Showing posts with label gameplay. Show all posts
Showing posts with label gameplay. Show all posts

Saturday, September 21, 2013

For Impure Video Games: In Defense of Cinematic Storytelling

With the critical and detached perspective we can now afford on the video game production of the last ten or fifteen years, one of the dominant phenomena of its evolution promptly appears to us: the resort, more and more significant, to the cinematographic heritage.

This is a video game” can we often read about older games like Super Metroid or the original X-COM, or even with more recent examples like Deus Ex or Dark Souls. Few (or no) cinematics! Expressive and/or emergent gameplay! This is what video games are about! This is their distinctive and unique quality: interactivity, choice, player agency, or something to that effect. The story must be told through gameplay, not through cutscenes! But since cinematic action games are the most prominent form of video games right now on the mainstream scene, and in the public eye, at least when it comes to home consoles, is it to say that we have to forgo the autonomy of our art form? Are video games, or what remains of them, still able to survive today without the crutch of cinema? Are they about to become a subordinate art form, depending on another, more traditional one?

Thursday, May 09, 2013

Tomb Raider (2013): Surviving a Tutorial

I started to play the new Tomb Raider recently and as I already knew the first hour or so is a series of non-ending QTEs. And as I already knew too, the brand new Lara Croft is represented as vulnerable and terrified as opposed to our usual invincible arrogant hero. What I didn’t know, though (but should have guessed), is that these two elements are quite contradictory: simply put, a hand-holding, heavily scripted, QTEfest’s tutorial does not convey, at all, vulnerability and terror. There was not one moment during that whole sequence where I felt vulnerable because everything was so scripted and pre-determined that nothing seemed threatening. At least not to me as a player: I was watching a vulnerable character, yes, but I sure wasn’t playing one. In fact, the few moments I was playing, in control of Lara, I was just like the usual invincible confident hero I played before in every other third-person action game – I mean, how can I fail at pressing W? I know where the W key is after all. Pressing W for half-an-hour can feel meaningful when playing Proteus, because this minimalism suits the contemplative experience the game offers, but it doesn’t work as well when you’re running to get out of a cave which is falling around you: the triviality and impossible-to-fail action of pressing W just doesn’t match the representation of chaos and imminent threat on the screen. 


The opening sequence of Tomb Raider (the first twenty minutes in particular) is as bad a case of ludonarrative dissonance as it can get, cramming in as few minutes as possible all the biggest problems with how AAA videogames envision interactive storytelling nowadays, which is a bit sad because the intentions were good (I want to play a vulnerable character for a change) and the writing is above average, for the most part, so let’s honor this eloquent case study by taking it apart.