Archive for 2010

Killer 7: Guesses and Interpretations

Between the first two missions, there’s a longish expository cutscene that introduces us to the global context in which the mission you just completed takes place. It’s strikingly different in style to the rest of the game. It’s a lot rounder and safer-looking, with a sunny watercolor palette, wide camera angles, and figures drawn in a conventional realistic-cartoony anime style, with a vague patina of age, as if we’re watching Saturday morning television from a few decades ago. (For all I know, they may have actually pieced this scene together from clips of old cartoons rather than making it from scratch. Either way, the sense that we’re watching television is presumably deliberate, given all the television imagery in the rest of the game.) The game proper looks more like Mignola than Miyazaki: stark, angular, shapes defined by shadows rather than outlines. When an out-and-out big-eyed anime girl shows up at the end of the first mission, it’s a shocking contrast. When an entire cutscene has a similar contrast in style, I find myself asking what happened. My first guess is that it’s a matter of perspective. We’ve been seeing the world through the disturbed and unreliable eyes of the Killer 7, and this is our first glimpse at how things seem to everyone else.

What we’re told is basically just a reiteration of stuff in the manual, but it seems more meaningful now, with the visuals to back it up. We’re told about how the world united into a new order in 1998, built improbable ocean-spanning highways, and banned missiles. We’re told how a terrorist group, referred to in the cutscene only as “the smiling faces”, disrupted a high-profile UN ceremony, and how assassins working in secret were the only possible weapon against this new threat. We’re shown a couple more salient details: a more conventional assassination by someone who might be Harman Smith, a view of the UN ceremony cut short by a suicide bombing.

So, there’s our connection to the monsters in the game: they’re suicide bombers too. They fight you by charging at you and exploding. But they’re also a far cry from the politically-motivated terrorists fighting against the implied hegemony in the cutscene. They’re distorted and demonic of visage, with bumpy, reptilian-looking skin (from the biologically-generated explosives underneath, we’re told), capable of surviving the loss of an arm or a head without much difficulty, and motivated solely by madness: they were all innocent bystanders until they were transformed by the divine power of Kun Lan’s “god hand”. How did we get here from there?

There is every possibility, at this point, that these creatures are purely symbolic, a madman’s nightmare of his enemies. Which is not to say that they’re necessarily just hallucinations. It’s still early in the game, and a lot remains unaddressed, but a lot of what goes on in the missions seems kind of shamanic, a matter of passing ordeals in the spirit-world in order to have effects in the mundane world. Particularly the business in mission 1 of the threshold guardian, keeper of the “Vinculum Gate” which leads “to another world”. (He’s imagined as something like the bouncer at a club, which strikes me as another dreamlike touch, conflating two similar roles.) Once you satisfy him, you go through the gate, through an area with loud dance music playing, fight a boss, and then loop around and go back into a place that looks pretty much like where you’ve already been, except that this time you’re allowed to use the elevator to the end-of-mission encounter. Taking a trip through the astral plane to reach reality, perhaps? It’s kind of like how some of the normal-world-to-dark-world transitions in the original Silent Hill worked, except that here, the dark world is the one you start in.

Killer 7: Mechanics

Bizarre trappings are one thing. You can make a game with surrealist visuals, a reality-warping plot, and a player character with severe identity issues and an unclear agenda, and still make it a conventional first-person shooter. Killer 7 commendably complements its weird tone with weird mechanics.

The movement system occupies a point between the FPS and the rail shooter. There’s a button that makes you move forward, and another button that turns you around 180 degrees. (Kind of like Defender, come to think of it.) That’s pretty much it for movement. Sometimes, in the course of moving forward, you come to a junction and have a choice of direction to go in, but whenever there are enemies around, your movement options are pretty much advance or retreat. This may sound dumbed down, but somehow it feels more like it’s streamlined. The designers don’t want you to waste time on distractions like exploring every inch of a room looking for extra goodies or secret passages, so they don’t even provide the temptation.

(This isn’t to say that a more FPS-style gameplay is never workable. Once, I managed to take down a group of baddies that I knew to be lurking around a corner by repeatedly edging forward until only one was visible and sniping it. Still, the geometry that you spend your time running through is mostly just decorative.)

When you find enemies — you usually hear them laughing before you see them — you press and hold another button (specifically, the right shoulder button) to enter shooting mode. The view switches to first-person, a circular sighting aid is superimposed on the screen, and you can turn continuously with the left analog stick, but you can’t move until you drop out of this mode. In short, it’s like a static scene in a rail shooter, except that it’s not static — it happens wherever you happened to be when you drew your weapon, and you have the option of breaking off and backing up if you think it’s a good idea. The enemies, too, act like they’re in a rail shooter, shuffling toward you slowly, giving you a time limit to gun them down before they explode.

Most enemies start off invisible. “In fact, they don’t even exist”, says Iwazaru, the player’s possibly-also-imaginary advisor. You need to tap the left shoulder button while in shooting mode to scan the area and make them appear fully, and this quickly becomes a matter of habit, just part of the routine of drawing your weapon. I suppose the design purpose here is just to keep things from being too simple, to occupy the player’s motor nerves a little more fully. Now, it isn’t completely necessary to do a scan, because the enemies are never completely invisible. On my monitor, I can make out off-color outlines of guys even before scanning. But while they’re camouflaged, you can’t see the yellow glow that highlights their vulnerable point, located arbitrarily on an arm or leg, or sometimes on the throat. Hitting this spot is not only an instant kill for most creatures, it’s also the way to get the most blood out of them.

For the Killer 7 have an unending thirst for blood. There are two types, thin blood and thick blood, with different uses: thick blood can be spent on hints or processed into serum that you use to upgrade the characters’ stats (such as attack speed and power, and steadiness of aim), thin blood is used for healing and special abilities (such as charging a shot to do more damage). I frankly didn’t understand this whole system until I realized that “thick blood” is just another name for XP and “thin blood” is just another name for mana. The pursuit of blood is usually the only motivation for analog aiming: you can lock onto a target with the press of a button, but just hitting the center of mass until it dies will get you no blood at all. Even if you can’t hit the vulnerable spot, there’s bonus blood to be had from shooting off limbs or even heads. (Headlessness does not stop an enemy from charging.)

There are eight characters you can control, or one character with eight personalities that also have their own bodies. One of them, Harman Smith, is the leader, and only comes out in special circumstances. Another, Garcian Smith, has the specific job of “cleaner”: he’s the one who recovers dead personas so you can bring them back to life. You can bring out Garcian whenever you’re in one of the safe rooms where you can save your game and process blood into serum, but you don’t really want to expose him to danger if you don’t have to, because there’s no one to clean him up if he dies. The other six, all of whom are also named Smith, you can switch between at will, with a brief screen-warping effect that suggests a broken television. (Televisions and security cameras figure big in this game’s imagery.) They all have subtly different weapons and special abilities, and sometimes you need a specific one to bypass an obstacle: a padlock for the one who can pick them, a cracked wall for the guy with the grenades, a mystical barrier for the one who commands a ghost capable of dispelling them. All such barriers are obvious, and clearly marked on the in-game maps with an icon showing the face of the necessary character.

The really notable thing about all this is that the more experimental aspects of the gameplay are enabled by the weirdness of the story and setting. We’ve had games with instant kills through headshots for some time, but no rational justification for instant kills through elbowshots. But an irrational world needs no rational justification.

Killer 7

Killer 7 is a new acquisition for me. I had become interested in it after seeing others praise it — particularly Ben “Yahtzee” Croshaw, of Zero Punctuation fame, who’s repeatedly mentioned it as one of his favorite games, right up there with Silent Hill 2. And now that I’ve dipped a toe into it, I think I see why. This is a shooter designed for the jaded gamer, the sort who’s tired of games that are still basically trying to be better versions of Doom.

First of all, it’s stylish. It’s basically cel-shaded, but I don’t think I’ve ever seen a game with cel-shading that defines objects through negative space like this game does (in the cutscenes, at least): you’ll have a sort of striated gradient background, and then shadows of doorways and windows placed on top of that. Games like Braid and Okami are described as looking like paintings, which basically means visible brush strokes. That’s not the case here, but it still looks quite a lot like a painting — specifically, a cheap modernist painting that you might see in a dentist’s waiting room. Although there, it would probably leave out the zombie-like human bombs strolling in your direction and laughing like hyenas.

Secondly, it’s bizarre. It is, in tvtropes lingo, a Weird Japanese Thing. This is a game where you don’t get a lot of explanation, and what explanation you do get comes from a guy in a red gimp suit, suspended from the ceiling. This is a game where any place you’ve died is marked with a chalk outline and a bloodstained paper bag that twitches occasionally. This is a game where it’s purposefully unclear whether you’re playing a team or an individual: the members of Killer 7 are all distinct, but they’re referred to as “personas”, and sometimes seem to physically replace each other. There’s an undercurrent of insanity here.

The feel reminds me strongly of some of the weirder games by Cactus, particularly Mondo Agency. You’re fighting monsters, that much is clear, but everything else is made uncomfortably off-kilter. The very first thing you have to to in the game, before the tutorial where you learn the controls, is kill someone without knowing why. You’re just given a silhouette, a laser sight, and the text “Target 00: Angel”. You shoot, because it’s the only thing you can do, and the game skips ahead to “Assignment 33”. I have an uneasy feeling that I’m going to find out what that was about later in the game, and it won’t be pleasant.

TCoR:EfBB: Final Thoughts and Apologies

All in all, The Chronicles of Riddick: Escape from Butcher Bay is a pretty satisfying diversion. It’s mostly quite linear, but it uses that to force the player through a good variety of play styles, from crawling around in ducts to piloting unwieldy riot mechs. It’s like the Half-Life games that way, but shorter and with a slightly more talkative hero.

I think I owe the game an apology or two. I said some thoughtlessly mean things about it in my first post that it doesn’t really deserve. Like about the profanity. There’s swearing throughout the game, but most of it’s much more natural-sounding than the bits I complained about at the beginning, unless I just got used to it or something. It probably helps that most of it is screamed at you by people who are trying to kill you. Also, that crack I made about spending most of the acting budget on paying Vin Diesel? As Ellison pointed out in the comments, Mr. Diesel in fact founded the production company responsible for the game. This certainly changes his imagined relationship to the game, but I’m not sure it really casts him in a better light — “Let’s form a studio to make games about ME!” They’re even purportedly also producing a game about one of his D&D characters.

The idea that Vin Diesel plays D&D at all is a bit of a shock. I mean, his best-known roles are pretty firmly on the opposite side of the Geek/Jock divide. Perhaps I’ve underestimated the man. I regarded him as just another Hollywood action star, but a quick look at Wikipedia reveals things about him that I didn’t know (or perhaps used to know but forgot; I don’t exactly keep track of celebrity gossip). For example, did you know that he’s black? No, really! Or, well, it’s not quite that simple. He’s racially weirdified by the standards of present-day America, and apparently had difficulties getting roles before he became a star, because he was considered not white enough for roles that weren’t specifically black, and not black enough for ones that were. He even made a semi-autobiographical film about this experience, which impressed Steven Spielberg with its poignance. Poignance? In a Vin Diesel flick? I had no idea it was in his range. As Riddick, he delivers all his lines in an affectless growl, but I suppose that’s what’s appropriate to the character. He’s the extreme tough guy, completely imperturbable, as unmoved by pain as he is by the death of others.

And that’s really what puts him on the Jock side of the aforementioned divide. Indifference is not a geek trait; the defining trait of a geek is excessive interest. I don’t think it’s unreasonable to use these terms in discussing Escape from Butcher Bay, either. The whole thing is pitched at a middle-school mentality, the sort that finds transgressive fascination in antiheroes, excessive profanity, and an “M for Mature” rating. Prison is a metaphor for school, and Riddick goes through a symbolic puberty: eyeshine is an unexpected and confusing physical change, and the one burst of Furion fury he experiences in the game is the closest someone so unemotive can get to a mood swing. Well, like I’ve said, Riddick is styled as a Campbellian mythic hero, and the whole point of myth according to Campbell is to point back at ordinary experience, to provide us with ways of understanding our own lives. So, what kind of school experience does this story resonate with? A violent one, obviously. One where you feel oppressed, and so you lash out, and you don’t care much about the little guys you hurt in the process. You’re disruptive. You’re constantly in trouble. You keep your cool, because any display of emotion makes you vulnerable. This is the world-view of the schoolyard bully. And to that audience, the game provides the reassuring promise that you can escape from violence by being better at it than everyone else.

But in that light, what are we to make of the ending? Riddick ultimately doesn’t escape Butcher Bay by punching everyone until they let him go, but by a ruse, in which he cooperates with Johns, the bounty hunter who brought him there in the first place. Johns is actually instrumental in recapturing Riddick throughout the game, but grows disgruntled by the extra work and lack of payment, and at some point is threatened with being imprisoned himself, on a pretext I’ve already forgotten, but probably more because it’s the easiest way to get out of honoring Riddick’s bounty. I suppose Riddick had earned Johns’ respect as an adversary or something, but at the very end, he straps Riddick into his restraints again and just takes him off to some other prison. Again, I think of the way Riddick kept surrendering at the end of each chapter, after facing much worse things than Johns. Perhaps he has some undisclosed personal reason to do this? Heck, maybe they’re in cahoots, doing some kind of bounty-oriented swindle like Clint Eastwood in the beginning of The Good, the Bad, and the Ugly. Except I think he’s the same bounty hunter as in Pitch Black, and I don’t think it this speculation jibes with their relationship there.

TCoR:EfBB: The Failure Cycle

The Chronicles of Riddick: Escape from Butcher Bay has an overall pattern of failing and starting over. I don’t mean at the level of gameplay — sure, yes, the player repeatedly dies and restarts from the last checkpoint, but that’s hardly uncommon in games. I’m talking about the story. Each chapter has Riddick coming within a whisker of freedom, only to be caught at the last moment and thrown into an even deeper pit, resetting his quests and inventory and forcing him to come up with a new plan. It’s never very convincing when this happens. Why is Riddick suddenly surrendering to the guards when he’s already come through worse just to get that far? But we accept it in the same way as we accept the difference between combat deaths and cutscene deaths in a JRPG. Which is to say, we don’t really have a choice.

The first iteration of the cycle is the tutorial level, a sequence in which the security of the prison is oddly lax, and Riddick manages to make a break for some sewer tunnels to freedom before he’s even been shown to his cell. This turns out to be just an Owl Creek Bridge scenario, a dream he’s having on the way to the real prison, but it’s extremely similar to the real place once he gets there. Chosen One prophetic dreaming, or has he just been there before?

The last iteration — at least, I assume it’s the last — comes when the authorities finally get fed up with Riddick inciting riots and letting loose alien monsters and the like and ship him off to Butcher Bay, where he supposedly won’t be able to cause trouble. This surprised me, because I had assumed that we had been in Butcher Bay from the very start. 1[UPDATE] On review, it turns out that I’m wrong about this. There’s a very clear sign indicating that your are entering Butcher Bay Correctional Facility when you first arrive at the beginning of the game. I’m not sure why I thought otherwise. Perhaps I misheard some dialogue about sending Riddick back to Butcher Bay when he’s recaptured for the last time. The game isn’t very good at communicating details like that to the player. (To give another example: at one point, an inmate asked me to retrieve an item that had fallen into the hands of the PPPs. Who are the PPPs? All I was told was that there were a couple of them hanging out in exercise yard A. In exercise yard A, there were two prisoners and two guards. The designers probably didn’t even consider that it would be unclear which of these pairs was wanted.)

Once you’re in Butcher’s Bay, though, it’s very clear that it’s a different place. The whole style changes. Instead of dirty concrete and corroded metal, it’s all gleaming and sterile, with a greater emphasis on automation and robots. That’s because it’s not a very human sort of prison. It lacks human touches like the hate, vindictiveness and power games seen in the earlier sections, because these are all things requiring social interaction. The whole idea behind this place is that the prisoners are kept in cryosleep most of the time. There are periodic legally-mandated two-minute “exercise” sessions, time spent awake but alone in a doorless room. At all other times, prisoners are stored in little coffin-like boxes, stacked in pyramids in a sort of warehouse. It’s incarceration taken to its logical extreme, with dreamlike exaggeration.

Dreamlike? I don’t think we’ve taken another detour to Owl Creek Bridge (although it does seem once again oddly easy to escape into the works). Rather, I think this place plays the role of the dream-realm to a shaman. It’s Riddick’s otherworld, a place only accessible to him, where he sees the logic behind the world laid bare. This is the place in his Heroic Journey where he’s supposed to gain treasures and learn the lessons that he brings back to teach mankind on returning to the normal world. I’ll probably come back to this once I’ve actually finished the game. For the moment, I just want to ask: what does he gain from this experience?

Not a lot, as far as I can tell. He’s already got his magical powers by this point, his eyeshine and his berserker rage. And look at what happens afterwards. This whole game is a prequel to the movie Pitch Black. At the beginning of that, he’s being transported back to prison. So he executes his miraculous escape, but it’s back to status quo soon after. To the extent that this game is capable of ending in triumph, it’s because it ends before the grand cycle comes around to failure again. The game could have ended in the previous chapter, with Riddick boarding the last shuttle off the planet (and before we find out why it doesn’t take off), and it would be exactly as valid a victory.

It reminds me of something: back when the Lord of the Rings movies were coming out, along with their tie-in games, I had an idea for a game starring Gollum. Like Riddick, he’s an antihero who can see in the dark, and thus a natural fit for a stealth game — I imagined it involving a lot of leaping onto orcs’ backs and strangling them, especially in the early “Escape from Mordor” levels. And in the end? Well, he’d finally achieve his ultimate goal of getting his precious back. I imagined a final shot of him gleefully capering with his prize on a ledge over the fires of Mount Doom. Freeze frame, roll credits. Happy ending.

References
1 [UPDATE] On review, it turns out that I’m wrong about this. There’s a very clear sign indicating that your are entering Butcher Bay Correctional Facility when you first arrive at the beginning of the game. I’m not sure why I thought otherwise. Perhaps I misheard some dialogue about sending Riddick back to Butcher Bay when he’s recaptured for the last time.

TCoR:EfBB: Through Riddick’s Eyes

The Chronicles of Riddick: Escape from Butcher Bay was released in 2004, which seems to be something of a turning-point year for graphics in games: this is the first game I’ve played in my chronological run-down that doesn’t look old-fashioned. At least, not to my eyes, which are probably kind of old-fashioned themselves. We’re almost up to the point in time where I more or less lost track of what was happening in “core” gaming, due to the release of new gaming consoles that I wasn’t about to buy immediately, not when there were so many brilliant indie PC and Flash games to download. In comparison to those, at least, Riddick looks positively futuristic, all highly-detailed textures with differing sheens and convincing dirt and bloodstains. There’s something about the surfaces that really reminds me of technology demos for graphics cards — probably the conspicuous bump-mapping. I guess it’s a good thing that nearly all the characters are either shaven-headed prisoners or helmeted guards, because it really minimizes the number of plastic-looking bump-mapped hairdos you see.

The game is basically a first-person shooter with stealth elements. Or at least, the opportunity for stealth. My own experience is that stealth generally works here like it does in Dungeons & Dragons: it usually ends in a big fight with all the guards, because that’s so much easier to pull off successfully. There’s an explicit “stealth mode”, which mainly seems to mean crouching, but also fisheyes the lens. When you’re in stealth mode and concealed by shadow, the view also tints blue to let you know, highly reminiscent of the stealth view in the Penumbra games. (Penumbra came later, but don’t call it unoriginal. It put its own twists on the mechanic.)

Despite being primarily a first-person game, there are moments when it switches to third-person view, the better to show off Vin Diesel’s manly frame as he climbs up a stack of crates or twists a valve handle. But even when you’re in first-person mode, this is one of those few games where you can look down and see your body (or at least your legs), just like in Mirror’s Edge. The system also shares in Mirror’s Edge‘s problems (or design decisions) with disorientating the player. Fight sequences are turbulent. If it’s a hand-to-hand fight — which it very often is, given how hard it is for prisoners to get their hands on firearms — your viewpoint gets thrown around a lot, even when you’re hitting the other guy rather than getting hit yourself. (Sometimes I’ll be unsure about who actually hit whom.) If it’s a gunfight, the guards’ guns are powerful enough to knock you back, and they all have built-in flashlights that can blind you to your surroundings, particularly when the surroundings are dark.

But then, darkness isn’t supposed to be a problem for Riddick, is it? Night vision — “eyeshine”, as the game terms it — is one of his core characteristics. It’s the reason he was so crucial to everyone’s survival in Pitch Black. It’s why he wears those goggles all the time: without them, daylight is like looking into the sun. Well, you don’t start the game with eyeshine, but you acquire it partway through, right after a harrowing sequence of darkness-based scenarios — first a failing flashlight battery, then a limited supply of flares, twisted troglodytes attacking you all the while — that serves both to make you grateful to not have to deal with darkness any more and to use up the designers’ ideas for darkness-based scenarios while they’re still an option. Once you have eyeshine, you can toggle it on and off at the touch of a button, which presumably flips the goggles on and off. When active, it gives the entire screen a nice pinkish irridescence and warping, one of the better nonhuman-vision effects I’ve seen. And yes, if you activate it in normal lighting, it washes out the screen with impenetrable white.

Eyeshine resolves one of the basic dilemmas of stealth games. In the Thief series, and games on a similar model, darkness is safety. Thus, you want to make as much darkness as you can. But this makes it impossible to see where you are or what you’re doing, so there’s a tension there: you want the environment to be dark enough that the guards can’t see you, but not so dark that you can’t see them. But with Riddick, that tension completely goes away. Darkness has no downside. Accordingly, the game limits your access to it. There are areas open to the sky, where you can’t shut off the sun. More often, there are overhead light fixtures, out of reach. The only way I’ve found to put them out is to shoot them out, and the sound of a gunshot alerts the guards, ruining any chance you had for a stealth kill. But if they’re already shooting at you, plunging your immediate area into darkness definitely makes it harder for them. The only problem, then, is those flashlights on their guns, which blind you even more effectively when the goggles are off.

The most strange-feeling part of the various views is being temporarily ejected from them. As I mentioned, actions such as climbing switch you to a third-person camera. Since this isn’t seen through Riddick’s eyes, it doesn’t get the stealth or eyeshine effects. At the very least, you’re suddenly switching from blue or pink back to the game’s usual FPS browns and greys. Worse, maybe you’ve shot out all the lights, and suddenly you can’t see anything at all.

The Chronicles of Riddick: Escape from Butcher Bay

I’m on record as declaring a fondness for games adapted from movies, but I really haven’t posted about many. I just haven’t been buying the things since my self-imposed rules forced me to limit my game purchases. The Chronicles of Riddick: Escape from Butcher Bay is sort of a special case. I had to have it because, on its release, it was popularly acclaimed as the first tie-in game that was better than the movie it was based on.

It’s debatable whether this description is accurate. Goldeneye 007, for example, predates it by about seven years, and was certainly more influential as a game than as a movie. (Heck, the game even started its own dance craze.) Some of the Star Wars prequel trilogy tie-in games were better-received by fans than the movies they were based on. But nothing before Riddick provided such a stark contrast between the overwhelmingly positive reception of the game and the poor reviews of its source.

When I picked up the game, I personally had seen neither The Chronicles of Riddick nor its predecessor, Pitch Black. I had seen the trailer, however, and had been struck by the visual style, and how much it looked like a 1980s sci-fi magazine. Pretty much any frame could have been put on the cover of Analog, no questions asked. This seemed promising for the game. Visuals are the easiest thing for a game to get right.

By now, I’ve seen both movies, and I have to agree with pretty much everyone else who’s seen both movies: Riddick is a much more interesting character in Pitch Black, where he isn’t the hero. Pitch Black didn’t really have a hero. It’s more of an ensemble piece, and Riddick’s role in that ensemble is to make everyone else uneasy. We’re told that he’s a criminal, a psychopath, a merciless killer… and then the story finds ways to make the other characters dependent on his mercy. The resulting drama was the main point of interest in an otherwise indifferent sci-fi monster movie. But all the studio seemed to take away from it was “People sure do like this Riddick character, don’t they?”, and so they made a sequel about Riddick’s Heroic Journey, in which he turns out to be The Chosen One and Last Of His Race and similar malarkey. The most interesting parts are when the Joseph Campbell stuff is juxtaposed with the character’s dismal origins, hero as convicted criminal. (Kind of like when Paul Newman did the same thing back in 1967, but more brutal and macho.)

And so, sensibly enough, that’s what the game focuses on. Riddick’s backstory always included an escape from a maximum-security prison, and now we get to make that happen.

The prison environment isn’t as strongly-styled as that trailer, but it’s convincingly prison-like, even though you wander around it with a strange amount of freedom. There’s the whole inmate pecking-order thing going on, with one tough guy ruling over the rest and receiving special favors from the corrupt and violent guards. (He is, of course, killed by Riddick in short order.) The first weapons you get access to are shivs, and, in a nice touch, every shiv is unique: one is made from scrap metal, one from a sharpened screwdriver, etc. The hidden collectibles that unlock bonus content at the main menu take the form of cigarette packs.

And everyone swears a lot. The voice actors, for the most part, don’t really sound like they understand why they’re swearing, but they agreeably say “fuck” when it’s in the script. It reminds me of a story about Mark Twain. Apparently his wife once tried to make him embarrassed about swearing by writing down everything he said and then repeating his scandalous words to him in a cold and disapproving tone. His reply: “You’ve got the words right, but you sure don’t have the music.” I suppose it’s because most of the voice-acting budget was blown on Vin Diesel. I never thought I’d say the words “Vin Diesel is the most talented actor in this”, but such is games.

Gish attempted, failed

My first thought on reaching 2004 was to make a try at completing Gish, which I’ve left in world 3 since last December. Alas, the intermittent crashing seems to be even worse than I remembered, sometimes leaving my entire system unresponsive and forcing me to switch it off. I don’t think I’ll be continuing until I have a solution here. Every once in a while, it freezes for several seconds with a speckling of white pixels, then comes back with a notification that OpenGL had to reset the hardware. Perhaps it’s ultimately an OpenGL problem? Most of the other games I’ve been playing lately use DirectX.

WarioWare: Completeness

As per this blog’s charter, WarioWare, Inc. was deemed off the Stack as soon as I completed story mode, which happened before the last post. But there were a couple of days left of PAX after that, and of course the journey home, all of which involved waiting on line to one degree or another, and you know something? WarioWare is positively ideal for waiting on line. Particularly in Grid mode, where there’s so little at stake. So I’ve made some pretty good progress towards really completing the game.

So, here’s a brief description of the game’s optional goals. First of all, every microgame in Grid mode has a threshold, a number of iterations that you have to complete without running out of lives in order to get its spot on the grid marked with a red flower. Supposedly something happens when you get all the flowers. I’m still fairly distant from this goal, and it’s not clear to me that I’ll ever achieve it, unless I find myself in another situation involving lots of waiting in line. At the moment, I don’t even have all of the microgames available in the Grid — remember, they only show up there after you’ve randomly encountered them in Game mode, so there’s the whole last-pixel syndrome to contend with. Add to that the fact that Grid mode is the title’s tedious side, and this is a goal for the very patient.

Secondly, certain levels in Game mode unlock extra content when you pass indicated thresholds. It should be noted that these goals are impossible to reach the first time around. When you reach the threshold necessary to proceed with the story, you immediately get an epilogue to the current level and then get thrown back to the level menu. So in order to complete more microgames than it takes to continue the story, you have to come back to the level after completing it — which reinforces the idea that these are optional challenges, and not part of winning the game.

The content you unlock in this way consists mostly of additional games — mostly versions of the microgames that have been expanded into full minigames, which means they play continuously instead of being interrupted every few seconds. One of the unlockables is a full version of Doctor Mario, a game I recall mind-melding with in its coin-op incarnation back in my school days, an experience much like the play-by-brainstem necessary in WarioWare when it gets fast. It seems a little ironic to see it in this context, an inversion of the usual sort of unlockable mini-game, which is something less sophisticated than the main game.

It’s notable, however, that I’m definitely not playing the game in order to gain access to the unlockable content. This is clear because I delilberately threw access away. I actually bought this game used — something I don’t normally do, but this was at a rummage sale for charity, and it looked to be in near-mint condition, with its box and instruction manual and everything. The instruction manual contains a sheet of stickers, and specific spots marked in the manual for you to stick them, which tells you what audience they were targeting. The copy I got was pristine, with all of its stickers still on the sheet, which is a pretty good indication that the person who bought it wasn’t part of that target audience. Months later, when I actually got around to playing it, this helped me to forget that it was used, and I was briefly confused by how different my experience was from that described in the pristine manual: everything seemed to be already unlocked! Once I figured out what was up, I went into the options menu and reset the whole thing, erasing the previous owner’s progress.

This is because, to me, the point of unlocking stuff is simply to unlock it, not to have it unlocked. It’s not like I’m going to spend any significant amount of time playing the unlockable minigames. Their purpose is only to acknowledge by their presence what I have done, like an Achievement or Trophy on the newer consoles. These optional goals are, after all, the only way to win in a game that’s otherwise based on the sort of old-school arcade-game design where things just keep getting harder until you lose.

(Remember, this game is from 2003, so this sort of structure is retro. The game even acknowledges it by throwing in an entire level where the microgames are all simplified versions of Nintendo classics (such as Doctor Mario), some of which were otherwise never released outside Japan. The mere fact that it gives you lives is basically retro by now.)

WarioWare: Wario

WarioWare, Inc. is divided into a series of levels, each with its own set of microgames and its own host character who supposedly authored that section and also needs your help to get through the situation depicted in the level’s intro and epilogue. There’s some serious confusion of levels going on there; it’s as if Deus Ex started off with a cutscene of Warren Spector begging for the player’s help at defeating the secret organization pursuing him. No, that’s not quite right. That suggests a connection between the frame and the content. It’s more like Deus Ex starting with Waren Spector playing baseball at a company picnic, and every time you complete a mission, you get a cutscene of him hitting a home run.

The first and last levels are hosted by Wario himself. Because I’m primarily a PC gamer, this is the first significant exposure I’ve had to the character. I know of him, certainly. I was aware that he was a sort of evil twin to Mario, but I didn’t really know the details. Having seen him in action, I’d describe him not so much evil as somewhere between rotten and naughty, misbehaving like a little kid. He’s explicitly described as “sneaky” and “greedy”, and makes no bones about it, apparently considering those good qualities, because they’re his qualities and everything about him is by definition awesome. Which is also why most of the microgames on his own levels are about him. So I’d add “conceited” to the list, as well as “denigrating others”: he cheerfully tosses barbs at the player along the lines of “Huh? You beat that level? You?!?”

Come to think of it, he’s a lot like Strong Bad.

Also like Strong Bad, he comes off as childish partly because of his eagerness for characteristics that seem manly to him, like riding a motorcycle and punching at punching bags. Mario also has a sort of weird mix of adult and childlike traits, but they harmonize a lot better there, and seem to hit something of a sweet spot for acceptability by an American audience (unlike some Nintendo characters). Wario comes off like a grotesque caricature of this, exaggerated like a Mad Magazine parody. “No need to satirize us”, Nintendo seems to be saying, “We’ll satirize ourselves!” Since this is Wario’s game, it’s his world now, and it’s much more urban than the Mushroom Kingdom, more random and full of pointless conflict. The most innocent-looking of the hosts is pursued by police cars for speeding, and evades them by dropping banana peels in their path, making them skid and crash. They’re not bad guys, they’re just doing their job.

So, given this grotesque, childish, selfish, greedy, sneaky, antihero of a character, what role does he play in the game’s story? Why, that of game publisher, of course! His scheme is to get all these people, his supposed “friends”, to develop games for him, and then abscond with all of the profits himself. I can’t help but see this as reflecting the designers’ personal experience, and I’m a little surprised that Nintendo executives thought it acceptable — perhaps they didn’t understand what it was saying? Or perhaps from their perspective it looked more like a dig at little independent game companies trying to cash in on fields pioneered by others. Who knows.

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