subtext

Showing posts with label Good Yarns. Show all posts
Showing posts with label Good Yarns. Show all posts

Sunday, February 14, 2016

Firewatch With Me

Game: Firewatch
Campo Santo, 2016 (PC version reviewed)

Sometimes you just gotta get away from it all for a while, you know? Firewatch is a game about escape, both physical and emotional, and it just so happens to be a lovely little escape itself.  In a brilliant and moving interactive opening sequence, you learn you are Henry, a troubled man whose life is falling to pieces. Henry has opted to spend the summer of 1989 working as a fire lookout for a national park to escape that life and spend some time reflecting on his next move over the gorgeous vistas of Wyoming.

From the starting moment, Henry’s first major means of interacting with the world is exploration as you hike the two days to his lookout in time lapse, then get acquainted with your new tower home and time period through interaction with objects in the environment. His second means is by way of direct player choice, beginning with a series of life decisions about Henry’s history and followed by the radio dialogue with his new boss, Delilah, that forms the core of his human connection in the midst of the Wyoming wilderness. The real-time conversational system feels like a more subtle, natural, and omnipresent evolution of the “ABC” Telltale menu integrated with a more mature and believable variant of the BioWare dialogue wheel. It’s an intuitive and fluid way to anchor the player to Firewatch’s story and characters, augmented all the more by a near perfect set of vocal performances and some genuinely funny and touching writing.


Yes they are, Firewatch. Yes they are.

The third major means of player interaction, and the one that feels both most beholden to and iterative upon Gone Home, is the direct control of Henry’s body and his second-to-second physical choices in the world. Having just recently experienced SOMA for the first time, I was almost giddy to find so quickly another game that captures the tactile feeling of its controls, extending in design philosophy here to a minimalist UI and a Far Cry 2-style in-world map and compass. The physicality of Henry’s animations and his freedom of environmental manipulation also go a long way toward grounding the player’s sense of presence and investment in his story. Like Gone Home and SOMA, much of that object manipulation is used to read inscriptions or gather narrative clues, but most of it exists to further that sense of player presence by fleshing out Firewatch’s natural grandeur with lifelife (mostly human) details.


A man could get lost in this world. Especially if he has my sense of direction.

It’s just one of many ways in which Firewatch succeeds at the level both of, if you’ll forgive me, the forest and the trees. The natural grandeur is truly goddamn grand, making Firewatch a gorgeous game to explore and snap screenshots of, no doubt about it; the devs wink about this by quickly providing the player with a cardboard disposable camera with which to take in-game photos, yet another tactile anchor into the UI-free world. It somehow manages to evoke real awe at its colorful mountains and burning sunsets even while being hyper-stylized in a jagged, angular cartoon way reminiscent of Team Fortress and Wreck-It Ralph, particularly in the character design. It would be nice if your journey were a little less constrained to trodden paths, and the narrative progression through them a little less linear, but given its production limitations Firewatch provides a commendable degree of freedom to explore.


The only fire I need to watch for is the one you set in my heart.

Yet for all that big picture beauty, Firewatch’s true heart lies in the almost stream-of-consciousness flow of walkie-talkie dialogue between Henry and Delilah, to whom you can “Report” not only fires but a staggering number of verbal observations about the world. Mad Men’s Rich Sommer and The Walking Dead game’s Cissy Jones thoroughly sell their roles across thousands of lines of criss-crossing dialogue that shift shape and tone in impressively subtle ways depending on the player’s actions. Conversations and character outcomes are affected by choices as small as whether to pick up an abandoned bottle of whiskey or accidents as quotidian as taking a wrong turn to a dead end on your patrol, in addition to the slightly more obvious “big decisions” for which a Telltale game would’ve provided the reminder “Delilah will remember that.”


I’m happy for you, Firewatch, and I’mma let you finish. But first I’m gonna sit and stare a while.

I’m loathe to discuss details of these conversations and thereby spoil discovery of any of these little moments, so suffice it to say Firewatch, for all its tremendous sense of humor, goes some Deep Places and asks the player to question, along with its characters, some serious stuff about relationships, human needs, selfishness, personal responsibility, and social connection. It’s almost paradoxical that a game could manage to be such a surreal escape from real life while forcing us to confront some of its harshest realities and the very real consequences of escapism, but that’s kind of the point of Firewatch, or it would be if I were forced to say it has just one.*


You mean you’re actually gonna make me work to get places?

If Firewatch has one glaring flaw it’s that it doesn’t really deliver on all this emotional buildup. It crescendos to something of an anticlimax after unsuccessfully attempting to pull off Gone Home’s same narrative bait-and-switch, which now looks even more like a clever once-and-done “trick” of genre subversion that can never again be called upon with the same effect. There are other signs that development might have gotten a bit rushed in the final act, with environmental bugs showing their ugly faces for the first time, conversation becoming much more sparse for what feel like slightly contrived reasons, and narrative choices playing out in the finale in hasty and somewhat unsatisfying ways.


Don’t mind if I do.

Disappointing conclusion notwithstanding, Firewatch has occupied my thoughts almost constantly since the credit rolled. I’m tempted to hand-wring about its problems keeping it just shy of greatness or make some equally silly and premature judgment about its place in gaming history vis-à-vis release proximity and superficial similarities to something as affected as The Witness. The more honest truth is that I found Firewatch easy to love at its best and difficult not to recommend at its worst, and it doesn’t need favorable comparisons to a diametrically opposed game in order to shine.

* It doesn’t.  
Really liked it.

Wednesday, February 10, 2016

Game of the Year #5: Which Witcher Whipped Which Witch Hunter?

5. The Witcher 3: Wild Hunt
CD Projekt Red, 2015 (PC version reviewed)
It’s that time of year again: the time when everyone who writes about games feels compelled to catalogue their experiences into top ten lists and award some lucky contestant the meaningless title of Game of the Year. It’s a fun way to collect our thoughts, reflect on how the medium advanced (or didn’t advance) since the last time around, and, most importantly, argue endlessly about why everyone else’s list is wrong. So without further ado, here’s the #5 title on my personal countdown: CDPR’s The Witcher 3.
I have a strong bias in favor of interesting games. Not just good games, but games that push or break boundaries in novel ways. Games that take risks and diverge from formula. Games that aren’t afraid to be weird or to flout conventional design wisdom if it makes for a more uniquely engaging experience.

The Witcher 3: Wild Hunt is none of these things. There’s hardly a piece of it we haven’t seen a hundred times before. It’s an iterative evolution on The Witcher 2: Assassin of Kings, mostly in that it follows the trend of trading discrete levels or load areas in favor of an almost completely open-world map design - sometimes at the expense of detail and intentionality in the design of individual areas. The combat has been modified from an awkward hybrid of point-and-click MMORPG combat and a Diablo-style action RPG to an awkward hybrid of Arkham-style rhythm combat and direct input Souls combat. The interface and menus are are only slightly less byzantine and unwieldy than before, or just as unwieldy in different ways, an RPG vice we’ve less gotten used to than just learned to accept. The basic open-world RPG formula of “follow map to quest giver, follow map to quest cutscene, kill/gather quest MacGuffin, follow map back to quest giver” remains the sole script in play.

So why is something as uninteresting The Witcher 3 one of my favorite games of 2015? Because it knows what it is, it knows its strengths, and it throws money and manpower and talent at those strengths until they’re stronger than anything else like it. This is most immediately apparent in the production values: The Witcher 3 is a gorgeous game, not only in its breathtaking technical facsimile of real cities and real people, nor in its colorful art design and sense of haute-renaissance-meets-high-fantasy style, but in the sheer awe it generates through combination of these elements in a gigantic, vividly lifelike world. This fidelity constantly tempts you to stand in the middle of a city watching the crowds mill by with purpose that would put Assassin’s Creed to shame, or to stop and stare at a tangerine sunset at the end of a long day’s journey and enjoy the best melancholic orchestration a big studio budget can buy.


You might stop and take a moment to enjoy the view. Probably many moments.

The Witcher 3 finally delivers on the promise Oblivion made and broke a decade ago when it introduced us to a superficially huge and beautiful world that then immediately fell apart at the seams when we met its dead-eyed robot residents, mechanical encounters, and suffocating lack of personality or variety. The Witcher 3’s residents not only appear alive but act alive, both in their mundane habits and reactions and in their shockingly human expressions and dialogue when interacting with one another or with Geralt, our titular Witcher. The writing and acting aren’t themselves groundbreaking - we’ve seen similarly high quality in BioWare and Obsidian’s work for some time now - but combined with such stunning graphical fidelity and animation it all makes for an extraordinarily engaging experience in CDPR’s environments and with their characters.


You don’t need Ciri to solemnly swear she’s up to no good.

Geralt himself is transformed from the unrelatable, emotionless cypher he was in the previous titles to a genuine human being  (albeit a mutant one) simply through the subtleties of his expressions. A slight grimace at his mouth’s edges here, a glint in his eye or raised eyebrow there - each reveal something of the inner life of a person who’s not so devoid of feeling as he’d like the world to think. Nowhere is this seen more clearly than in Geralt’s relationship with and search for his adopted daughter Ciri, the driving central quest of the narrative as she flees from the Ringwraith-like Wild Hunt. We can speculate some meta reasons why fathers seem to have become the de facto protagonist of AAA games, but there’s no denying it carries tremendous emotional heft for a leading man as detached as Geralt had always been, and that it grounds the narrative in intimate realities in a way I wish more fantasy games would.


(Secretly a huge softie.)

That’s the Witcher 3’s core strength, really. It’s this vast and sprawling and epic thing, a dauntingly realized universe filled with more quests and characters than you could start or meet in a hundred hours. Yet for all that the game never loses sight of its humanity, even in its monsters. It’s as much the little things - the tiny touches of life - as the big ones that make The Witcher 3 great.

Monday, January 4, 2016

Game of the Year #10: A Garbage Land of Sand and Sadness



10. Tales from the Borderlands
Telltale Games, 2015 (PC version reviewed)
It’s that time of year again: the time when everyone who writes about games feels compelled to catalogue their experiences into top ten lists and award some lucky contestant the meaningless title of Game of the Year. It’s a fun way to collect our thoughts, reflect on how the medium advanced (or didn’t advance) since the last time around, and, most importantly, argue endlessly about why everyone else’s list is wrong. So without further ado, here’s the #10 title on my personal countdown: Telltale’s Tales from the Borderlands. 
It can seem impossible to talk about a Telltale title without landing yourself in a preliminary debate about What It Means to Be a Video Game. On PC and consoles, anyway, Telltales’ particular brand of Adventure Lite has, rightly or wrongly, come to symbolize the extreme edge of what constitutes a “casual” game or - somewhat absurdly - something not a game at all. Phrases like “interactive television” get thrown around as if they were pejoratives, and self-styled “hardcore” gamers feel seemingly compelled to let you know that, however much they might enjoy the occasional Telltale, they ordinarily only ever play “real” games.





If this all sounds a little ridiculous, that’s possibly because it is, and I promise won’t spend much more time on it. In a medium as fluid and expansive as games, the notion of policing titles for purity feels as absurd as it is restrictive. At the end of day, all I know is that my experience with Tales from the Borderlands was wholly different from any I’ve had in other media - tv, books, or otherwise - or any I can imagine having elsewhere. It’s a game about choice above all else - genuinely moreso than any previous Telltales - and the player’s ability to mould the characters and narrative into a version of the story they’d like to tell. And if that doesn’t get at the heart of what makes games unique, I don’t know what does.


In some ways, Tales from the Borderlands is the most Telltale game out there. We’ve clearly reached some critical point where they’ve ceased to be adventure titles in the oldschool sense, for starters. There are exactly two moments in all of Tales where you’re required to rub an item on something to advance, and if you blink you might miss them. Inventory, consequently, feels almost vestigial, with the exception of a couple key items that will automatically be available to you in relevant story moments. Exploratory free movement sections are few and far between, to the point that it feels almost strange whenever the cinematic camera cuts to the flat, classic adventure perspective. The only major element that still clearly hearkens to the genre of Monkey Island and Day of the Tentacle is the EchoEye™, a cybernetic eye implant that allows Rhys (protagonist #1 of 2) to scan objects and characters for no reason except to read some of the most hilarious faux-corporate-wiki captions ever written into a game. It’s a cute excuse to get some Hitchhiker’s Guide color commentary layered into the whole thing, and it never fails to amuse.


The vast majority of the game, however, is spent in a cinematic mode that feels closer to the story beats of modern BioWare than anything in the adventure genre, peppered with thousands of dialogue options and quicktime event-like action controls. So, the usual Telltale stuff, but more of it than ever before. Unlike most previous Telltales, however - and unlike BioWare’s recent titles - the choices present a lot more variety than the “Good Guy, Bad Guy, Sarcastic Asshole” selection we’ve all come to roll our eyes at. Perhaps partly because *everyone* in the Borderlands universe is a sarcastic asshole, the choices in Tales typically reflect four or so distinct varieties in approaches to a conversation or decision that could *reasonably be outgrowths of that character’s personality*, allowing the player to decide who Rhys and Fiona will gradually become in the course of their adventure. I don’t know how better to describe the improvements here than to say that this is the first Telltale game I have a strong desire to replay, and that nearly every available option was so interesting, funny, and dynamic that I almost immediately wanted to rewind each chapter to try different routes.


Did I mention this game is funny? Well it’s not. It’s the funniest. No, really, it is. Even in a year boasting Undertale, this may be the most consistently drop-dead hilarious writing in a game since the point-and-click Lucasarts heyday. The vocal performances are spectacular, with voice-over veterans from Troy Baker to Patrick Wharburton to Laura Bailey giving 110% over the most cartoonishly expressive comic book facial animations this side of Venture Bros. The script itself feels like the kind of story that Borderlands was always meant to tell but never had a chance to within the confines of a first-person loot-em-up. The series’ signature ultraviolence serves here not only as a source of clever commentary but as a legitimate key ingredient of the narrative and its broader themes.


And that, more than anywhere else, is where we begin to get at what makes Tales special. Telltale has told rich, mature stories before; A Wolf Among Us took all the most interesting character elements of the Fables comics and actually brought them a layer deeper. But in Tales they’ve managed something even more impressive. Every character is a source not only of their own unique punchlines but of genuine human feeling and conflict, even at their most caricatured. Your average Great Game is lucky if it can give us even one, maybe two lasting, memorable characters who stand out in our thoughts of the game long after we’ve finished it. Not so with Tales from the Borderlands. Like Undertale, there’s not a single damn one of the cast I don’t already want to spend more time with or have the opportunity to see another side of on replay. Even the many antagonists - only one of whom is a genuine villain and murderous psychopath - are either downright likable or at least empathetic personalities in the mad, mad world that is Pandora. I spent most of my time with Tales (literally) laughing out loud, but I’d be lying if I didn’t admit I shed more than a couple tears at the more somber moments.



So call it a “casual” game, call it interactive tv - I don’t give a damn. Tales is among the best examples of what big budget storytelling has to offer this medium, and I for one love that that medium affords us narrative experiences as diverse in one year as The Witcher 3, Dark Souls II, Her Story, and Tales from the Borderlands. It’s a big tent, and there’s room for everyone who brings something to the show.

Tuesday, October 18, 2011

We'll All Be Disappointed When It Turns Out the Wind's Name Is "Tim"



To hear the reviewers tell it, Patrick Rothfuss is the second coming of Tolkien.
My interest in The Name of the Wind was first piqued by two glowing recommendations the boys at Penny Arcade. Tycho's opinion in itself was enough to justify adding it to my ephemeral list of Books I Will One Day Get Around to Reading, a notion that was strengthened when I read a similarly glowing review by Ursula K. Le Guin. Then Terry Brooks. Then Tad Williams. Then Anne McCaffrey. Then Orson Scott Card. Then, finally, Robin Hobb, and I'll be damned if I was going to ignore that many uplifted thumbs from the greats (well, perhaps the "pretty decents" in Williams's and possibly McCaffrey's cases) of contemporary fantasy literature. But let's get down to the only opinion that really matters here: mine. Does Rothfuss live up to the glowing praise heaped upon him by media outlets ranging from the New York Times to the Onion A.V. Club?


Kind of. Alright, fine: yes, yes he does. Mostly.


Every liberal arts major has likely at one point or another heard a professorial speech on the distinctions between serious "literary" fiction and escapist "commercial" fiction. The former is canonically defined by that miserable legend Laurence Perrine as fiction that holds "academic" literary merit on account of style, depth, and whatever other arbitrary distinctions make Bram Stoker's Dracula a less valuable piece of prose than Ulysses. The latter can be defined - much more intelligibly - as "books people buy because they're actually fun to read." God forbid.


So let's throw aside all comparisons to that incomparable giant JRR Tolkien: The Name of the Wind is not a deep work, though for the sake of brevity I won't go into all the reasons why here - read it and find out for yourself. Suffice it to say that I despise rigid categorical distinctions as much as the next postmodern Aristotelian, but even I'm willing to admit that TNOTW falls far and clear into the commercial category. Is that a mark against its favor? I'll leave that to other readers to decide. Allow me only to say that, profound metaphor and relevancy to the human condition be damned, TNOTW is as entertaining a fantasy novel as any I have read since Tolkien's own Hobbit. And damnit, there I go, both breaking my own promise of non-comparison and forcing Perrine into a subterranean barrel roll in one fell sentence.


The novel has a few faults, of course, so let's get those out of the way. Let me start by saying that the narrative voice reeks of the kind of pretension that could only belong to a first-time fantasy novelist propelled into New York Times Bestselling fame practically overnight. I admit the analogue is a bit anachronistic, but Rothfuss's narrative voice, both as the omniscient meta narrator and as Kvothe's (the Hero, but we'll get to him later), is just dripping with a not-wholly-undeserved satisfaction in its own cleverness, even at its most markedly un-clever moments. Allow me to present the closing paragraph from the prologue, which gleefully recycles fantasy's time-trashed tradition of opening with some mystical personification of a natural force and/or abstract concept (in this case a "silence of three parts," a merciful departure at least from Robert Jordan's "wind that was not the beginning"):


"The Waystone was his, just as the third silence was his. This was appropriate, as it was the greatest silence of the three, wrapping the others inside itself. It was deep and wide as autumn's ending. It was heavy as a great river-smooth stone. It was the patient, cut-flower sound of a man who is waiting to die."


And that after an entire prologue's worth of exactly the same thing. And this stuff is practically pink compared to the deep purple of some of Rothfuss's later prose. "Self-important" is perhaps too kind a term. Let's just say Rothfuss is weakest when he waxes eloquent and leave it at that. The real issues of pretension come in with...


...ah, yes, Marty Stu. Or "Kvothe," as he is called in this incarnation. Again, "glorified author proxy" doesn't begin to describe this utterly unflappable paragon of perfection, who is not only smarter than you and better than you and getting way more action than you (with ninjas and faerie goddesses no less) but who KNOWS it with the kind of infuriating self-assurance ordinarily reserved to the acutely adolescent - which, to be fair, Kvothe is for the greater part of the novel. It's helps just to accept him as a satire of munchkin power gaming and ask no further questions.


The times when I was busy rolling my eyes at the author's fantasy actualizations aside, I loved every moment of TNOTW. Hopelessly self-important as the story is, it makes you believe in its importance, which in itself is possibly as high a praise as can be levied on a novel of this genre. Kvothe is an impossible figure, a fiery Achilles with Ulysses' wit, torn from Homeric lines and written into a world no more fantastic than our own save for the existences of a few more sciences in the mystical bend.


Fantasy is about exploration of the possible by transportation to the realm of the impossible, and on that count TNOTW succeeds mightily. It is escapist fiction, yes, but escapist fiction of the most compelling kind. Rothfuss is above all else a master storyteller, and so what if that story gets a little bit out of hand at times? It's the prerogative of a good story to do so, after all.


Arbitrary Numerical Rating: 8/10