unsung heroes of the game development world. While we often overlook something as banal as the ceiling tiles in the head-crab-infested hospital in Half-Life 2, or the water stains on the walls of ruins in Fallout 3, these minute aspects of the gaming world add immeasurably to the experience of a given title. The environment of a game is a character unto itself and unlike many facets of the medium, I believe that environmental design has been one of the greatest successes in game development history.

Shadow of the Colossus stands alone as simply one of the finest games I’ve ever played. The opening credits set the story as one of love lost, and the desperate struggle of a young man to get it back, no matter what the cost to the world, or to his own spirit. After being handed the task of killing the mighty colossi that roam the lands, your character steps out onto a vast plane, devoid of any signs of human life save for some dusty ruins. Truly massive though the colossi are, it takes considerable time to locate them in the expansive world. During the search the player has ample time to take in the scene around them. Empty would be the best way to describe the land the developers created, as empty as a broken heart. With no other characters to interact with or enemies to fight, the profound solitude of the environment is overwhelming. It sets the scene perfectly for a game as sobering as it is beautiful. And the colossi are environments to themselves, walking, living landscapes.

The strange combination of futuristic technology and old-timey decor that surrounds a player in Bioshock is overshadowed with every step by the feeling of being underwater. Not comfortably underwater mind you, but suffocating. The environment of BioShock makes the player feel as though they are dragging out the last gasp of air in drowning lungs for hours. Everything, and I do mean everything, in the environment is affected by the water. The bolts in the walls look rusty and ready to snap, the woodwork is swollen or rotted through, and everywhere you look there are puddles of brackish seawater. All these things and more are none-too-subtle reminders that the ocean does not welcome intruders and that a watery death is only ever moments away. Even if you weren’t being stalked by mutated horrors and soulless abominations, the environment in BioShock is absolutely terrifying.

It doesn’t take a huge studio or a multi-million dollar budget to create an immersive and engaging environment. The expansive woodland in The Path by Tale of Tales is a stylized version of a few acres of pine you might find behind your house. Aside from the interactive aspects of the game what makes the environment in The Path truly interesting is its subtle enhancements to reality. The light streaming through the trees, the peculiar twists of branches, it all seems very common, very real, but at the same time enhanced, altered into something more than the everyday. It took me some time to identify the feeling, but after a while it came to me. The environment in The Path is like that of a memory, sharp as a razor here and there, but soft around the edges. For a game covering themes such as the pleasures and pitfalls of innocence lost I think this was an excellent aesthetic choice on the part of Tale of Tales.

While certain aspects of gaming have been slow to evolve (story, character development, etc.) the medium as a whole has produced some incredibly immersive environments. It makes sense: aside from interactivity the greatest difference between a video games and other art forms is the worlds they take us to. Many great directors over the years have been praised for using the settings of their films as characters. Think of Ang Lee’s long shots of rolling landscapes in Brokeback Mountain or Stanley Kubrick's careful, slow pans over bright, empty outer space in 2001. But a film can survive on good characters, a fine script, and an environment that doesn’t ruin the moment.

Perhaps what sets video games apart in this regard is that the player controls the shot, not the director. The environment needs to be so much more detailed, so much more fully realized, than that of a film, because the player will push the boundaries. They will try to get behind each façade, jump off every cliff, and explore every corner. Through necessity, then, setting and environment in video games has become one of the greatest strengths of the artform: whether it is the colorful spheres of Super Mario Galaxy or the burned-out, corpse-riddled wasteland of Fallout 3, video games have done a fantastic job of building compelling worlds and environments.