Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Friday, November 1, 2013

Thumbs down to Metal Gear Rising: Revengeance

While starting off fairly strong in the awesomeness department, Metal Gear Rising: Revengance, overall, isn't a very good game.

First, it is very short.  I got to the final boss fight and it was around four hours of play.  While the gameplay itself was mostly okay, and it's hard to grow tired of chopping your opponents to bits and pulling their guts out, both the stealth and platforming elements were not very well integrated into the game.  Ninja Run was a constant disappointment.  Running around and killing people has a high (Assassin's Creed high) bar, but this was pretty badly implemented.  It was easy to get Raiden stuck in all manner of places using Ninja Run, which is a less cool version of AC's freerunning where you can't really climb anything any any small overhang gets you caught.  And in all other ways, it was clear that stealth wasn't really that much of a priority in game design, either.  I've got a lot of experience at stealth games - and Kojima has a lot of experience making them, virtually inventing the genre - so this was both noteworthy and atrocious.

Worse, though, I had . . . forgotten how awful the faux philosophy got.  Pretty much before any given boss fight, you're going to have half an hour of idiots spouting platitudes at you - and just the most awful, small-minded, reprehensible bullshit.  That people are cruel by nature, so this rationalizes mass murder!  Free will means being able to kill you who want, when you want to kill them!  Ugh.  It sounded like the sort of thing you'd get from an Internet bully.

It is also one of those things that could be done well, but no video game has ever really done it well: making the bad guys plausible and relatable.  Well, let me tell you, bad philosophy isn't it.  It would have been far better to have a good revenge story than sophomoric attempts at philosophy.

But the part where it just grows awful beyond measure is the final boss fight.  I played it for over an hour before quitting.  Every so often, he would just become invulnerable and regenerate all his health.  Huh.  After, oh, I dunno, the fifth time of this happening, I decided that the final boss fight was bullshit and decided not to do it.  I'm sure there's some trick I was missing, but I did miss it and the game gave me zero clues how to beat him.  I could have kept fighting him forever, I felt.  Since I didn't like the fight very much - boss fights always give the best powers to the bad guys, often neutralizing your own special powers in the process - this did not please me.

I am also not a fan of that thing where, in the middle of the fight, the boss gets to take some time off, just jump up somewhere and hurl things or throw more enemies at you.

Long does not mean good.  It also works against the idea of a climax, which should be brief in duration.  A "climax" that goes on and on is no longer climatic.

The different stages of the boss fight were also interspersed with more sophomoric philosophical rambling.  It's actually hard to tell you what he said because it made no sense, but apparently it has to do with war being freedom, and killing "weak" people because they don't want to kill, and how he'll be elected to be PRESIDENT OF AMERICA with his pro-killing-the-weak stance or something.  And nanomachines!  Which, of course, do everything.  There is nothing nanomachines don't do!  For instance, they make bosses invulnerable.

A game of *very* brief duration (again, this is contrary to every other Metal Gear game I've either hear or played, where there was a lot of content), the poorly integrated stealth (which struck me as extremely strange given that this is a Metal Gear game) and freerunning elements and the awful, just painfully bad attempts to philosophy - yes, and for the last time, yes, everyone has reasons why they do the terrible things that they do, but it doesn't obligate anyone to take those reasons seriously, at the end of the day, every MGR boss did nothing but rationalize why genocide was justifiable in the most banal way possible, subverting the language of freedom to promote tyranny - and the reprehensibly bad final boss fight (even before you get to the part where you can beat the final boss, you must endure over half an hour of tedious speeches) means I give this game a Metal Gear Solid thumbs down.  While the action game elements are solid, there are just too many checks in the minus column for this game and the checks are too big.

Sunday, October 27, 2013

Bioshock Infinity sucks

Everyone loved this game and I can't see why.  The game is downright crude in its implementation, really.  Here's a partial list of its crude implementations.

First person.  Really?  The continuation of first person shooters baffles me.  When Gears of War came out, this smooth shooting experience of moving from cover to cover in tactical situations, I thought, "This is the end of first person."  Even before then, first person had become . . . limited.  The lack of any hint of peripheral vision made it frustrating, especially when the game contained a melee component (as Bioshock Infinite does).

Health packs.  Really?  When Halo's - the original Halo - had a shooting game that was as thrilling as could be without a single health pack, I thought health packs were gone.  As opposed to first person perspective, this one is mostly gone from other games.  At no point did I have to look for a health pack when playing Tomb Raider.

Can't fire from cover.  Really?  You can't lean over or fire over low cover.  That's just . . . baffling to me.  Even most first person shooters have this one.

"The spas defense."  In first person games with a melee component, one of the truly stupid, awful things that happens is enemies in melee combat will step out of the character's line of sight.  If you see it happen, it is often accompanied by a spas as they hop to one side.  What this does is take advantage of the limitations of the first person perspective to aid in their defense.  It's just an awful gameplay element, really highlighting the fact that characters in first person games can only turn around slowly and can't move their goddamn heads.  It highlights the weaknesses in perspective of the first person format, which is bad on its own but also draws attention to a weakness in the interface to gain advantage over the player.  Ugh.

The game also lacks any radar or other mechanism so you can keep track of what's going on around you.  Again, this really highlights that the first person perspective has a very limited range of vision.  This is doubly so because game levels are getting downright enormous.  Characters can attack you from such a range that I struggled - with a sixty inch television! - to find their muzzle flashes to determine their location.  (Of course, they never have any problem finding you.  They know exactly where you are at all times, even when you hide.)

Lack of aimed shots.  This one, like so many others, just amazes me that it doesn't have it.  They animated that when you shoot someone in the fucking face their hat falls off but not the little tidbit about how when you shoot someone in the fucking face three or four times they tend to die.

These are, I think, fairly objective reasons to conclude that the game is crude.  Things like the inability to fire over or around cover and lack of headshot quick kills is just preposterous.

Then there's the platforming elements.  I . . . have few words.  You can jump from hook to hook but . . . so fucking what?  Is this supposed to somehow impress me?  Characters of superhuman athletic prowess are commonplace in video games.  Compare swinging from hook to hook to the last Tomb Raider offering, or Drake's Fortune, or - and this becomes cruel - Assassin's Creed or Splinter Cell.  Jesus, this is your exciting mechanism to get around a floating city?  Like the shooting, this is just crude.  It's visually uninspiring after the displays of awesome athletic prowess we see even in other shooters.

Sure, I get it that the art direction is slick.  I wholly approve of getting away from those dystopian grays and browns, putting a game in the sunshine.  Great.  Okay.  I've heard the story is good but . . . it didn't grab me from the onset, something about saving a girl, who I then gathers becomes your sidekick.  Great, another girl sidekick.  Jesus.  Can we get past that, already?  Really, guys.  While I appreciate art direction in a game, you don't play art direction.  If stuff like art direction and music is what your game has going for it, you should probably be in movies, not games.

Anyway, the game sucks.  People who like it are wrong.  Nuff said.

Tuesday, April 9, 2013

The documentary Technocalpys not well thought out, I think

I got about six minutes into a documentary about transhumanism, Technocalpys, before stopping.

I'll probably be posting, soon, about how we have a bias towards technologies that are expensive, hard, fast and energetic and how this limits our understanding of technology, but this was definitely on my mind when watching, y'know, the first six minutes of the Technocalpys.

What really lost me is that some talking head was saying that humans are beginning to cheat nature's limitations. Which . . . is very much baffling to me because humans have been reshaping themselves for thousands of years. Pretty much the first time a person decided that they didn't want the body that nature and their own unconsidered habits gave them – the first time a human set about exercise – the decision was made to transform us from the coincidence of our genetic inheritance and circumstance into something different. Likewise, the first time a human set out to consciously discover something, they started the process of education which created a vastly different kind of person.  To a paleolithic human, we are transhuman.

Sure, compared to the future, the ttechniques humans use to improve themselves will be considered crude. Much in the same way an abacus is crude compared to a laptop. But the continuum is there – the ancient Greeks invented progressive weight training, a conscious way to develop and improve physical strength. They decided to be more than nature made them, to be stronger, to be better, shaped by their own conscious desires. To me, that's the pivot upon which transhumanism moves and it started moving long ago.

The bias is, as I hinted above, primarily the bias we have for technologies that are expensive, hard, fast and energetic. For instance, I believe that steroids and human growth hormones intermediary between simply progressive exercise and cybernetic or genetic manipulation for improved strength. If you take steroids intelligently, you become slightly superhuman. If you take them intelligently combined with progressive exercise techniques, you might as well be superhuman. Seriously, take a look at the abilities of professional athletes and the way their abilities tend to increase over time. Much of that improvement is due to various performance enhancing drugs.  Compared to the athletes of yesteryear, modern athletes are slightly superhuman.

But, y'know, that's cheap. It is also hard on a personal level. I suppose that we also tend to approve of technologies that make things easier for us. I'm sure the first robot bodies won't actually be better than the bodies of elite athletes – the primary difference will be that to be an elite athlete takes an awful lot of work whereas, in people's minds, having your consciousness transferred to a robot will be relatively quick and painless.

At any rate, when I realized that the documentary was going to be so tone deaf as to make no connection between historical and present efforts to reshape our bodies and minds past their natural states, I realized that it had nothing to teach me or, I think, too much interesting to say.  

They also used a lot of Burning Man imagery and I've never met anyone who's gone to Burning Man who is capable of seriously talking about futurism.  Just sayin'.

Thursday, November 8, 2012

I did not like Assassin's Creed 3


Assassin's Creed 3 stinks, I'm sad to say

I have been a fan of the Assassin's Creed games since the first one. A open world platformer/stealth game? Hell, yes. By the time AC3 came out, they had four games to figure things out, too. Which it looked like they had. AC2 was a huge improvement on AC1. The post-assassination sophomoric explication was very much cut down, the personality free Altair was replaced with the extremely likable Ezio Auditore and the lengthy fight sequences were dramatically shortened by Ezio's incredible ability to kill a person. Ezio also got a laundry list of nifty gadgets, a hidden wrist gun, dual hidden blades, a crossbow, more weapons to choose from, poisoned daggers and darts, the ability to use ziplines and gadgets to climb faster, parachutes and eventually bombs and grenades, too. He was like a Renaissance Batman. Additionally, Ezio got three games and you could see him transform from a callow, but likable youth, to a serious and mature man who accepted responsibility and taught others his arts. Ezio was a great character, fun and likable  who matured believably (in a video game sense) without the tedious monologues of AC1.

In Assassin's Creed 3, they decided to fuck that up.

First, the combat regression. In short, the AC3 protagonist, Conner, is not nearly so well armed as Ezio. First, they removed throwing knives. In the four previous AC games, the protagonists could throw knives quickly and accurately. Most foes fell after one knife hit. Conner can't throw knives. Sure, he starts out with a gun, but it is in all ways inferior to Ezio's gun – when someone was targeting Ezio with a gun, Ezio could generally shoot them before getting shot. Conner draws much slower and is likely to be shot before he can do anything (well, he can grab people to use as a human shield, and it's cool when there's someone around for it to work on, but there often isn't). I have no idea why Ezio's gun is technologically superior to Conner's, or why knife throwing is out, but it is. Sure, Conner has a bow but it's no better than Ezio's crossbow and since Conner has fewer arrows it is in some ways worse.

Additionally, when on a ledge, Conner has no ranged weapons he can use. Both Altair and Ezio could knife throw from ledges, which was useful.

In the AC2 games, they made combat shorter and more interesting than in AC1. In AC3, they regress by making combat less interesting (difficult to use ranged weapons in combat, elimination of dodges) while radically increasing the number of people you have to fight. In AC2, a guard patrol was between two and four guys, generally. In AC3, a patrol is a dozen people. It also takes Conner longer to counter-kill someone than Ezio, which means combats take longer and you're less likely to get a combo kill going because you'll be taken out of it by someone stabbing you when you're engaged.

The game will also, for no good reason, fairly often put you on the highest notoriety. The British couriers will sound the alarm even if you've got no interest in them, so you'll be minding your business and suddenly you'll be surrounded by literally thirty guys. So, there are random fights that are either extremely long and tedious or chases where 2/3rds of everyone around you is a guard, making it hard to get away.

And on the guard note, apparently the colonials work with the British in chasing you. This is baffling but whatever.

So, there is more combat, it is longer and less interesting, and your weapons suck compared to Ezio's – they do less damage and take longer to use. Didn't Ubisoft learn this lesson from The Warrior Within?

Let's move on to Conner, himself. First, the simple one. He's boring. He's incredibly dull. It's like all they could think of for a Mohawk character was “noble savage”. The liveliness they introduced with Ezio vanished in AC3 and Conner's stoicism. Conner does not smile, he, nor does anyone about him has the least sense of humor.

Second, there's the racism. He is a noble savage, which is a stereotype. It's painful to watch. This is mixed up with the atrocious writing, generally, which I'll talk more about in a bit, but Conner's stereotypical noble savage motive is to save his village's land from British expansionism . . .

Which is also a complete reverse of actual history. The Indians were overwhelmingly on the British side because the Crown had started limiting intrusion into Indian lands. An English High Justice had even opined in a newspaper that he saw no reason why England's white subjects should be allowed to steal the land of England's red subjects. In the Revolutionary War, around 13,000 Indians fought for the British. Around 1200 for the colonials. The knew that the colonials were no friends of the Indians and, of course, they were not.

But Conner is just so painfully boring. Combined with that noble savage bullshit and the idiocy of proposing the colonials were better for the Indians than the English, ugh.

The writing is generally awful. One of the things I learned is that no one in colonial America is either pleasant or attractive. And the pedantry that was so awful in Assassin's Creed 1 returns in full goddamn force. Many “missions” are Conner walking around protecting some famous historical figure as they ramble on about the sad plight of rich white men.

I mean, I'm an American, but I honestly don't know what side I would have been on during the Revolutionary War. When the war started, it was not obvious that the US would become a republic and usher in a new global democratic era. But it's hard for me to have too much sympathy for the colonials. The whole “taxation without representation” business wasn't some cruel trick of the English, but a fact arising from the fact England and the Americas were two months travel time apart. The trip, in addition to being long, was dangerous. It is a bad idea to let the weather hold a government hostage.

Second, you look at the “tyranny” of the English and it's really . . . not that tyrannical. It's mostly very modest tax increases on items on paper and tea. Tea! It'd be like rebelling because the government taxed Coca-Cola!

Then there are the reasons few people talk about – particularly England's growing unease with slavery (the English would outlaw it altogether in 1820, forty-five years before America got around to it) and England's limits of colonization westward. Many immigrants came to America for land, equating Indian lands with free lands. The English court system was starting to rule in favor of the Indians. This was unacceptable.

About the worst thing the English actually did was housing troops in private dwellings without getting the consent of the owners. The English and French were doing a fair bit of fighting in the Americas and the colonies wanted protection, but barracks were in short supply. So the English quartered troops in private houses, forcing their way in.

Mind you, they paid for the soldiers being quartered. And heavy knows I'd hate it if I was told that four guys were going to move into my house and I would be responsible for feeding them, no matter how much I was paid. It would really piss me off. There are also canards of the English troops behaving badly to their landlords, but there are no specifics. I'm sure that more than one soldier seduced more than one wife or daughter, and that would also fuel my rage, but I don't think that revolution is the answer, there, more like . . . build some damn barracks.

The real reason the Revolution happened is a growing sense among Americans that they weren't English. Many of them had been there a while and the American experience was so little like the English experience that the divide between the two places grew large, particularly during the period of Salutatory Neglect. The English had unintentionally allowed the colonists to grow more attached to local government than the English government, so after the French and Indian War when the English came in and treated the Americans like subjects, when the English started to pay attention to the colonials, again, it heightened the feeling that the Americans weren't the English. But that reason is pretty hard to sum up in a game about running through trees and knifing people.

In the game, this manifests, like I said, with Conner being nattered at by various figures, pontificating in the most tasteless ways imaginable about the causes of revolution. Case in point, Conner is walking around Boston with Sam Adams, and Sam is mentioning the unjust nature of British soldiers being quartered in private homes. Conner says, basically, “Well, you keep slaves.” Then the game has the fucked up audacity to equate quartering troops with owning human beings. There is a scene with some British soldiers behaving badly to the people quartering them and Sam Adams smugly says that it proves his point about the quartering soldiers is worse than slavery.

I mean, I almost stopped playing right there that shit is so fucked up. Slaves were flogged, raped, humiliated, mutilated. They were owned. No, they did not quarter troops. They didn't have homes, after all. The idea that the struggles of a land owner being inconvenienced is the same as the savagery of chattel slavery is racist and detestable. I understand where it comes from – there has to be a justification for rebellion and the real reasons aren't, like I said, that good or defensible. But it's horrible to suggest that anything is as bad as slavery this side of genocide.

Plus there's the whole Indian thing. The idea that the colonials would be better for the Indians is farcical and obviously untrue. Sure, some Mohicans fought for the colonials, but as mercenaries. Not exactly high-minded motives, there.

For additional racism, Conner's mentor is black. So, we have an Indian and a black guy who are involved with the Revolutionary War? Like the Revolutionary War improved conditions for black people in America? It's boggling, just boggling.

The game is also not about Conner. As far as I got, the main missions were about people like Paul Revere or Sam Adams, with Conner being their ethnic sidekick as they accomplished various historical acts. While I understand how things got there, I don't know why someone didn't notice. If they wanted the game to be about Sam Adams, they should have made him a goddamn Assassin. (Which would have been wicked, come to think about it. It would have provided motivation sorely lacking in Conner.) But the supporting cast, who are actually the stars, go on at great and tedious length about everything. None of the characters are interesting or even personable.

Other gameplay issues . . . the game has a lot of tedious bits relative to other games. So in AC2, the Assassin's become capitalists. Ezio goes around buying land and businesses to get the money he needs to do what he needs to do (including buying art). But the way it's handled in that game is . . . Ezio goes up to a shop, buys it and every so often money is deposited in his account. Every so often he had to go get it. That's it.

Conner, on the other hand, has to actively take a hand in transactions. He has to manage the estate's affairs – personally selecting what is made and where it is sold, and to whom. If you don't go into their menu intensive trading interface, you don't make any money.

Well, you can by hunting. The glories of hunting. You spread bait near a snare. Animal goes into snare. You skin the animal. Exciting!

Also, something that vexes me a little bit, is the wolves. Wolves will attack you pretty much on site. That perpetrates the canard that wolves are man-eaters when, in North America, there are zero unprovoked wolf attacks. Zero, as in “none”. Gray wolves are endangered, for crying out loud!

You also go around performing a beaver holocaust. There's good money in beaver pelts and they're more or less helpless. But, c'mon! Assassin's Creed III: the Extinction!

Funniest moment for me – the man-eating black bear. I . . . laughed aloud when I heard that one. Black bears are famously cowardly.

So the game has a lot of tedious gameplay. Some of it, like the trading, is reasonably important to the game. You need to buy things to succeed in the game so you have to use their silly trading interface to make money, rather than trade being something that just arises from your estate's growth. Hunting is amusing for about ten minutes but then it's a drag.

There are some improvements over the AC2 games. Well, one improvement. The freerunning – which is the core of the game – is greatly improved. And, yet, they seem to want to use it less, there are far fewer jumping puzzles than in previous games, at least as far as I got (and since I was about halfway done when I gave up, it would be a long stretch otherwise).

Mostly what AC3 did was make me want to play AC2, Brotherhood and Revelations, again. Which is okay since those games are great.

Saturday, May 26, 2012

My bike vs. my trike


Now that I've had the recumbent bicycle a couple of days, I can run down the benefits of each!

Benefits of the recumbent bicycle relative to my recumbent trike:

1.  It's lighter.  But about ten pounds - 32 pounds for the bike, 42 for the trike, before throwing the other garbage on it.

2.  It's easier to manhandle.  It's around the dimensions of an upright bicycle.

3.  You can use normal bike racks for transportation.  Which is nice.

4.  It can easily be brought inside the house for security and protection from the weather.

Advantages of the recumbent trike over the bicycle:

1.  I can ride it.

Like, whoa, riding a recumbent bicycle is more than a little weird.  After three days, I have finally gotten to the point where I can ride a little bit in a straight line.  Leaning back and keeping your balance is . . . well, I'm not used to it.  But to go at all, you've got to lean back, as far back as you'd be in a recliner, and pedal outward, not down.  So, my balance is weird and I don't know where to put my feet.  I thought my experiences with trike would help me - I'm used to leaning down and pedalling out! - but that turns out not to be the case.  So I suppose I should put down the rest of the advantages the trike has over the bike, hehe.

2. More comfortable - only by a little, the trike is more comfortable.

3. More cargo space.  Important since I want to use the bike/trike to pop down to the store.

4. More stable.  No balance required.  Get on and go, every time.  Which also means there is basically no hill you can't go up so long as you can go up it even a little.

I've heard that some of the problems with my particular recumbent can be fixed by getting wider, softer tires.  It is currently running a 26" x 1.25" in back and a 20" x 1.25" in the front at 80 psi.  If I go wider tires - 1.75", used in mountain bikes and BMX bikes for back and front - and go down to 60 psi, I hear the stability goes up considerably.

But right now, there is no way I can use the recumbent bicycle to ride.  But I came up with a solution to keep the trike - after getting the recumbent!  Bad timing, I know.  Some of it is things some people have suggested, too, so I'm sorry for not having listened more!  Ego is a sonofabitch.

For security, I'm going to use this nearly indestructible chain to attack it to a tree in back of our house, and attach the chain to the bike with a u-lock that has an alarm - so if it's disturbed, it sets out a wail.  To protect it from the weather, well, I'll get a cover.  Duh, right?  Then right by the tree, I'll get some gravel and bricks and shovel some stakes and 1 x 4s and make a little porch for it.  If we get really lousy weather, tropical storms or what have you, we can go through the effort of bringing the bike indoors.

While in general, I'm still very much pro-bents, this experience has moved me more towards being pro-bent trikes as being stupid easy to use relative to bent bikes, that have a fairly steep learning curve.

Monday, January 30, 2012

Notes on Cory Doctorow's Little Brother

Edit: I wrote this a couple years ago. The differences between the Occupy San Francisco movement and the Occupy Oakland movement - which saw 400+ people arrested in Oakland this weekend, and demonstrate the willingness of minorities to resist authority relative to their well-heeled white counterparts in San Fran, has encouraged me to post it, again, with minor edits. So, here we go:

On recommendation - and with the caveat I might not like it - I read Cory Doctorow's Little Brother. I initially walked down the library to get it, but thanks to budget cuts the library is now closed on Fridays. Then I got to walk home in the rain. But, hey, it's California rain, right? I can't bitch too much.

Spoilers follow.

I'd never read fiction by Doctorow before this. At some point, several years back, I read something he wrote, or was written about him, about alternate distribution channels. I think the upshot was that online self-publishing was going to level the playing field and allow works to be selected primarily by talent. I didn't buy it, then, and I don't buy it now. While talent will be one component of success (such as it is now) there'll be a lot more important things . . . like having invented Boing Boing and having an existing audience of fans. I bet that helps. So, what he saw (or how I interpreted it) was that somehow online would make things fair. I just saw it as further externalization of labor to unpublished writers; now, instead of writing a good book and having to go through the various hoops to get it published you'd have to become an Internet marketeer or something. Maybe I got it wrong - this was several years ago and I didn't do anything like research on the article - but it was enough to incline me away from reading his books. I can be pretty ruthless about the subject. There are plenty of good writers in the world. If I have any reason at all to move on to another writer, I do. It's not like the world is going to run out of good books before I die, right?

Well, I won't be reading anything else by him absent a miracle (or, y'know, at least a strongly worded recommendation from someone I trust). Because I found this book abysmal.

The book is written in the first person and while I briefly found the narrator interesting, he swiftly got on my nerves as a deeply shallow middle class white boy of excessive privilege, a spoiled rotten consumerist brat whom I swiftly came to loathe. Worse, the book pretends to be deep but is actually an inflatable kiddie pool.

I read somewhere when Alan Moore was complaining about the movie V for Vendetta that one of the things he didn't like about the movie is that it created a false conundrum, the choice between democracy and fascism. And that was silly because there's no real comparison. Whereas the comic was about anarchy and fascism, an altogether difference choice.

Little Brother is about a white middle class young man who, after a 911-style bombing in San Francisco, is accidentally picked up by Homeland Security. For five days he's interrogated, somewhat roughly, because he's a crypto kid and tosses some attitude their way when they order him to give up his passwords. After some abusive treatment - like denying him food for a day and letting him soil himself - he breaks, gives them the passwords. After he's released, he decided to overthrow the system.

The future he sets up is a surveillance state after the second terrorist attack. This is the system that the hero of the story fights against, except he's not really fighting against it, just the narrow parts of it that directly effect him and other affluent people. The social impact beyond affluent white people are simply never brought up.

It reminds me of that interview with Moore about how he didn't like the movie because it created this weird false conundrum. Between democracy and fascism, there is no choice. Between a deeply intrusive security state and lack of the same deeply intrusive security state, there is also no choice. That is not, however, what we've got. Perhaps Doctorow really thinks that's where we're going, or maybe it's just a fear of his. However, while the kid, before his incarceration, rebelled against the "security" around him and thwarted it as much as he could reasonably do, he and his friends weren't too concerned about the broader social implications of the already present security state. Y'know. Gitmo and extraordinary rendition, illegal combatants, waterboarding and the like. The book was released in 2008, meaning it was written most likely in 2007 or 2006. It isn't about current security practices and their abuses, but about some fictionalized version of them where the paranoia has grown so great that even middle class Frisco kids are caught up in it. THEN it becomes a problem.

Which, as a kid raised in a trailer park, raised all kinds of alarms. First, I don't believe that white middle class Frisco kids and their rich parents would factually be inconvenienced for very long. Think security lines at airports. How long did fast track passes take to be invented so if you had enough loot you could breeze through security?

But it's the second one that really put me on a slow burn. Across the bay from San Francisco is Oakland. You don't have to imagine a world where there's another 911 to see a place where a crazy security state is in place. There are neighborhoods in Oakland where 1 in 3 adult men have been in prison, and at any given time 1 in 10 of them are in the hands of law enforcement. Black people spend eight times as much time in prison compared to white people. It's actually worse for Indians, but I'm talking Oakland because Oakland is right across the bay from San Francisco and about the same population. Oakland is definitely the elephant in the room because this book takes place in San Francisco.

So, worse conditions than described in the book actually exist, just across the bay. And the book's complete failure to mention the persistent social conditions in Oakland, much less have it dawn on the hero of the novel that maybe those oppressed Oakland people might have something to tell him about the nature of the revolution he's planning or at least the nature of the system he's fighting. I mean, it isn't like there have been any revolutionaries in Oakland ever before, right? That could never happen in Oakland!

Of course, at the end of the book it's safe to be a white male middle class kid in San Francisco, again. Since at no point did anyone get down to Oakland, or the social conditions that previously existed in Oakland were mentioned, I'm gonna guess they're still fucked. (It was very briefly mentioned that non-white people might see things differently. A non-white person gives up on the quest because of fear. Which, fuck, is goddamn racist. While white kids like the protagonist were living safe in their affluent Frisco housing, Hispanic Californians have been, year after year, decade after decade, putting their asses on the line to make the world a better place. But it's the Mexican who gives up because it's dangerous! HOLY SHIT. Again, y'know, it's the brave white affluent kids that change the world. Ugh.) (The woman of the initial group also is too gutless to take a stand. She has family in North Korea so she knows how bad tyranny can get - and rather than this being a driving force encouraging her to fight to stop it from happening in America, y'know, I guess she's a girl, an Asian girl at that, she chickens out. Ugh. So toss some sexism into the pile – girls can't be revolutionaries, I guess.)

The message I took away from the book: When the revolution comes, it's going to be run by rich male white kids from affluent backgrounds to free themselves from tyranny. If that sentence makes no sense to you, well, it doesn't many sense to me, either. I think that it might make sense to rich male white people from affluent communities that have absolutely no fucking clue whatsoever what's going on outside their comfortable affluent environments and have tricked themselves into believing that they're somehow a persecuted class, or even a class that could be persecuted. That happens all time, y'know, how up becomes down and rich white men believe they're really the persecuted ones, but it's stupid.

Which is really offensive. The US has real problems. We imprison more people than communist China. Not more per capita but more period. You don't have to create another terrorist attack to imagine an America that engages in massive surveillance of its citizens and arrests them on arbitrary and idiotic charges and imprisons them for irrational, illogical periods of time in a mockery of justice. You just have to go to Oakland. But rather than do that, Doctorow creates a scenario which is substantially better than the actual situation for many Americans and has a rich male white middle class kid take this fake ass stand to return to a fucked up status quo that the character, and author, seem ignorant about. It comes off as coopting revolutionary consciousness to support the status quo to me.

Something else I found offensive, too, y'know, going along with how the book is about saving affluent white kids to throw raves and equally deep things is the idea that the worst thing that will happen is increased surveillance in the case of escalation of terrorism in the US (there is a brief period at the beginning and very end of the book about real issues like illegal detention and torture – but most of the book is entirely free of this consciousness; even the narrator admits it). I mean, OK, that's what the book is about and it's a real problem, I dig that. But if there was another 911 style attack by al Qaida (as is in the case in this book), one of the real effects would be a dramatic increase in military activity in the Middle East. As in "carpet bombing". But also in the sense that it is almost certain a draft would be instituted. We're already stretched thin. The draft is already be bruited about. Any serious expansion of militarism would demand it. But the book's analysis of a terrorist inspired future stops at the inconvenience to well off kids in Frisco. So while I understand that the book is reasonably limited in scope, that all writers have got to choose what they're writing about, the analysis as presented in the book is so deeply limited I'm finding it downright narcissistic. Things outside the extremely limited initial perceptions are simply left unexplored, unmentioned.

(A friend of mine also mentioned that if the Oakland Bay Bridge was destroyed that San Francisco would be a ghost town. There would be vast and immediate consequences to the city beyond the feds throwing up roadblocks and checkpoints. But he lives in Oakland so what would he know, right?)

Also, in the online version of the book, each chapter has an advertisement. It really, really, really undermines your "stick it to the Man" gig when you shill Amazon, Barnes and Noble and Borders in your book. It'd be like Rage Against the Machine ending a set with "drink Diet Pepsi!" A serious part of the problems with America - as opposed to the weak ass "problems" that afflict the middle class kids in this book - are these huge corporations and the undue influence they have over people and the government. They're part of the security state that Doctorow fears! Right now, many of the people he shills for are actively working to bring about the security state that the book ostensibly rails against! Argh! Every actual violation of a person's online privacy rights has been totally engineered by big corporations, sometimes the exactly corporations he shills for, such as Amazon! AAAARGH. It makes my brain hurt.

(Indeed, the book is a catalog of product placement. Innumerably the snooty goods the characters bought or used were named, complete consumerist crap, so it's mentioned that the jeans are from the Gap, and the whiskey is Bushmill's single blend and that the Oreo clones were from Whole Foods. It made me think of American Psycho, except that was a parody of consumerism and a fine book. It makes me think of the insanity after 911 when Bush told Americans to go shop or the terrorists would have won. I mean, shit, I know this book is vapid, that it's basically about the rights of middle class white kids to do whatever they want without responsibility. But the extent that includes shopping is ugly to me. I find the book's obsession with crass materialism an indictment against it, especially as it coopts revolutionary concepts. Fightin' for the right to shop. Ugh. I normally hesitate to call a writer a whore, but the shoe fits and it's a six inch stiletto pump.)

The terrible things in the novel are stopped by appeals to a journalist, which is as tired a cliche as I can currently imagine. I didn't realize that were people who still thought that the press mattered. C'mon, guys, face it: Watergate was a fluke and thirty years ago. It's past time to move on from the fiction that Watergate was anything other than a fluke, even in a fiction. I have some trouble believing that there are people who still believe in the power of the press after so many years of lies and omissions. They didn't go after Bush who was a bigger crook than Nixon. They did go after Clinton . . . for all the wrong reasons. The press is impotent except where it is a tool. When a small press tells the truth about something, no matter how real, no matter how demonstrable, no matter how true, the press crushes them and it's been decades since the straight press has even tried to say something difficult and controversial. But, y'know, in this universe a single story is enough to literally cause Homeland Security to be dismantled in California by order of the governor (which is also deeply stupid – the US government would not allow that to happen even if the governor ordered it, which also would not happen). The stupid, it burns!

This might be the worst book I've actually finished (I finished it only because it was actual research, if it had been for pleasure I would have stopped about a quarter of the way through but I decided to tough it out to the end because it was, y'know, research). I found it deeply classist and somewhat racist and sexist, and also intensely shallow while pretending to be deep. I was constantly aware of the contradiction between supposedly fighting the system while shilling for it at the same time. So, I actually found this a much more difficult book to read than Twilight because at every turn I was offended. The writing isn't even any better. The narrator is a shallow spoiled little punk who oozed privilege out of every pore of his body. Twilight was offensive in just a couple of ways. Little Brother is offensive down the line (and, frankly, about things more personal to me; while I recognize the sexism in Twilight I am not a woman so I don't feel it as acutely as many women do).

I will end with this. The revolution will not be televised. It will also not be webcast. It will also be a revolution. The ghost of Emma Goldman is lined up to smack Doctorow in the mouth. George Orwell's ghost is next in line.

Except this isn't the end, hehe. I read the book online, so I was able to jot down many of my thoughts as I was having them. I present them below. If you just wanted a review of the book, you can stop here. There was no elegant way to put them into the review above - or at least not an elegant way I could be bothered to do - but they might illustrate addition things I didn't like about the book. In case I wasn't clear above, I didn't like it at all.

There were other . . . flaws in the book. It comes off, to me, as a lot of wishful thinking. There are places where Doctorow literally believes that people met at raves and LARPs are worth trusting with the revolution. I think only a person who exists in a context where they have never been legitimately oppressed can think this, because both organized crime and revolutionary cells work differently. The whole "ring of trust" noise works well for rich white kids who think that they need to be protected from the law enforcement but the truth is that law enforcement doesn't much care about the doings of most rich white kids (compare the drug arrests for, say, possession to get an example of the disparity). They're not spending a lot of resources in that direction. They're far more interested in busting the clocker in Oakland than keeping tabs on rich kids in San Francisco . . . because they the youthful indiscretions of those kids are just youthful indiscretions. All of them - not even, really, almost all of them, but approaching 100% - will become, after their youthful wild oats period, the sturdiest defenders of the status quo.

Perhaps this is a revelation! Orwell was wrong. In Nineteen Eighty-Four, he posited that Big Brother would watch the top 15% or so of the population, the people with some status and wealth. What we see is actually the inversion of that. The wealthy can be trusted to indoctrinate themselves. They're the winners in the class wars, right? How common is it for a person born into affluence to say to themselves, "Well, it's just chance that I was born here, and I don't deserve it, and I'll give it all away as soon as possible." What they tend to say is quite a bit closer to, "My parents worked hard for this, and it's far that we live in a society where wealth is heritable, and in the end I deserve the wealth and privileges I have because it's fair for them to be heritable. Indeed, the fairest society is one where wealth is infinitely transferable, without any pesky taxes or other considerations at all." Or, in other words, give someone a million bucks and they WILL find a way to justify why they deserve it, in large. So, you don't need to pay too much attention to what the affluent do. They train themselves. The people you've got to watch out for are the bottom dwellers, the proletariat, the workers, working poor, whatever you want to call them. These are the guys you've got to watch constantly, drag into court and imprison as often as possible (and when that doesn't work, murdering their leaders is a pretty good option).

So, in my thinking, when you get all your middle class affluent raver friends together to create a "ring of trust" what you're doing is false applying the logic of a pre-oppressed group to an oppressed group. The FBI will get up inside that shit in about twenty minutes, break someone down who'll give them everything, and the only reason that it doesn't happen now is because not a lot of law enforcement is wasted with ravers. They're all down in Oakland arresting black people.

**

The pedantry really grated. The hero would make these, y'know, pronouncements. Some were clever, most were not and a few I found deeply stupid. It eventually just became an opportunity for Doctorow to try to sound intelligent. And, of course, he is intelligent, but when you have one character spouting platitudes to himself and no one actually even knowing what these platitudes were to say, "Dude, those are just fucking platitudes that have scant bearing to life as it is lived" it becomes tedious to me. It stops being a novel and becomes a poorly written essay because it's impossible to separate the author's intent from the voice of the characters.

So there's all this stuff I kinna want to say about privacy, secrecy and the the rest - but how do I know what Doctorow thinks and what the narrator of the novel falsely believes? I have no way of knowing. That frustrates me because the narrator of the novel is often a dithering idiot who clearly has no idea what the hell he's talking about and tosses out diswitticisms like they have meaning. But is that because the narrator is a dithering idiot or is Doctorow expressing beliefs through the agency of the narrator (perhaps poorly, being forced to speak in the in character voice)? I dunno. And because I don't know, I don't know how to treat the ideas in the book that I think are poorly stated and, I believe, false.

**

It also reminded me of the dot com boom. Y'know, when you had these economists saying that the "Internet changed things forever". So, you have all these hacker kids goin' after the government like . . . the Internet changed things forever. Like traditional tools of law enforcement simply don't exist much like there was this bizarre belief that the traditional tools of the economy were irrelevant.

**

A good part of the novel is also a virtual tour of San Francisco, which the narrator repeatedly tells us is awesome. It is reasonably so, yes. But I sometimes get a clenched feeling in San Francisco because it's so affluent. So it's nice but also like sandpaper on my skin if I stay there too long. I actually feel better walkin' 'round Oakland because its both more diverse and more lived in.

But my point here is that this terrible government oppression that the white male affluent protagonist is fighting against is nevertheless not so bad as to stop San Francisco from being awesome. Oh, sure, he can't play his ARG because of security, but, I mean, that's the level of the stand he's taking, here. One of his real gripes against the security state is . . . he can't play a computer game anymore. So sad.

Oh, sure, there are other reasons. Like one of his friends has vanished (and is irrelevant through most of the novel), and there are real curtailments to civil liberties - but these curtailments are things a whole bunch of other Americans have lived with for a long time. Worse things, too. But, again, to figure that out might require crossing the bay and there's no way that's going to happen. Unless Berkeley is involved. That'd be OK. The rest of the East Bay? Well, who cares what people in Oakland do.

**

Most offensive moment: the narrator decides he has to escape. He's contacted by another person who's been a fed snitch and also wants to get out, and she says that she has a safe house down in SoCal. He agrees to go with her but, okay, this is what he does to cover their escape - he gets around a 1000 people, on false pretenses, to act in such a way that insures that the government will crack down on them, leading to police assaults, gassings, hundreds of arrests and at least some of those people to prolonged incarceration and interrogation at a secret prison camp.

Furthermore, the safe house isn't guaranteed safe. He suspects the person who contacted him is a fed - indeed, admits to having been a fed. So, he has no confidence in this person and on those grounds, he still gets a 1000 people beaten, gassed, some arrested and a few no doubt for lengthy incarceration and interrogation.

How can one parse this as anything other than cowardly and stupid? Cowardly because he considers his own personal safety - no, not even his own personal safety, a fairly shaky chance at personal safety - more important than the wellbeing of the people he duped into screening his escape. And stupid because, y'know, if he wanted to leave town he could have just gathered his things, including his girlfriend, and just left the old fashioned way. Y'know. Hitchhiking or on a bus or whatever. Which would have been safer and more honest.

It's offensive because it's so deeply stupid and deeply immoral. Which is never, in itself, a problem. People do stupid, immoral things all the time. But no one in novel catches on its stupidity and immorality. It's presented as if it was a good, reasonable plan instead of a stupid, immoral one.

**

Hippies. The book talks about hippies in a good way, about how the hippies changed the US for the better. While there's some truth to that, some other related and relevant things never get mentioned. Like how when hippies - middle class white kids - got involved in the civil rights movement it had already been going on since 1954 (or, if you prefer, been going on since a Spanish bishop came over in the 16th century to try to stop slavery from taking hold in the New World in the first place). After Rosa Parks and Montgomery and the Southern Christian Leadership Conference, and a decade of civil rights demonstrations . . . in Little Brother, the hippies get the credit.

The book never uses the words "Martin Luther King, Jr." or "Malcolm X" or "Southern Christian Leadership Conference". But, y'know, we get hippies. They're the ones who did it. Really. So, again, color me insulted and color the book white. Black people need not apply.

**

Perhaps the thing I hate the most is the cooption of revolutionary consciousness. I mean, I know I'm not a revolutionary, not in the sense that I'm going to be going out and trying to fight to change the system. I've got a lot of social anxiety so I'd rather work at what I'm doing, y'know? Maybe that's cowardly of me, I dunno, I sometimes wonder about if a person's not out there on the lines, so to say, if they're not chicken. Maybe I've just convinced myself that I'm some sort of intellectual resister, like Sartre was in France (tho' with a much smaller following and impact, of course). But I feel like I'm a pretty radical guy. Even to most radicals I feel pretty radical.

What I see here, tho', what happens with some urban ad campaigns where something edgy is subverted to support the system. Y'know, like a hybrid SUV talking about how good for the environment it is, stuff like that. He uses all these edgy subculture stuff - like Emma Goldberg and Howl and On the Road - and subverts it to support whiny affluent white kids fighting the man so they can shop at the Gap.

Yeah, Emma wouldn't be part of any revolution where she couldn't dance. But this ain't a revolution. He's using Emma Goldberg to shill for Borders. He's using Ginsberg to help his product placement. I would say that you've got to admire the chutzpah, but I think I'm quite a bit past admiring shamelessness.

**

As a sort of the final slap in the face about the classism angle, near the climax of the book the narrator finds some kids that are part of the secret hacked network he'd set up. He needs to get online and they take him up to this multimillion dollar condo with a doorman and such. The kid he hooked up with was a trust fund baby.

Yeah. This is the resistance. Trust fund babies. It's the millionaire resistance.

OK, now I'm done. It's out, off my chest.

Friday, December 31, 2010

Split Second and driving games in general

I really should love driving games. I love cars and I love driving. And with Split Second, I certainly love blowing up the landscape and destroying my enemies. But I've never finished a driving game. I've never even gotten close. Which I would say is "weird" because I seem to have about average twitch, which one might infer would mean that I can finish the average game, or at least get close to finishing the average game. But the truth is that some kinds of video games are niche games and consistently demand more from players until players of average ability are left far, far behind. Driving games, which hale back to simulationist games trying to create a perfect vehicular physics and then to statistically model professional race car drivers . . . which they have now succeeded at pretty adeptly. However, as a result, the people who are "into" driving games are pretty dedicated.

Some of the problem, for me, is the fine motion involved. Modern controllers are fairly delicate but their range of motion is tiny. Theoretically, you can turn the steering of the little video car to various degrees, but for me? When charged with adrenalin, functionally my fine motion is "turning as hard as I can", "accelerating as hard as I can" and "braking as hard as I can". I'm jamming the buttons and hitting the stick. The games, uniformly in my experience, are about fine control and delicate maneuvering -- something I find utterly impossible with the actual PS3 controller. And, of course, is quite a bit different than how I normally drive. Delicate control is pretty second nature in a car because, y'know, otherwise you die.

So, Split Second went from "the best game ever made" into "holy shit, this is hard" in a couple of hours. I've had similar experiences with other driving games. Regardless of the reason, driving games, even arcade driving games, are extremely unforgiving, usually possessing nothing like difficulty settings or adaptive play. The pressure of the game is mere to make your opponents much, much better than you are (and, usually, to have them focus on destroying you while, more or less, leaving each other alone). It makes them, as a group, almost unplayable by anyone but the extremely dedicated.

Or, y'know, maybe people who buy $150 controllers to make the experience more natural and realistic. Maybe playing a game like that with a steering wheel is useful. But for the time being, well, I enjoyed the experience of Split Second insofar as I played it. I would have liked to have been able to play more of it, but the parts I did play were just crazy fun.

Sunday, December 19, 2010

Bigger, Stronger, Faster -- a movie about steroids

I just watched Bigger, Stronger, Faster which is about steroid use in America. I really liked it. The guy who made the movie, Chris Bell, is an amateur weightlifter who wanted to go pro but never managed to break through.

I've heard the movie is nuanced about steroids. No, that's not it. The movie is mostly pro-steroids -- or pro-choice in regards to steroids. Bell, himself, took steroids briefly but was uncomfortable with the moral issues and stopped . . . but both of his brothers took and continue to take steroids.

The movie lays it out pretty clearly: no drugs are safe, but steroids are amongst the safest there are. Most of what is said by steroids in the press and by the government are lies designed to scare people away from steroids. There is simply no scientific information that makes steroids more dangerous than ibuprofen or vitamin C. Additionally, the benefits for using steroids far and away outweigh the side-effects, generally.

By far and away, the most interesting parts of the movie, for me, were the deconstruction of the idea of "cheating" in the United States. The go-to guy for this, in the movie, is Arnold Schwartzenegger. Here's this guy whose whole career was launched by steroids. Yet, he's also the guy who has repeatedly said that through hard work you can do anything. But I doubt anyone doubts that if Arnold hadn't roided up early and often, he would not been governor of California. No Mr. Universe at 19, no movie career, no movie career, no popularity to sneak in a quick novelty governorship.

The movie also says things I've said about training -- about how high-tech training in the US will, for instance, duplicate the effects of illegal drugs. The case he used was the production of red blood cells. The movie lists four ways to improve your red blood cell count, and thus your endurance: sleeping in a hypobaric chamber, training at the US Olympic training center six thousand feet above sea level, blood doping and taking a drug that just increases your red blood cell count. Two of them are "legal" and two aren't, but they all do the same thing. Clearly, I agree with this and go quite a bit farther.

There is also a great scene where he talks about how drugs are used in other areas to enhance performance. Beta blockers are apparently used by a lot of musicians to stop stage fright. One of the people flat out said that if not for beta blockers they wouldn't be able to perform . . . while also identifying steroids as cheating whereas beta blockers used in auditions is not. Also mentioned was Adderall used by students to study longer and more efficiently . . . which is pretty much exactly what anabolic steroids do for your muscles, they let you work out harder and more efficiently. So, why are steroids bad and Adderall just another thing that's prescribed? Why are steroids different than beta blockers?

Obviously, I'm pretty sympathetic towards this point of view. The view the US has on drugs is pretty crazy . . . and it's crazy all over, too. Steroids is cheating, whereas merely submitting to the tyranny of nature, where some are strong and some are not, is okay? I don't buy that. I've never bought that. Why should anyone? Isn't the function of medical science to improve our health and well-being . . . a necessarily subjective standard?

The idea seems to be "if it's not broke, don't fix it". But that's crazy. It's not that you're not alright with being who you are, it's that there's also nothing wrong with wanting to change and improve yourself. And it's definitely wrong to demand that others behave as you behave -- how much less sensible is it, then, to bow to some arbitrary happenstance of nature?

Additionally, we use technology all the time to change ourselves. That's what medical science does. There are lots of things out there that are just horrible for us -- broken legs are natural, cancer is natural, congestive heart failure is natural, but we don't hesitate to use medical science to stop what is "natural" from occurring in those situations. Likewise, we are all for certain uses of science and technology for improving oneself, things like the extremely high tech diets professional athletes use these days. Oh, sure, it's of dubious if that works, but people are comfortable if it does work (I say it's dubious if it works because in high level sports, some people seriously think that nearly 100% of the athletes use performance enhancing drugs, so all that talk about the efficacy of high-tech nutrition and supplements might be the cover to justify the incredible performance of top level athletes when the truth it is it's mostly steroids, growth hormones and amphetamines). But if you "go too far", you're seen as deviating from "nature" and that's . . . bad? I don't think so and the movie doesn't think so, either, or at least it gives people the choice to decide.

In general, I thought it was a good movie. The narrator was charming in a natural, unpretentious way and he handled the difficult subject with sensitivity, humor and occasionally a little bravery (such as when his mother, in particular, condemned steroids but was then incredibly proud of her son for bench pressing 705 pounds . . . whereas her non-steroided son benched about 170 pounds less). I also more or less agree with Bell, so that helps, of course.

Sunday, December 12, 2010

Alan Wake not enough to keep me A.Wake. Get it?

About halfway through the second chapter of Alan Wake, I decided I'd had enough. I got the game because I thought it would be a psychological thriller, for reals, at least as real as, say, Hard Rain. What I got is an annoying rail shooter.

I like a good rail shooter, don't get me wrong. But what Alan Wake has in common with an increasingly high number of shooters is lack of an enemy radar. Some people might say that an enemy radar is unrealistic or takes away from immersion. You know what else takes away from immersion? Lack of stereoscopic hearing and peripheral vision. In the real world, you in fact have a number of cues from the environment when someone is coming up behind you with an ax. As a result, I think games that both don't have a radar and base their gameplay around enemies pouncing you from all directions as faulty game design. At no point with a video game should the game be designed around weaknesses in the interface (in this case, the fact the game is 2D and will be heard without stereoscopic sound), and a game that has enemies appear behind you while at the same time depriving you any meaningful cues that you're about to get hit with an ax is using the interface against you. It's a cheap way to make a game more difficult and I don't like it. I like my interfaces to work with me, not against me.

The game also had spawning enemies without having spawning resources. While it wasn't particularly a problem when I stopped, it would, I'm sure, eventually become a problem. It should be basic game design -- if your enemies spawn, so should bullets.

But the real reason I quit the game, which will be the bulk of this post, is because the plot elements of the game stank to high heaven. There are going to be considerable spoilers from this point out.

The first really big problem is that Alan Wake is an idiot. He's totally that guy who, in horror movies, you say, "Don't go out alone" and who always goes out alone. Except he's your character and because the game includes no choices whatsoever, you have to do the stupid things that you know are stupid. And when you bill your game as being "psychological horror", you've got an obligation to the audience not to be stupid. When psychological horror works, it works in part because we can see ourselves having made those same decisions, that we can imagine a reasonable person making such decisions.

The hero has a dream and that dream seems to be real, including darkness zombies that appear out of nowhere and a light that is suspiciously like many people's interpretation of the Christian god. When his wife, who is completely helpless, of course, with the additional enforced helplessness of having a crippling phobia of the dark (ugh), vanishes, he tries to find her . . . though when he speaks to the police he learns the place where his wife vanished does not exist.

See, that would bring me up full stop and I think pretty much every reasonable person out there -- when your internal narrative has places that don't physically, objectively exist. When your wife vanishes from the place that doesn't exist, an intelligent, sane person would start to consider things in a very particular way. Either your worldview is totally wrong and the universe is fulled with supernatural events or you'd have to consider the very real possibility that you're deeply insane. In the first place, if you become convinced of your sanity and the existence of supernatural events, then you should reasonably and logically proceed from that understanding. Your wife is in the hands of supernatural beings, or perhaps is an illusion or supernatural manifestation of some kind.

Or you say you're insane and realize that you can't help your wife. You're crazy. "Doing something" would be a crazy something and you shouldn't do it, you should institutionalize yourself immediately.

Of course, there is supernatural stuff in the world . . . at which point is stops being "psychological horror" and becomes "supernatural horror". And only slightly "horror", really, because, y'know, it's really an action game, so it's more like dark modern fantasy. The character never seems to make this jump, though, that he's now in a world of magic -- that the world has, in fact, always been magic and he has simply been ignorant to this fundamental truth. So, y'know, maybe the worst idea to follow would be to dance to the strings of your supernatural puppeteer who has kidnapped your wife.

This also makes sense from a purely criminology point of view. Kidnappers want something. As far as I got, Alan never bothered to ask what the kidnapper was or what the kidnapper wanted. In short, he was an idiot. His wife is being held prisoner by supernatural creatures and he doesn't ask a single bloody question of himself or anyone else in the game. (I am given to understand that he eventually does ask questions, when an Explainer makes herself clearly known. More bad writing. If you need an Explainer to explain your plot, you need to do a rewrite.)

He was an idiot who didn't even get properly equipped. The idiot, for instance, knows that darkness damages his foes and enough light holds them entirely at bay. So, he never once stops and gets an industrial strength flashlight, relying on the flashlight from the glove box of his car. While, of course, it would be unlikely for a small town to have a 5000 dollar battery operated searchlight on the shelves, since they're next to a state park, they would have a camp store where one could get . . . elaborate lightage, including lamps that are really, really bright in a radius and very large, intense flashlights. Not to mention he could also get a gun a little more macho than a .32 revolver at the local gun shop.

Additionally, he might want to bring his friend along. Another set of hands, another big ass flashlight and another gun. Or, y'know, the fuckin' cops who might believe you a little more when you can demonstrate the existence of the supernatural. They absolutely do have ten thousand dollar portable searchlights and paramilitary weaponry. I mean, come on, the kidnapper says to you not to talk to the cops you ignore them. Yeah, maybe if there is a supernatural force involved, that force might magically know. But even then . . . so? Maybe doing the bidding of monsters is a bad idea, y'know? He never considers that following the advice of a monster is a bad idea.

This might come off as being a little big "boy gaming". Y'know, that "real people" would not actually do that. I guess that depends on the real people. I consider myself a real person and, amongst my friends, I'm actually the pacifist of the bunch. I have several friends who have several of these things just hanging around their house and a number of them wouldn't even imagine visiting a state park without a couple of guns and they'd definitely arrive with a lot of light sources. Indeed, I'd arrive with more light sources than these guys.

But the disturbing thing is . . . this is simply never discussed. The "psychological horror" element seems to be the character is an idiot who does what monsters tell him, even though he knows they're monsters. You can't even say that the fear and terror of his wife being in their hands drives him to irrational decisions -- he is very calm. Indeed, far, far calmer than I find plausible from this wimpy writer guy who has not, who admits he'd never shot a gun before, and yet seems comfortable and capable of gunning down multiple attackers in a world turned topsy-turvy because of all the, y'know, monsters and magic. The character just makes no kind of sense.

He's also a jerk. He's a writer who hasn't written anything in two years, even though he's otherwise a national best seller. When they go off to the woods together, his wife gives him a manual typewriter to encourage him to write. (As a writer, I was definitely, "WTF?" A manual typewriter? Really? Not, y'know, a Macbook Air? It was another one of those poorly scripted moments that took me out of the story. I understand it was an homage to Kubrick and Stephen King and The Shining, but the book was written in a time where many writers still did write with typewriters. Y'know. Decades ago.) He freaks out, bites off her head completely out of proportion to her "offense" -- which was a well-meaning attempt to be helpful. I believe it was meant to demonstrate that Alan Wake was sensitive about not being able to write. But it came off like he kicks puppies in the nutsack. He verbally and physically bullied his wife and stormed out into the dark, knowing her crippling phobia would prevent her from following him.

When his friend, after a week incommunicado, comes down to check up on Alan and his wife, that guy gets treated with the same sensitivity -- which is to say, none. Alan is a jerk. So, not only is he an idiot he also has no human emotions. By this time, the psychological horror angle is in absolute tatters. Yet, that's why I got the game. If I had known it was really just another horror shooter, I wouldn't have bothered. I find horror shooters insipid. It's evil . . . that you can shoot! Seriously, you're going to go with that for your plot? Shootable evil? I understand that video games are a bad format to discuss teleological questions, but it's not like there's someone making them do it. Really, it's okay to make the enemy something that could plausibly be beaten with a gun. Or, y'know, in your game of psychological horror make it about, I dunno, psychological horror. Start with putting a character with accessible human emotions into the game, even just one would have been nice.

The plot is also juvenile. I think it's an indictment of video games that their reviewers are so debased as to give a plot that starts off with saving the helpless woman a passing grade. That is, in and of itself, a terribly, horribly hackneyed plot. Great. Another helpless girl to save. Whatever. Unsurprisingly, the plot under that plot is the incredibly predictable "the world needs to be saved" plot. Which is the plot of something like eighty percent of video games. So the game slides from the clichéd to utterly, remorselessly predictable. Of course, video game reviewers and most video game players have painfully debased ideas on what constitutes a "good story". Almost none of them realize that an infinite procession of games about saving the game world from ultimate evil simply cannot be called "creative".

The plot was also a pastiche of things much better than in. In particular, many of the salient features of the plot seem lifted fairly wholesale from John Carpenter's In the Mouth of Madness (but also The Shining, The Dark Half and old school World of Darkness that I could see in my limited play of the game). Reading the plot summary strengthened this idea quite dramatically. It's always a bad idea to remind someone of a good movie in your bad game.

Friday, December 10, 2010

Kirby's Epic Yarn vs. Alan Wake -- FIGHT!

I just finished playing Kirby's Epic Yarn, which is a weapons grade adorable side scrolling platformer, and started playing Alan Wakem which is supposed to be a game of psychological horror but the first bit has play like a Resident Evil-style shooter. The transition is pretty brutal.

Kirby games are beginner's and children's games. They're good games, even great games, but they're not designed to be hard. As a result, they're often very fun in a low pressure way. Indeed, they're reminders that you don't really need a lot of complexity to make a game fun. And Nintendo is, as always, the master of platformers. The game is short on complexity and difficulty, but long on creativity.

Alan Wake, at least the shooter parts, remind me of some of the cliches I dislike most about shooter games and why, increasingly, I avoid a game that's primarily a shooter. Especially horror shooters. The game has limited ammunition, making it possible your only recourse is to dodge wildly and hope your foes don't hack you down. It has enemies that spawn in the most inconvenient places, meaning the designers confuse "annoying" with "exciting". And then there's the flashlight. A modern flashlight can be expected to run a dozen hours or so. This one eeks out a minute, tops. This is one gaming cliche that needs to be stamped out of existence. I've played in games where the character's suit is nuclear powered by the flashlight lasts a few seconds. I understand the reason why they do it, but it has reached the point of an overused cliche and a crutch. When I'm playing a video game and I'm given a gimmicky flashlight, all I'm thinking about is how flashlights aren't even vaguely like that and how it'd be a nice change of pace to get one that works.

I've also just gotten to the point where I'm frustrated by "horror games" where the horror can be shot in the head. The game opens up with a quotation from Stephen King about how unanswered questions are the ones that stay with us the longest. Well, shooting doods with a gun doesn't really address that. Maybe the rest of the game does, I dunno, but I do know that I would really like to see a new kind of horror game, a stealth game and a platformer (both of them actually fairly obvious, if you think about it -- foes that you have to avoid either through athletics or sneakiness) or a role-playing game (also obvious, horror tabletop role-playing games being the third kind invented, after fantasy and sci-fi), anything that isn't just another shooter! In the end, almost all horror shooters are just an excuse to make a really hard shooter. (I've heard Alan Wake isn't particularly difficult, but that's certainly generally true about horror shooters.)

THIS IS THE FACE OF EVIL!Part of the reason I'm already unsure about this game is because Kirby's Epic Yarn was so totally the antithesis of Alan Wake. Rather than boring us with dialog that is already forced and acting that is already stilted, with a plot that makes a person grind their teeth at the cliches -- looking for the lost girlfriend, really? though I'm also aware most video games audiences are inured to plots of that pedestrian mediocrity though there are hints of one of video games' greater stupidities, saving the world, might also be in the offing -- Kirby's Epic Yarn is light, fast and enjoyable with a minimalistic control scheme that gets a person into the game immediately while creating clever levels that you enjoy playing and a beautiful art direction. Did I mention the cute? The game is so cute that your primarily "enemies" are so adorable it's hard to hurt them. When disarmed, easily done, their sole "attack" consists of flumphing towards Kirby, which knocks him back a little. You have to be a kitten crushing chicken rapist to want to hurt the Waddle Dees, pictured left. Kirby's Epic Yarn reminds us it's actually pretty easy to make a really fun game. It doesn't need a lot of gimmicks or a complex control scheme, just some solid art and music direction and some clever game design. Alan Wake reminds me that state-of-the-art game design refers to polygons per second, not creativity.

Maybe I'm being harsh on a game that I've played for forty minutes. And maybe it's nostalgia that makes me crown Kirby's Epic Yarn with such laurels. But going from a game that was immediately engaging and intuitive to play into yet another complex control schemed horror shooter stripped my gears pretty hard.