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Showing posts with label God of War. Show all posts
Showing posts with label God of War. Show all posts

Tuesday, October 1, 2013

Why I Don’t Review Games



As I stressed last week, there is a difference between journalism and criticism. Journalism is the pursuit and sharing of truth and knowledge. Criticism is the analysis and evaluation of varying works. Those works, within the context of things this blog is dedicated to, are videogames and will forever be videogames. And still within that context I like to think of myself as a videogame critic.  … Actually, no. Not just within the context of the blog I run.

This is a resolution made public to the entire internet that I, Steven of The Age of Gaming, consider myself and hope to be taken seriously as a videogame critic.

Then what is entailed for being a videogame critic? Everyone has opinions, what is there to say that mine are better than someone else’s? Nothing. There is nothing. I accept and embrace that fact because it means that everyone has a valid right to their opinion and a valid right to express it as they please. Because what is criticism if nothing more than one person’s opinion engaging with another’s?

All opinions are valid yet, differences in how the said opinions are handled matter. Screaming and shouting are not effective methods of expression. Neither is saying nothing. It is with tempered, well-thought and researched speech that opinions can be properly expressed and shared. This is my belief in what separates criticism from standard opinions. These are also the standards in which I will follow.

It is because I focus on criticism that I hereby choose to forgo breaking news reporting and game reviewing. For one thing, it would be impossible for me to keep track and report on the breaking news as it happens. However, I will try to remain topical in my focus. Staying away from reviews so far has been an almost subconscious choice. Every website that accepts pitches for articles always warns that unsolicited reviews will be instantly ignored. That scared me off. Also it is within my personal belief that I could never compete with a review of my own to that of any other publication. So I shied away from reviews. At this time I feel just in making my stance official: The Age of Gaming will not review videogames.
 
When and if I have something to say about a game I will write about it in the format accustom to this blog. Because there are already enough people saying what is good and what is bad, what to buy and what not to; I want to take a step back from that and examine why it is good or why it is bad, where a game succeeds and where it fails. There is often more to learn from a game that does something wrong than one that does everything right. 

I previously wrote a book review of sorts seeing how the book related so strongly to videogames. In the future more game related reviews may present themselves or they may not. Honestly, I am not sure yet. Perhaps I shall rework the format into a long form critique of newer material. Or maybe that is just the definition of review. The future is unknown and shall concern me when it arrives.

I would like to end this post by saying I have no freaking idea where all this formality came from. I want to sound intelligent, but I don’t want to sound like I have stick up my butt. So yeah …. there’s that.  And I would like to say that I don’t do reviews, but I cannot get to a long from critique of every game I play. Because of that I have assembled a short list of every game I have played since starting this blog and no more than two sentences with my thoughts about them:


·         Ico HD Edition – Some of the puzzles could have been better implemented or explained. Built a strong and unique relationship the likes of which I have never seen before.

·         Fallout: New Vegas – Fantastic world with engrossing mythology and excellently implemented. Actual game play could use some work.

·         Journey – I cried. This game made me cry and never would have wanted it another way.

·         Flower – Gives the player an unprecedented freedom of movement that makes you realize how restricting other games are. Really confusing ending.

·         Metro: Last Light – Above average stealth for a first-person shooter along with a strong narrative and world. Actual shooting is just average.

·         Far Cry 3 – I did not finish the game. Killed Vass, but then all my player agency was ruined because of poorly executed narrative and gameplay conceits.

·         The Last of Us – One of the best games I have ever played.

·         God of War HD Edition – I missed you, Kratos. Finding you again brought joy to my life.

·         Borderlands 2 – Fun shooting and leveling, but a weak and drawn out narrative. Also some supposedly funny, but in fact really annoying characters and missions.

·         Spec Ops: The Line – Made me rethink everything I thought I knew about war games and videogames in general. Fantastic.

Thursday, August 15, 2013

It’s a Tragedy



I have often taken the stance that videogames are the next step forward in the continuing evolution of how humanity shares narratives and ideas. As with all forms of evolution it is possible to traces the roots of present day videogames back thousands of years into the early age of humanity. 

Ω

It is the 5th century B.C.E. Several hundred Greeks have gathered in the local amphitheater. There is a murmur of excitement sweeping through the crowd. A special guest has arrived in town for this performance. A man takes the stage accompanied by three actors and a chorus of ten to fifteen people. This man causes a silence to fall upon the audience as he opens his mouth to sing. The man is Socrates, great playwright and purveyor of the fantastical. From his lips spin a tale of tragedy and woe: the story of Oedipus.

The Greek tragedy is the basis for all other forms of tragedy that evolve throughout time. Socrates, Aristotle and Euripides laid the ground work of tragedy forever affecting the history of human narratives. A classic Greek tragedy is defined by three main aspects; the tragic hero, fate, and excessive punishment/torment. The excessive punishment/torment often takes the form of death, surrounding the tragic hero following him wherever he goes. Fate in Grecian time was often the intervention of the Gods in some way or another. Sometimes they were helpful and other times they were not. It is the tragic hero’s struggle with fate that makes tragedy so compelling. The audience is left to wonder: is it fate or free will left to blame for the hero’s suffering? Was he cursed or was this of his own doing? 

By classical definitions the tragic hero has three definite personality traits and then several others that are variable. First and most important of the necessary traits is hamartia, the tragic flaw. This is what ultimately makes or breaks the tragedy as a whole; the hero’s tragic flaw is the corner stone of the narrative. In an otherwise good or decent hero the tragic flaw is the one major personality trait that is their undoing. The second necessary trait is peripeteia, the reversal of fortune brought about by the hero’s tragic flaw. It is the ‘fall from grace’. Peripeteia serves to intensify the hero’s suffering, but also to make him pitiable to the audience. In a tragedy it is required that at some level the audience pities the hero. The final imperative trait to making a classic Grecian tragic hero is that the hero in question must be male. I said by classical standards, I never said it would be accepting. The variable traits of the tragic hero come and go to fit the story being told, but the most common are hubris, intense pride, a resolution in which the hero accepts and understands their own downfall through the tragic flaw, and death of the hero.  

Socrates’ Oedipus the King is one of the first ever recorded tragedies. Most of the above definitions of tragedy come from his works. Beginning in media res, Latin for in the middle of things, Oedipus’ story is that of a man of nobility who ultimately suffers a downfall into the depths of insanity and suffering. His hamartia, tragic flaw, is his proclivity to doing things in excess. Oedipus is not a temperate man nor is he able to act rationally. Every action he makes is excessive and over done. He kills three men because of a traffic jam. He blinds himself because he can no longer stand to see the suffering of his life. Because of this the peripeteia that Oedipus goes through is the loss of his position as king, the death of his wife/mother and his ultimate decline into unending torment. Fate is invoked via the Gods twice in Oedipus’ story. Once in the form of prophecy and another in a deathly plague descended upon the city of Thebes by Apollo. Being so early in the history of tragedy the secondary traits common to tragic heroes are lacking in Oedipus. There is no moment of resolution nor does the play end with Oedipus’ death.  Within the evolution of the narrative however, Oedipus stands as the leader in a great line of tragic heroes throughout the centuries.

Ω

The year is 1602. There is a new play to be performed tonight at the Globe Theatre. People have gathered from all over the English countryside to see tonight’s performance. Over time the reputation of the theatre and its playwright have grown to attract even the highest reaches of aristocracy. There is a jovial excitement in the theatre, even the actors are affected by it. Then the actors step on stage and the play begins. Tonight the new play by William Shakespeare, great playwright and purveyor of the tragic, is a story of revenge and madness; the tale of Hamlet, Prince of Denmark.

In the time between Socrates and Shakespeare tragedy has evolved. Tragedy is now its own recognized sub-genre of fiction. Most commonly found in drama, tragedy has become so wide spread and accepted as a form of story that men like Shakespeare are identified as tragedy writers. No longer is tragedy, or any dramatic play for that matter, a sung performance. Musicals beyond opera did not really exist. The Greek chorus is no longer an important part of the performance. The number of actors has increased from the three that Socrates instilled. However, all actors in Shakespeare’s time were still required to be male just as they were in ancient Greece.

The greatest evolution in tragedy can be found in the character of Hamlet in comparison to that of Oedipus. Hamlet is fully aware of his hamartia; in oppositions to Oedipus’ tendency to over react, Hamlet’s tragic flaw is his inability to act. Fate bestows upon Hamlet the order to kill Claudius via his father’s ghost at the beginning of the play. The rest of the play is Hamlet attempting to delay and rationalize this cold blooded murder. Whereas Oedipus has no qualms with murder, Hamlet hesitates leading to his own peripeteia. Hamlet’s decent into madness can be directly attributed to the inner conflict between accepting his fate or fighting with his free will to defy it. It is in this way that Hamlet is a much more relatable character then Oedipus could ever be. Socrates had Oedipus gain our pity; Shakespeare has Hamlet gain our sympathy. Both stories are still tragic, but the evolution is apparent. Hamlet is a more impactful story. There is another important difference between Hamlet and Oedipus. By the end of the play Hamlet is dead intensifying the tragic nature of the narrative. 

Ω

The year is 1953. Tickets have been sold in advance for a new play to be performed at the Martin Beck Theater on Broadway. As the patrons file in there is some talk, but nothing all that joyous. Whispers of suspicion and paranoia fill the air. The play is something they all want to see, but none of them want it known that they have seen it. The playwright is has a reputation for gaining the ire of the government. The man they are referring to is Arthur Miller, great playwright and purveyor of opposition. The play they have come to see is one of passion and pride; the tale of the Salem Witch Trials as told through the eyes of John Proctor in The Crucible.

Arthur Miller’s play can be seen as the first modern tragedy as it takes another major evolutionary step forward in the narrative. John Procter is just an average man; a farmer who has never known nobility. This is a step away from the previous understanding of tragic heroes presented by Socrates and Shakespeare. Proctor’s downfall is just as much if not more so one of mental torment because he has less to lose in terms of standing than either Oedipus or Hamlet. Along with truly making the tragic hero a layperson, Miller advances the tragedy to give it a greater social impact. The Crucible is a social commentary on McCarthyism in the United States of America, a condemnation of the invasive and oppressive governmental practices. The final way in which Miller evolves the tragedy is by almost entirely removing the aspect of fate. A strong puritanical Christian presence is felt through the play, yet there is never any intervention in the form of Gods, prophecy or ghosts. Conflict in the play is entirely inter-human.

No matter how far advanced or different Miller’s evolved tragedy is, John Proctor, its tragic hero fits the definitions of a classic tragic hero greater than that of Shakespeare’s Hamlet. Proctor’s hamartia is moral weakness. Believing himself an upright and just man Proctor’s tragic flaw cripples him as he attempts to accept the fact the cheated on his wife. The town must never know of his adultery for it would ruin his standing within Salem. Here Proctor shows himself to posses’ hubris, intense pride. Although not his tragic flaw it conflicts with his desires creating an internal struggle similar to that of Hamlet. Almost all of his suffering is of his own doing as Proctor’s pride will not accept the fact that he is morally weak. The peripeteia comes in the form of Proctor’s jailing for witchcraft. The mental torment that he subjects himself to is intensified as he faces his imminent doom. Although the play does end with John Proctor’s death there is another aspect of classical tragedy that Miller imbues into his work. That is of the resolution. In the final moments before his death Proctor comes to terms with his own moral culpability and pride. Finding peace within himself, Proctor’s death is not as tragic as those that came before. 

Ω

The year is 2005. All across the world people have been waiting. Preorders were made and lines were formed. There is an impatient tone to the murmurs. Everyone wants their copy now. In Santa-Monica California, a development team sits patiently waiting for release day. Preliminary reviews have already come back strong, but the public is the real judge on whether or not the game survives. The game’s lead designer addresses the team and tells them they have nothing to worry about. The lead designer is David Jaffe, great game designer and purveyor of the twisted, and the he unleashed upon the world a story of vengeance and rage; the tale of Kratos.

God of War and its main character fit all the requirements of a tragedy. Interestingly however, the game presents and evolution and a recession of the classical tragedy concepts. This time there are no actors, male or female. The three main aspects of a tragedy are all present; Kratos is the tragic hero, fate is present in the form of the many Greek gods who help or hinder him along his quest, excessive punishment/torment is what Kratos endures daily as the guilt for killing his own wife and child eat him alive. Analysis of Kratos’ character shows all the familiar signs of a tragic hero. Finding classical comparison in Oedipus, Kratos’ hamartia is his excessive and extreme nature. Everything Kratos does he does with such intensity and single minded dedication that blinds him from the ramifications of his actions. Kratos never accepts the consequences of his actions because he has moved on to the next challenge already. The death of his family by his own hands can be seen as the beginning of Kratos’ peripeteia, a decent that would eventually land Kratos in a torment caused by his own madness.  Lastly, but important for the classical definition Kratos is male.

The particulars of the gameplay presented in God of War continue the dichotomy of evolution and recession. By allowing the player to engage as Kratos within the world presented, a dark brutal take on classic Greek mythology, the player connects to Kratos in a way never before possible. The strength of that bond between character and player far succeeds and bond formed with Oedipus, Hamlet or Proctor. Yet, through that bond the player can experience Kratos as the tragic hero he is. The game is designed so that the main interaction the player has with the world is through violence. A combo based combat system mixed with brutally violent quick-time events insure that excess is the only action the player can make. God of War capitalizes on Kratos’ hamartia to create its central gameplay mechanic. However, there is no portion of the game that allows the player to experience Kratos’ peripeteia. The player is told that Kratos suffers from nightmares, tormenting his soul. That never makes itself apparent in the gameplay though. From beginning to end Kratos is a hamartia driven badass. It is hard to develop pity, a necessary emotion for tragedy, when the only interaction the player has with/through Kratos is one of visceral enjoyment.  It is this that is a recession of tragedy concepts in that God of War almost fails in delivering a peripeteia. 

The narrative presented in the game is tragic, the gameplay is not. There is one moment however that ultimately saves God of War, raising it above standard tragedy and insuring it a spot on the evolutionary list. In the final battle Kratos must defeat Ares, his former master. The fight is split into three distinct pieces. The first is a standard fight using the same controls and combos used throughout the entire game. It is a hamartia fight. For the second, Ares pulls Kratos inside a twisted recreation of his nightmares in which he must defend his family from an army of doppelgangers. To protect his wife and child, Kratos must hug them so they regain health. The hug key to Kratos as a tragic character, when the player hugs their family they cause Kratos’ health to recede while theirs increases. It is a peripeteia fight. They player is experiencing Kratos’ suffering. Finally, the third part involves Kratos once again facing Ares. Yet, this time Kratos uses a different weapon that controls differently. By confronting his own guilt in the deaths of his loved ones and accepting the consequence of what his blind rage has caused Kratos is able to find the inner strength to defeat Ares. Kratos undergoes a resolution. It controls differently than a hamartia fight because the game allows for the player to experience that resolution as well. It is a resolution fight. God of War’s final battle allows the player to interact and fully experience a tragedy. 

Ω



Just as Socrates, Shakespeare, and Arthur Miller evolved tragedy through their tragic hero and his relation to not only the work of the play, but to the world around him David Jaffe so too does with Kratos. Oedipus laid the groundwork that all others would follow. Hamlet was relatable, humanizing the otherwise over dramatic character of a tragic hero. Proctor was a common man who stood for greater purpose, modernizing the tragic hero. Kratos allows for interaction, creating a new form of relationship with audience. Tragedy has evolved over time. Yet, tragedy is just one form of narrative. One vessel for the sharing of ideas and knowledge. There are countless others all undergoing similar evolutions. Videogames are the next step in that evolutionary process.

Thursday, July 11, 2013

The Language of Videogames: Part 4 The “Win-State”



Once a player has become fluent in the language of videogames there is one more step to increasing comprehension and understanding. Where other languages and artistic mediums stop at the point of creator/audience engagement, games take it one step further. Videogames are unique for the ability of the player to interact with their experience. The developer crafted it, yet it remains to the player to experience it; differing players with have differing experiences. A film or book is stagnant, it is as it will always be, the way the author or director intended it to be. There is nothing wrong with that, I love me some books, but they lack the interactivity that games have. It is that direct involvement with the game which sets videogames apart from other media. 

But what is the player involvement for? Why give away control of a finely crafted story or world to someone else? What makes games unique is also what makes them so risky from a narrative perceptive. A player could just as easily become absorbed in the story as they could by ignoring it all together, messing around with the environment and such. Developers combat this with what is called the “win-state”. Something that when achieved constitutes a “win” allowing for further progress. 

“Win-states” vary in size and grandeur according to what he game requires of it. Beating the game is a total “win-state” the player has completed the entire game. However, smaller “win-states” exist within the game. Jaime Griesemer, former game designer at Bungie on the Halo franchise and now of Sucker Punch, properly exemplifies a “win-state” in his most famous quote: “In Halo 1, there was maybe 30 seconds of fun that happened over and over and over again, so if you can get 30 seconds of fun, you can pretty much stretch that out to be an entire game. Encountering a bunch of guys, melee attacking one of them before they were aware, throwing a grenade into a group of other guys, and then cleaning up the stragglers before they could surround you. And so you can have all the great graphics, and all the different characters, and lots of different weapons with amazing effects, but if you don't nail that 30 seconds, you're not gonna have a great game.” The “Win-state” is that “30 seconds of fun”. The player’s rewarded for playing the game the way the developer intended. ‘Go here, shoot this, avoid this’. When the player does that, they have completed the requirement constituting in a “win-state”, the sense of enjoyment and fun. Play the game the way the developer intended for the player to play it and the player shall be rewarded with fun.

It is this feedback loop that makes games compelling. Involvement of the player to further the total “win-state”, completion of the game, is what most developers count on for impetus throughout their game. The player is never in any danger and more often than not the player character will have infinite revives to continue playing. Any sense of urgency or compulsion to the game is reliant on the “win-state” of the game. Players of online shooters chase the second to second high of a “win-state” achieved via completion, action, victory and defeat. Players of stealth games derive pleasure from the waiting, the stealthily hunting of enemies or the thrill of remaining undetected. These are the small “win-states” the amount to the moment to moment enjoyment of a game. Even horror games follow a “win-state” design. The only difference being that horror games use a sense of fear, isolation and suspense to generate an emotional response. Not all games seek to deliver fun in the same manner. Player enjoyment can be derived from a multitude of sources.

As a whole a videogame presents a challenge to the player. A larger “win-state” waits above the entire game for it to be completed. Recognizing these “win-states” becomes second nature to fluent game players. The language of videogames is one of conflict. Meant to engage and challenge the player. A goal is set, rules are laid out and tools are given, it then falls to the player to complete the game. Surprisingly the larger “win-state” of most games are not as complex as the story told around them tend to be. In the interview God of War: Game Directors Live, David Jaffe says the “win-state” of the original God of War simply to get Pandora’s Box. “A lot of times when we play videogames it may take you a day or a week or a month or longer to finish it … and so you tend to forget a lot of the details. And so it was important that the core through line was very simple… go get the box. Even if you spend six months away from God of War … that was a pretty simple thing to hang your brain on. Okay, I know what this is about.” (Full interview can be found here: http://www.youtube.com/watch?v=0QEwdTVhTOE. The specific part mentioned is happens a 52:44 and on for the next few minutes.) As mentioned before the true beauty of a videogame comes from the nuances within the language. “Win-states” may be simple measures of enjoyment looped into a game; however without them all videogames would fall flat. Lacking any sense of motivation or drive would be an irredeemable flaw on the games part. There would be no reason to play it. 

Fluency in the language of videogames is beyond the requirements of fluency in another language. Engagement with the creator is just the beginning of comprehension through the language of videogames. Interactivity is a fundamental part of what makes a videogame a videogame and the language reflects that. Using simple to understand loops of challenge and reward a larger meaning can be built. The nuances of the language present themselves through the use of “win-states” compiling upon each other to create an immersive experience.  Videogames are constructs designed by people to tell stories, share thoughts and create experiences. The language of videogames is how those experiences are built and governed. When a player possesses a fluent understanding of the language, engagement with the developer can be forged along with engagement through the interactive mechanics of the game. “Win-states” are the developer’s way of guiding the player through the experience they have crafted. Without the use of “win-states” a videogame would be just another book or film.