Showing posts with label xbla. Show all posts
Showing posts with label xbla. 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.

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? 

Sunday, May 20, 2012

Stacking and the Constructive Sandbox


Stacking
System: Xbox 360
Developer: Double Fine Productions
NA Release: February 2011


The most memorable puzzlers allow players to take familiar concepts and accomplish goals well outside the realm of real-world familiarity. For me, however, the true joy comes in knowing that while I gain a great sense of accomplishment in mastering the physics of Portal, I can feel just as much of a genius by farting into a ventilation shaft in Stacking.

Let's try to keep it as classy as possible in here.
You never quite know what to expect next out of Tim Schafer's Double Fine studio, and Stacking plays much like a cross between Ghost Trick and Scribblenauts. As the smallest in a world of living Matryoshka dolls, you are able to climb into—and essentially possess—progressively larger dolls, using their individual talents to solve the various puzzles in your way. Each problem has several different ways to approach it and, like Scribblenauts, you are encouraged to wrack your imagination and find them all.

It is games like these that make me a bit sad to think the term “sandbox game” is largely commandeered by titles that emphasize speed and violence more than anything else. Not that there is anything wrong with those games. It's just that when I think of a sandbox, I see the greatest freedom in the minds of those using it; not the sand. Stacking fires the synapses by setting its toys in the box and asking the player to use them for more than their original purposes. The fact it's designed like a goulash- and Little Rascals-fueled fever dream adds just the right whimsical element that goads you to be a little more “child-like” in your cleverness.

The Fine Art of Seduction in the world of wooden dolls.
Perhaps one of the concerns we first had as gamers was feeling too childish in the shiny new sandboxes developers made for us, so we started off happier to run about kicking and smashing cities in an ironic showing of "maturity." And really, who doesn't want to have fun and blow off steam that way at times? But we've also come to learn that it feels better sometimes to sit down, take some time and actually be more like a child in heart; imagining, building, and feeling free to play in more fabricated worlds. Thankfully, games like Stacking, Scribblenauts and Minecraft are giving us chances to do that as well.

Saturday, February 18, 2012

Bastion and the Great Mosaic


Bastion
Platform: Xbox Live Arcade
Developer: Supergiant Games
N.A. Release: July 2011

Every game has pieces, but there are few games like Bastion where every piece is sacred.

And no, I don't mean that you have to hoard or conserve everything in the way many games have flippantly employed the term. That's an external importance; one assigned only to you. The sacredness in Bastion is intrinsic, and comes from the meaning that has been ascribed to every last one of its elements.

Everything is something.
The world the player gets to experience in Bastion is the shattered remains of civilizations, ruined by a great “Calamity.” You are thrust right into the aftermath of all this with absolutely no backstory, and the game takes great pride in this fact.

“A proper story's supposed to start at the beginning,” says the voice of a narrator at the opening of the game. “Ain't so simple with this one.”

The narrator is a constant presence and serves as the glue that holds what the player finds together, offering his perspective and knowledge. He only progresses as the player finds the pieces, but pieces is really all there are to the land anymore. The land literally rises and falls into place around you bit by bit, forming the path ahead. Every object found is linked to the people and a way of life that no longer exist.

Even the enemies you face have a history intertwined with the past world.
Even the game's most basic unit, the fragment, is treated as essential to the mythos. Where in other games it would just be considered a form of currency, it is implied that fragments are the world itself. Things are not exchanged for fragments, but made and restored from them. So, for example, you collect fragments to create an object from the old world (that you are told about) which is used to modify a weapon from the old world (that you are told about) that belonged to a certain class from the old world (that you are told about). It all builds on itself, and all carries a certain weight of importance.

The way Bastion diffuses its story across every component of the environment makes it very much an archaeological experience. Everything you find or witness must not only be considered in itself, but as part of one overall picture. The player is charged with piecing this great mosaic together--with help from the narrator, but also through his or her own imagination--and must eventually make an enormous choice based on their own interpretation of the image they've pieced together. It's a powerful conclusion, and I had not been so hung up on an in-game choice for some time.

It's a little disconcerting to consider this piece-by-piece philosophy against our reality. In one sense, there is something relieving in thinking that who we've been and who we are is influenced by so many different sources, such that no one can ever have full sway. The responsibility is lessened that way. And yet, if our world were ever blown apart, what pieces would the future find and what would they say about us? Should we be more responsible, regardless?

Saturday, November 26, 2011

Ultimate Marvel vs. Capcom 3 and the Unbreakable Armbreaker

Ultimate Marvel vs. Capcom 3
Platform: Xbox 360
Developer: Capcom
N.A. Release: November 2011

I should have known better than to go online with Ultimate Marvel vs. Capcom 3.

You can probably find no greater disparity between casual and advanced players than within the realm of fighting games. Coming across a serious fighting gamer as a novice is like showing up to a chess meet and sending your first pawn out, ready to have fun and learn. Then you're unable to do anything but sit back in shock as your opponent somehow manages to capture all your pieces, kill your king, and ban you from ever coming back in one move.

You will feel violated.
Whereas many other games have some sort of reactionary element to them, providing more of a chance for beginners to get the upper hand now and then, fighting games operate on a strict, formulaic system that players can analyze and take advantage of, finding inescapable combos that will destroy your character while you might as well drop the controller and go to the bathroom.

And hey, that's all fine if you're only playing others like yourself; those who spend nights studying matches on YouTube, building character tiers and practicing the timing of your button presses. But a big problem--and one that alienates fighting games more than many other genres--is that many of the pros will use their techniques indiscriminately. Or, worse, they get pleasure from wiping up noobs who just want to try things out.

Our high school had the "games expert," which at that stage of life means being the kid with access to enough parental funds to have an impressive library of games. He became a fighting guru, and on one field trip we had a layover stop at a mall, which meant an arcade. He invited people to challenge him to Mortal Kombat 4. Some of us did, and he beat us all. But was it impressive? Not in the least. He beat a bunch of kids who openly admitted they haven't played the game much by literally repeating the same unblockable arm-breaker move on everyone until they died. Eventually we learned trying to play with him was the opposite of fun.

You can have a longer, flashier-looking combo, but if it's all you use to defeat an opponent, you're not really much better than my high school example. There are people who play to master the game and again, that's cool. But there are also people who like to play because they love the design and characters. It's not hard to identify the players like us. We're the ones who are unashamed to use fighters like Rocket Raccoon or Felicia.

This is the only image of Felicia I found on the internet that I felt morally confident in posting.
So pros, how about it? The next time you see you're facing someone online with a 0-10 record (I know they exist because I am one), how about taking that opportunity to try some new things with the game instead of using your same old memorized combos to pulverize them? Doesn't it get boring doing the same thing over and over? Doesn't it kind of deaden all the creative elements the developers built around the system you love to manipulate? Wouldn't it be nice to let someone else actually feel like they might be able to win for a few moments; let them have some actual fun? It might encourage them to get into the game more and become a real challenge to you, instead of having them rage quit and go back to Super Smash Bros.

I may get labeled a button-mashing whiner for stating all this, but I can handle it. I've taken enough lumps as it is.