Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Saturday, August 18, 2012

Katawa Shoujo and Comfort Zones

Katawa Shoujo
System: PC
Developer: Four Leaf Studios
NA Release: January 2012
Link: http://katawa-shoujo.com/

I admit this one took a while to get to.

When I learned about the game from a superb article on Hardcore Gaming 101 I was immediately on board. "This sounds groundbreaking!" I thought. "I must experience it!"

I downloaded the game, which is free, but then it just sat on my computer. I would glance at it occasionally, but go on to play something else instead. It's apparently much easier to grab the gun than to pull the trigger, and my initial excitement to play the game had stagnated enough that other thoughts began to creep in, not the least of which was how was I going to describe this to people when they asked about it.

"Oh, I'm playing this visual-novel-slash-dating-sim, but the twist is it's set at a school for the disabled! Wait, I know that sounds kind of hinky, but it's being treated seriously and--well, yes, there are sex scenes, but I'm telling you that the anonymous people from 4chan who made this game have really thought it through and--look, it's getting hard to talk to you with how deep this hole is gotten. Just let me keep digging and I'll be right back up with you in a jiffy!"

Curiosity eventually won out, however, and I'm glad it did. For 27 ways to Tuesday this sort of concept could have gone wrong, Katawa Shoujo does a lot of things right.

Those of you who know me may be all, "Ooh, I bet he went for the bubbly looking one with pink hair!" Well, you'd be wrong. I considered many other factors when making my decision. Also, she's not a persuable character.
The main concern with producing a story where your main characters have disabilities--or really any other sort of "minority" status--is the level of focus on which to approach them. Treat subjects too delicately and it almost feels like a form of discrimination in itself. Be too militant and you risk chasing your audience away with the Shame Stick. The latter was another reason I was initially hesitant about this game. I've seen enough shows and movies where the "lesson" comes in the form of the main character making an ass of him or herself and realizing how awful they've been to see others in a certain light. It may be the way some people really do learn, but it makes me horribly uneasy as a viewer. Heck, I always hated it when the Trix Rabbit was made to feel bad for just wanting some stupid cereal. There's a level of "live and learn" we all have to go through in life and the mistakes we make, but they're not always so blatant and exposed.

Katawa Shoujo, thankfully, seems to understand this and offers what I thought to be a very down-to-earth approach to the subject matter. The "playable" character, Hisao, finds himself having to attend his senior year at Yamaku High School and comes into contact with the five potential love interests, as well as supporting characters. The disabilities of these characters, which range from blindness and deafness to not possessing certain limbs, are never ignored yet never seem to fully define them. A strong personality has been built for each girl and the condition each faces physically only seems to be one part of what defines them. In my first playthrough, I ended up going down Emi's story arc not because she had prosthetic legs, but because she had promised to help Hisao with a running program that would help the heart condition he faces.

Emi Ibarazaki: The Fastest Thing on No Legs. The fact that it's she who calls herself that and laughs while doing so is a very liberating theme of this story.
Giving Hisao a disability of his own also strengthens the story by giving him a sense of vulnerability that is rarer in primary characters. Because his arrhythmia was discovered only recently, he lacks the time the others have had to come to terms with their disabilities. There are naturally some nuances he needs to figure out at this special school (for example, when communicating with a deaf and mute person when you don't know sign language, do you look at them or their interpreter when you talk?), but one of the biggest initial revelations he has to make is that he doesn't have to worry so much about everyone else's disabilities. "It's only a big deal if you make it one," a teacher confides with him, and most everyone gets along just fine as they are. In fact, at times it feels other characters are more concerned with how Hisao is adjusting to the changes in his own life. It's a brilliantly empathic way of drawing the player into this world without feeling like they're treading in socially taboo territory.

And, well, speaking of taboo, I guess I should address the adult content. As I said before, there are sex scenes with nudity and acts and... positions. That you see. It's difficult to say just how "hardcore" these are as my sensibilities tend to lie more on the prudish side. Maybe they're like an illustrated Fifty Shades of Grey? Well, I'm guessing about that. I wouldn't really know, haha! You can turn them off if you wish, skipping them entirely, and if you feel they would bother you I heavily suggest you do so because the warm and fascinatingly written story is still very much worth the experience. I guess you could say the scenes do fit into the story relatively well, though, if you feel that sort of thing happens a lot. They're pretty jarring when they start to happen, at least to me, but I guess the fact I find them way more uncomfortable than the the theme of disabilities is a big plus, so, uh...

Gah, where's my shovel? Just give Katawa Shoujo a try, remember to turn off the adult scenes if you want to, and maybe I'll have reached China by the time you're done.

Tuesday, May 29, 2012

Super Meat Boy and the Days


Super Meat Boy
System: Xbox 360
Developer: Team Meat
NA Release: October 2010

And when I am formulated, sprawling on a pin,
When I am pinned and wriggling on the wall,
Then how should I begin
To spit out all the butt-ends of my days and ways?

  And how should I presume?
--T. S. Eliot "The Love Song of J. Alfred Prufrock" 

Super Meat Boy is a crash course in balls-to-the-wall berzerkerism and trying again in spite of the odds. Dying feels somewhere between 99-99.9% of this game; something it lovingly reminds you of by playing all of your attempts on a stage at once when you finally beat it. Scores of little, hopping, optimistic meat beings are put through the grinders, exploding in a mix tape of squishy demises until your one success remains at the end.


Are these ballets of carnage a cheap shot at your lack of skills or a badge honoring your perseverance? It probably depends on what kind of player you are, but thinking about it recently made me surprisingly philosophical for such a corporeal game.

Imagine every day of your life plays out at the same time, just like a replay of Super Meat Boy. What would we see? Now certainly we won't start in the same spot every time, depending on moving to new places, waking up with no clue where you are and the name “Chris” ambiguously scrawled on a napkin in your underwear, etc., but odds are there will be a lot of overlap. Some events, like your morning commute, might look like a blur of yous. The various beds of your night might look like a deranged Tetris block of yous for 7-8 hours of each period, if you're lucky.

Is that depressing to think about? Again, it might depend on what kind of player you are. Personally, it's bittersweet. For each representation of us on these replays, there's a near infinite number of routes he or she could have gone, mostly depending on our desire to break routine and break from our imposed obligations. Some of those choices could have brought us incredible gains. Others, who knows? They could've put us in the path of a drunk driver, or put many of our next days out on the street.

Because when that one “you” of each of us blinks out, it's all over. Maybe it will be in a bed at a nursing home. Maybe it will be on that same blurred line we took successfully to work so many days. You can play the statistics but it's never possible to know for sure.

We're the opposite of Meat Boy and many other video game characters. While they expend their lives endlessly for the pursuit of that one time at the goal, we nurse ourselves along in hope of reaching the goal as many times as we can. Each new day we receive, in essence, is an extra life—our reward for surviving yesterday's level. But if we don't live with that Meat Boy berzerkerism sometimes, are we truly winning? 

Wednesday, May 2, 2012

To the Moon and Chasing Catharsis


To the Moon
System: PC
Developer: Freebird Games
NA Release: November 2011


Something about sad stories tends to draw us in. Perhaps by empathizing with the tragedies and mistakes of others, we allow ourselves an oft-needed rendezvous with our own mortality and humanity. We often consider grief a negative emotion, but its release can have a healing or edifying effect after we experience it. At least that's a better theory than us all being a bunch of emotional masochists.

How deep our connection to a sad tale goes relies greatly on how deeply we know (or feel we know) those involved, and this element is where To the Moon by Freebird Games most brilliantly shines.

Graphics are relatively simple, but offer a fitting Chrono Trigger vibe.
The mere premise of the game can be enough to make your heart twinge: two scientists explore the memories of a dying man, Johnny, with the goal of producing a new set of fake memories in which he is able to do the one thing he has requested, but was unable to accomplish, in life: go to the moon. That alone is enough to let many people begin to relate to the man, but the masterfully woven story of To The Moon adds layer upon layer to Johnny and his loved ones as the scientists travel backward from old age to his early years. What at first was a story about the fulfillment of a dying wish becomes much more complex as reasons beget reasons and others' lives intertwine with Johnny's. We feel we eventually come to the core of Johnny and his desire, and the ending explodes outward like a cathartic megaton bomb, consuming each layer of the story back to the beginning.

Oddly enough, I believe it is fiction that gives us this best chance to explore this way. The stories we come across as spectators in reality are often just beginning to scrape the surface, like the beginning of the game. We know when something is poignant, of course—that there is some emotional or spiritual significance—but we can't delve into all the memories and souls that led up to it. We can't see the layers as the scientists in the game come to see them. And yet sometimes we seem to crave that deep, tragic connection. Look at all the people who come out when a popular figure dies because they feel “connected” to a person they thought they knew intimately, even if much of what they felt they knew was a facade.

A happier memory, but how does it fit in?
In reality, we just don't try looking into others' lives that far. When I covered a tragic story as a news reporter, I could tell you what the mother of an Iraq soldier who lost his legs told me on the day their family learned, but I couldn't tell you everything that was behind her exhausted, wavering voice; why she was trying so hard to be stoic that I had to go cry in the bathroom after talking with her. Really, I would not have wanted to, nor would I have had the right to out of simple respect and dignity. Even Johnny asks about his privacy in the game, but fiction gives us that key to tread freely. We must know for the experience to be as powerful as it is and we are more comfortable doing so in fabrications. In essence, we build our own experiences to reach a goal much like the false memory tracks of the scientists' design.

To the Moon reminds us that we are inherently complex creatures built of simple needs and desires. When we look into others to find meaning and significance we can relate to, we are often like the scientists, starting at one point and only able to see a couple clues just beneath the surface. The ways in which the game demonstrates the true depth of life are amazing, and I have not dared share any here in hope of not spoiling this experience for anyone. Highly recommended. 

Thursday, February 23, 2012

Dear Esther and the Surrender of Control


Dear Esther
Platform: PC (via Steam)
Developer: thechineseroom
N.A. Release: February 2012 (retail form)

Story is an essential element to many games, but is almost never the one driving factor that defines them. There are many games that have strong and engaging plots—and I wish even more took the cue—but ultimately the story connects the processes that the player controls. It doesn't make sense to proceed to the next action scene without a good reason to be there, and it is what the player actually gets to do that tends to make or break a game in the eyes of its players.

Dear Esther is a different creature. It is a game that relies so dominantly on its story that some hesitate to call it a game at all. “Interactive story” and plain old “experience” get thrown around, and you can refer to it however you wish. I don't care about semantics as much as the reasons why this idea is so nebulous to people in the first place.

In simplest terms, Dear Esther has the player travel over and through a deserted island while a voice of a character (likely the one you control, but everything is open to interpretation) reads excerpts from letters written to “Esther.” That, in all honesty, is it—and why I believe it blows so many players' minds when they get into it.

The setting.
I love looking at the behaviors and expectations we've picked up through playing video games, and Dear Esther was a humbling lesson in stripping away how entitled I feel to have control over what is in front of me. Looking back, it is embarrassing to note that my first action upon opening on the shore of an island that is both strikingly beautiful and God-forsakenly lonely was not to admire or reflect, but to test the boundaries of the world.

“See if you can walk into the water,” my Gamer Sense told me.

I did. After a few feet, I went under, then was gently recalled back to where I began. Dear Esther is patient like that, and my Gamer Sense was appeased. Derp.

I proceeded along the island, eyes on the rocks and an occasional fence, and quickly discovered the narrator continued as I reached certain points.

“Aha!” my Gamer Sense piped up again. “Hit all the points. Find all the secrets. Make him talk!”

I started poking through nooks and crannies, zooming in on anything I felt could be important to the character. I did not find one damn trigger that was anything more than proceeding along the set path. Eventually, I gave up and carried on.

And then, along a beach, an interesting pattern had been drawn into the sand.

“PUZZLE!” my Gamer Sense squealed. “Get paper! Draw! You'll need this later!”

Nope. No puzzles, either.

Sounds positively dull from a gaming standpoint, doesn't it. Just walking along and listening to some guy read letters. And yet, as I continued, my gamer spirit yielded to the feelings and desires of this fictional person, crafted through an exquisite use of language. Looking back, I can see how I gradually stopped panning for items that would yield a response and just let the man continue when he was ready. When a path split, I would choose a path and stop doubling pack to see if I missed something. All roads seemed to end in the same place anyway, and it just seemed ridiculous for the man to travel like that.
There is never danger. Just the way further into the story.
Eventually, I ceased to see the island as a “sandbox” and more as a large, fully realized work of art that I was on tour within. When I passed something the man may have mentioned, I stopped and looked; not seeking answers for a solution to a game, but asking questions that often had no answers. What does this mean to him? What does it mean to me? What does its meaning to him mean to me? It was like a melding of minds; a form of gentle possession as I just wanted to lead the character to the end of his story.

Dear Esther is rigid like a book. Where we love to have choices in the stories of other games—and there is certainly nothing wrong with that—this experience is much in the hands of the creators. The only story forged by you through all of this is “wwwwwwwwwwwwwwwwwwwwww,” the button you hold down to move forward. At first glance it seems to derail the overall strides games have made to give players freedom, but there is actually an extraordinary freedom to be found in this game. It comes after the end, when the screen fades to black, and you're left for days to wonder and interpret what happened. Find a forum on the game and you can have some outstanding discussions with others who may have heard different parts of the same one story.

So Dear Esther may not be a “game” through certain lenses, but the potential it shows as a method of literary experience is incredibly exciting to this English major. The right stories, gently manipulated by the right hands through a rendered “game,” could have an amazingly powerful and captivating draw. And just imagine what a book that already pushes against the rules, such as Mark Z. Danielewski's House of Leaves, could provide within the right interactive medium.

I'm not saying this will replace reading as we know it, but it's absolutely encouraging to see developers willing to try something beyond a digital Choose Your Own Adventure book.