Showing posts with label memories. Show all posts
Showing posts with label memories. Show all posts

Saturday, August 25, 2012

Dust and Forgotten Time


Dust: An Elysian Tail
System: Xbox 360 (XBLA)
Developer: Humble Hearts
NA Release: August 2012

“For I will be merciful to their unrighteousness, and their sins and their iniquities will I remember no more.” 
– Hebrews 8:12, The Bible (KJV)

“And stop worrying about who you are! You're Dust! You hear me? I don't care who you were, I don't even care if you used to work with that General guy, because you're DUST now!” 
– Fidget, Dust: An Elysian Tail

Amnesia, while sometimes considered cliché, can be a very effective mechanic in games. A playable character with little or no memories starts the game on a similar level as the player: aware of a certain potential as you figure out what the heck you're doing.

Games relying on the loss or manipulation of memories are tasked with weaving the factor into an effective plot to keep it from clunking along as an obvious gimmick. Some titles, such as BioShock, manage to do this quite well. Dust: An Elysian Tail does it so well that to consider it as a gimmick almost feels insulting. Not only is the theme told around the titular character compellingly developed, it made me think of memories and the past in a light I had never considered: that dispelling them can sometimes be a gift.


The past holds importance, of course. It is a well from which we can draw knowledge brought through experience and recall mistakes we intend not to experience again. However, it is also possible to carry so much of the past with us that it turns from a guide to a burden.

When Dust wakes up unable to recall who he was, his identities and decisions lie entirely in the present. His only personal resources are his observations of the world around him and how they resonate within his core—as much a shattered mystery as that is. His only other influences are the opinions of his two companions, a talking sword and a chatty, bat-winged fluffball named Fidget.

Using these points, Dust ultimately chooses a righteous path, helping a world he only knows needs someone with the skills he possesses. And yet, it becomes clear early on that there is some form of darkness residing in his past and part of who he was. Would he have been unable to choose to jump into good had he awoken with his knowledge? Technically, no. That's impossible. We have free will to make personal choices that can not be tangibly controlled by what has already happened.

But still, if he had remembered...

This is the haunting nature of the past. The same mistakes and regrets we strive to learn from are also the ones that try to seep into our identities in the present. They breed doubts, fears and hesitation into choices that could otherwise be plainly made. Is this enough to atone for what I've done? Will they take me seriously? Am I a hypocrite? How would failing affect the future me?

We take events we can not change and fetter them to ourselves at the only time we are able to have any effect on the world whatsoever. And as significant as it feels to us to lay our lives out this way, it's a fool's endeavor. I know I've spent enough time milling about pieces of my past, putting them together and imagining I know how my life would be now if I had made one choice over another and lamenting this non-existent path. Of course, my real present never changes this way. If anything, it just makes me overly cautious and paralyzed when it comes time to make my next choices.

It's a hard habit to break, however. Even after Dust blazes a trail across the world of Elysian Tail, throwing his own life in danger to save many others, coming into the full scope of what he did in the past brings him his moment of greatest uncertainty and an instant dive into the mire of redemption. How could he have expected to redeem himself so quickly, he asks himself, as if his new deeds have to bury his old sins before they can count. It takes Fidget to snap him out of his way of thinking, basically screaming at him that the only thing that matters now... is now.

In a world that weighs everything against itself, it may feel flippant or even wrong to abandon our pasts “unatoned” or “unresolved” in order to give the present the concentration it deserves, but as Dust demonstrates, we are needed when we can make real change. True repentance is not “making up” for past wrongs, but turning your back on them toward a new path. True forgiveness is not deciding someone has compensated for their offenses, but treating them as though they had never committed them in the first place.

As we move on, we will have regrets. We will fail even when we thought we did what we should have done. We will even willingly choose wrong. That's all part of our identities as human beings we will never escape. Learn what you can, then leave it and move on. While we may not awake in a beautiful meadow every time, we still have the same gift that was bestowed upon Dust. Every second that slips into the past resets our chance to choose the right thing and become a new person.

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.