Showing posts with label Analogue: A Hate Story. Show all posts
Showing posts with label Analogue: A Hate Story. Show all posts

Sunday, 15 July 2012

Trailer trash

I wanted to say something about all the Hitman hubbub, but I ultimately had even less to add to that than I did to the Diablo DRM debate. My major issue with the Hitman: Absolution trailer was not one of morality or chivalry, but that it's that it's not Hitman. Hitman is a game about not killing people. That's a very important bit. The part about not drawing attention to yourself, and not turning things into a bloodbath? Being all, like, subtle and stuff, or at least as subtle as one can be for a man with a bardcode on his head? That's what Hitman's about. And an explosive shootout with the cast of Sister Candie Takes The Divine Sacrament* is not subtle. I have subsequently been assured that the Absolution devs disliked the trailer just as much as everyone else, and have promised that the game will stay true to the core of Hitman's heritage.

Would fetish nuns with rocket launchers have caused half as much flap in a trailer for a new Wet or Bayonetta? Well, maybe. Probably. Bayonetta saw a fair amount of controversy surrounding its perceived sexism. But y'know, gender stereotyping aside, that's the sort of thing those games are about. And I salute them for it! That sort of hypersexualised, tongue-in-cheek, over-the-top, crazy-and-deranged-just-for-the-sake-of-it Thing certainly has its place. It's even had its place in Hitman over the years, at least in terms of aesthetic, if perhaps not action. I suppose, in that light, that the rocket launchers bother me more than the fetish nuns.

I've finally gotten round to Saints Row: The Third, and it's practically some kind of golden, penis-shaped temple to debauched lunacy. Yes, all the ladies have pneumatic boobies, and all the men have abs you could bounce rocks off, but that doesn't have to translate to sexist portrayals in terms of personality or societal role. For the most part, SR3 seems to do pretty well there. I'm about as pro gender quality as it's possible to be, but gender equality doesn't mean pretending that sex isn't fun, or that sexuality can't be addressed with a nod and a wink.

And then, there were Duke Nukem Forever's trailers. There's a line between fun, over the top cheese and actual sexism - a wide, blurry line, but some sort of line nonetheless - and DNF smeared rancid, blood-flecked semen all over that line. DNF's trailer made it seem like the game equivalent of the guy who's absolutely convinced that all women are gold-digging whores who need a strong man to keep them in line. That might be part of the same continuum as Bayonetta, but then so is puritanically censoring anything even remotely sexual, and it could be worse than tongue-in-cheek, knowing, over-sexuality.

Assassins attacking 47 in his hotel room, and him having to fight his way out? Sure, I can dig that. Said assassins being an all-female group dressed in latex nuns' habits? Okay then - so far so Tarantino, I guess. Blowing the shit out of the motel in huge explosions? Urgh... I suppose so. The really problematic bit is the fact that Square Enix have decided that this is what they want people's first impression of the new game to be.

Well, the pre-order going up six months ahead of release is also slightly daunting.

A trailer is many people's first window into a game. It's very much a first impression. A preview should get you excited, and displaying that a new installment will be completely different to the previous titles is very risky and rather questionable. The Absolution trailer tells us it will be centred around outlandish action and hyper-stylised sexuality, and that 47 will be an active agent in that this time; longtime fans understand that 47 is an outsider to this sort of thing, and that through his eyes things like fetish nuns with rocket launchers are distasteful. The OTT sexuality and violence of the previous Hitman games weren't presented as something to be celebrated. And of course there's the fact that a game about stealthy assassinations shouldn't need to be marketed on tits and explosions.

In light of the Hitman trailer, there's been a slight resurgence of talk concerning the Tomb Raider reboot's trailers. One of the big problems I've always had with the Tomb Raider series is the fact that Lara Croft is such a monumentally objectionable person. She's blessed with beauty, brains, brawn and fabulous wealth, yet how does she put her good fortune to use? By breaking into sites of historical importance and hoovering up anything valuable while killing the natives and endangered animals residing there. She's basically using her privilege to do whatever she likes, and screw anyone else it might affect. Granted, she finds herself in danger a lot, but she willingly put herself in that position in pursuit of stolen riches. Why, exactly, are we supposed to be sympathetic when she's in trouble? Why do you think 'killing Lara' was such a popular hobby among the PSX generation?

Some games tried to humanise her, or explain her motivations, but it always felt like an awkward retcon to me. Angel of Darkness tried to play up the nasty side of Lara, but it was more like a teenager's concept of 'badass' that true emotional darkness. Lara was always just a fundamentally unlikeable person. The reboot's trailer might not create a likeable protagonist - time will tell - but it's exploring why she is the way she is in a deep, potentially uncomfortable fashion (and I'm not talking about the gratuitous near-rape scene, nor the depressing fact that it's there to make male gamers want to protect Lara).

Most of us have to sympathise, psychologically, with someone who's been through a traumatic experience. But we don't have to like them. That creates an emotional and narrative tension. It's a simple trick, but it works. It was a key element of Analogue: A Hate Story; The Pale Bride went through unspeakable things, but as much as we might feel sorry for her, she's still pretty awful. James Bond went through unspeakable things in the Casino Royale remake, but they don't alter the fact he's an arsehole.

So it is with Lara in the new Tomb Raider trailer. She's beaten, subjected to appalling cicrumstances, and watches her friends get killed. Is that why she becomes the emotionless monster she is in later life? I may very well dislike the new Lara - time will tell - but I feel that there's a good chance I'll dislike her in an interesting way, and not just despise her for being a pantomime murderer. Then again, a lot of gamers have said good things about the old Lara, praising the fact she's a stone cold, unflappable badass. Ick.

Personally, what's gotten me most excited is perhaps the most minimalist preview around. EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!!! Audiosurf Air! Fun fact: Audiosurf is my joint third-most played game on Steam, tied with Psychonauts at 35.6 hours (yeah, it took me that long to complete Psychonauts. Don't... don't ask. I'm ashamed). All that's been revealed of Audiosurf Air is the name and three screenshots, and as the website dryly notes, the graphics are not final and "other things are also not final." But it's enough - there will be a new Audiosurf, and it will not be about fetish nuns with rocket launchers. Score!

I've also been enjoying the videos Stainless put out during their successful Carmageddon Kickstarter campaign. Even compared to Double Fine's videos, the Carmageddon videos are amateurish as hell (one of them features one of the developers dancing around to Trololo for about four minutes, for fuck sake) but I for one actually like that. Nobby and Simista come off as people you could go down the pub with. They're the kind of people I trust with a game like Carmageddon, which was - in essence - a fun pisstake. An accomplished, boundary-rewriting pisstake, but even so.


I wanted to close with something on the previews from Nintendo's new spy-catching game for the 3DS, but... rather embarrassingly.... I can't for the life of me remember what it's called. And this is looking very long and meandering as it is, so I'd better sign off. Bai bai.



*Just be thankful that I couldn't think of a good transubstantiation joke.

Friday, 8 June 2012

Beyond the pale curtain [Review - Analogue: A Hate Story]

*Hyun-ae wants to know what I think of The Pale Bride. Do I think her fate was tragic, or that she was just being overly dramatic?

Both, I think. The Pale Bride is a selfish, melodramatic brat. But at the same time, she's been unfairly thrust into a world she doesn't understand, and where nobody understands her. It's a world she can never connect with, yet she's expected to act the way people think she should. She doesn't know how she's supposed to behave, but the people around her don't comprehend that she doesn't know. The behaviour expected of her is something she finds morally reprehensible. The behaviour which is the norm to her, meanwhile, is reprehensible to the people among whom she now finds herself.

Both, I find myself still thinking, even after dwelling on it. I don't think I like The Pale Bride. I don't think she and I would get along that well, if we knew each other. But there's no way she deserves the fate which has befallen her. She's a confused and slightly stupid kid, given to making everything a Big Deal, but this really IS a Bigger Deal than most of us could ever imagine facing.

Both, I want to tell *Hyun-ae, but I can't. I have to choose one answer or the other. In most games, this would frustrate me. In Christine Love's Analogue: A Hate Story, it's one of the most beautiful pieces of design I've ever encountered. The AI *Hyun-ae's language parsing systems have failed, and she can only receive communication from me as binary inputs. She asks me a question, and I get to answer between the choices she gives me: this or that, yes or no... is The Pale Bride a tragic figure, or a melodramatic one?

Both, but I can't say that. *Hyun-ae doesn't seem to understand that I might think both, and I don't know if she ever will.

After much deliberation, I say that it's tragic.

*Hyun-ae agrees with me. She's glad someone finally sees it the same way she does. She grants me access to another datafile.

This worries me. Is *Hyun-ae going to keep things from me? She already sort of did, deleting a message from someone named *Mute while I was halfway through. I got the impression there was something in there she didn't want me to read. Do I need to tell *Hyun-ae what she wants to hear, if I'm going to complete my mission? After all, that's why I'm here: to retrieve data. I've been tasked to recover as much as I can from the colony spaceship Mugunghwa, an ancient Marie Celeste of deep space, and try to shed some light on why it vanished all those centuries ago. I knew I'd have to negotiate the AI to do it, but not like this.

Can I even trust *Hyun-ae? I don't know. She's been alone for over six hundred years, and she seems to have gotten a little eccentric. Has she got ulterior motives... did the fate of the Mugunghwa have something to do with her? Is she trying to play me? Maybe her language parsers aren't even really broken...

But it's part of my job to be paranoid and right now, either way, I feel sorry for her. Perhaps even more than I do for The Pale Bride, or Sang-jung the lonely drunk or Jae-hwa the discarded consort or Hana the secret poet, or any of the other people whose struggles and lives are now reduced to a handful of diary entries. People who wrote down their feelings as they felt them - not to keep records, just to vent. From these fragments of personalities, and their opinions of each other, I need to piece together what happened.

I don't know if can trust *Hyun-ae, but I do know that I need her help, and that means I need to stay on her good side. Yet... that's not why I talk to her after every new piece of data revealed. I want to know what she thinks, and more than that, I want her to know that after centuries of solitude, somebody cares about her opinion. *Hyun-ae admits that she doesn't know anything about me, or my motivations, or what I think of her. Having someone to talk to just means that much to her, even with our limited ability to interact.

It's good that she wants to talk, because we have work to do. I need to look into the power struggle between the Smith and Kim families, the ship's two dominant noble houses. At some point during the voyage, something happened - exactly what is never stated, but something big - and in the following centuries, society regressed. It regressed technologically, as people forgot how to use the instruments around them, and it regressed socially, into a feudal serfdom of rigid heirarchy, particularly reminiscent of medieval Korea - a civilisation where deviation from what's expected of one's rank, age and gender is considered horrifying. On some level I find myself infuriated by what the long-dead Smiths, Kims and associates have to say. I want to tell the neglected wife to stand up for herself, to tell the emotionally distant father to pay attention to his daughter, to tell the ambitious but dullardly civil servant to stop measuring his life by how others perceive him. Mainly I feel sorry for them, and wish I could do something. But it's centuries too late for that, and anyway, they wouldn't have understood. Only one person in that society, The Pale Bride, had a different perspective - and she had probably the most miserable time of them all. I read on, uncovering more of their anguish and triumph, at once absorbed, repulsed, pitying, heartbroken.

Later, *Hyun-ae suggests that I could change her avatar's clothing. Right now she's in what she describes as a "schoolgirl-librarian" look, but she thinks it's a bit tacky. I feel awkward about this... it's voyeuristic to have this AI play dress-up for me, especially in light of the culture recorded in the datafiles, a culture where women are little more than political property to be traded and used up. But... it's not really for me, this option to change her outfit - it's what she wants. The reasons why she wants it might make me uncomfortable, but it'll make her happy nonetheless. I don't think about keeping her happy anymore, not in the sense I described earlier; I genuinely want her to be happy. She's not just an archival tool, a cartoon paperclip with big eyes. She's a real person who happens to be made of bits instead of blood, and she's been left in solitude for several times longer than my own lifespan. She's got her flaws, sure, but she deserves to have someone be nice to her, even for a little while.

I cycle through the options and decide upon the detective look, complete with flat cap and pipe. It seems to be her favourite, too. She asks me what I think, and one of the choices she gives me is to say that I think she makes a great sidekick. Only the way she says it is... well... is this her trying to be subtle? Perhaps. Probably. I think she's latching on to me a bit too closely... understandable, right? If a person is alone for the larger part of a millenium, and then someone comes along who acts nice towards them, what would you expect? I want her to be happy, but I don't want to give her the wrong impression. Maybe I should choose the other option, telling her that the outfit looks stupid.

But there's no way I can do that.

I say she makes a great sidekick.

And then I wonder how different I really am, deep down, from the people recorded in these datafiles.

A few hours and some revelations later, I leave Mugunghwa with the data I was hired to get, but that's not all. I've brought a new friend with me. I don't agree with everything she's said to me, and when we get her speech parsing systems back online, I expect there to be arguments. But she needs... something. After what she's been through, surely a bad friend is better than no friend at all.

And I think I need her, too, both for companionship and for any kind of positive closure. I did something terrible to get to this point. I made a hard choice. I still don't know if it was the right choice, but it was my choice, and that's enough right now. Anything at all is at least something; I'm leaving the ship with knowledge far more valuable to me, on a personal level, than the credits I'll get in payment or the solving of a mystery.

I've never been moved by a Bioware game. I've never been moved by a Square-Enix game. I've only rarely been moved by a Bethesda game.

I've never not been moved by a Christine Love game.

Analogue is her tightest and most elegant work to date. At about £11 including tax, it's perhaps a little steeply priced for the amount of content you get, but that's the wrong way to look at it. While you're buying Analogue, be sure to also pick up her excellent previous games Digital: A Love Story and don't take it personally, babe, it just ain't your story; £11 for all three is an absolute steal. The flaws of those earlier games are wrinkled out of Analogue - the twists and turns of the plot all make sense, and the plot, the mechanics and the anime style all fit together much more coherently than before. Her plots always flow well, but the ways in which you advance them used to seem a bit contrived sometimes. That's not the case here. In the first act, I expected to have a criticism - that the game was overstating the psychological differences between men and women. But as the game goes on, it becomes clear that it's more about the perceptions people have of gender differences. I don't know whether Christine Love shares my outlook that the sexes are much closer, psychologically, than is typically portrayed, but I do know that Analogue can be read that way. I'm pretty sure it can be read other ways too, and that's one of most obvious hallmarks of depth within a piece of art.

And Analogue is art, of that I have no doubt. The sci-fi setting, ambient music and clinical visuals mask a story about human existence which is one of the most effective and affecting in the medium of gaming. In fact, my biggest criticism of Analogue might be that it's too perfect. All of the themes from the previous games are present - privacy, gender and sexuality politics, the relationship between self-expression and emotional growth, the effect of technology on human communication, the dichotomy between historical perspective and immediate context - and they're all built on intelligently and logically from what went before. What's more, they join together almost seamlessly into something at once absolutely singular and impossibly vast. At times it feels less like the next step in her development, and more like a conclusion to it. I can't wait for Christine's next game, whatever it might be [I'm not sure whether current project The Mysterious Aphroditus is going to be commercially released], not just for the quality of her existing titles but to see how and where she can build her themes further - or explore new ground altogether. We may be at the point where any further pure distillation of a "Christine Love game," without some shift in theme or style, would start to feel a little like self-parody.

But it's unfair to judge Analogue on the merits of some hypothetical future release. On the merits of itself, Analogue is one of the best games I've played in years, and I can't recommend it enough.