So, I got the game Elder Scrolls V: Skyrim as a gift.  When it came out years ago, I mentioned I didn’t care for the sword-and sorcery fantasy-setting, which was why I didn’t get it earlier, even as it won tons of Game Of The Year awards.

I still don’t care for the setting, but I will admit that it is so beautiful and atmospheric I can kind of get past that–it is a seriously gorgeous game, and it is really fun just to wander around the huge open-world with no aim, admiring the scenery.

But of course, this is a Bethesda production, so the minute you start to run into anything related to the plot or characters, things get silly.  The major issue so far in the game is that dragons are attacking the land for some reason, even though everyone thought they had been destroyed a long time ago. The opening sequence of the game involves a dragon attack, which is a shock to all the characters around.

Naturally, we learn that the player character is special, being a “dragonborn”, which gives them the power to absorb dragon souls, or something.  And of course there is a prophecy about it all.  (First rule of fantasy: there is always a prophecy. I guess they make their prophets in volume.)

My character has already been in five or six battles with dragons, and won all of them by hitting the dragon with a hammer when it lands ten yards away.  This makes the dragons seem, frankly, stupid. They could win continually if they just stayed up in the air, or perched somewhere I couldn’t get at them with my hammer.  But no, they obligingly allow themselves to be drawn into my kind of fight. It’s the “Cthulhu Problem” all over again.

Then there is the dialogue.  In one town that I rolled into while running away from monsters, there is some mystery that has to do with a house being burned down.  The locals are too afraid to investigate, because they are, according to the “Jarl” (the executive of the town) “too superstitious”.

I wanted to say to the Jarl “Of course they are!  We live in a world where dragons attack people and sorcerers openly summon evil spirits.  Just yesterday I was attacked by a gang of reanimated skeletons.  You’d be an idiot not to be superstitious in this world!”

(The house mystery, by the way, turns out to be the fault of vampires. And the clues to solving it are provided by ghosts. Yeah, I’d say the people are right to be superstitious.)

Also, there is the recurring problem of people saying essentially “well, hello there, heavily-armed stranger who just ran in three seconds ago from the vast wilderness populated by legions of bandits and bloodthirsty monsters. Here are all the secret intrigues and problems of everyone in town.. Please help fix them.”  This problem is to some extent inevitable in a game like this, but I think it could still be handled more deftly.

And then there is the criminal justice system in Skyrim.  It’s set up so the guards will attack you if you commit crimes against the people of a given town.  Neat idea, but I don’t see how it is that stealing a carrot can be punishable by death, whereas hitting the Jarl in the face with a sword can be forgiven if you put the sword down afterwards. (And yes, Fallout: New Vegas suffered from this too, a bit.)

In short, so far it seems to be Fallout 3 all over again, only more so:  awesome scenery and landscape, laughable character interactions, plot and dialogue.  And like Fallout 3, I’m having fun with it.  More than I expected actually.  If they had only gotten Obsidian Entertainment to write it, they would have had another masterpiece on their hands.

10 years after its release, Obsidian Entertainment’s first game still fuels discussion. (Image via Wikipedia-Fair Use)

This time of year is always important for the video game industry, as they move their products into stores for the coming holiday rush.  Games have become one of the most successful forms of popular entertainment, with recent years seeing multi-million dollar launch events that break records once belonging to Hollywood.  Early December is the peak time of year for selling the latest installments in hit franchises to loyal fans.

10 years ago today, the sequel to 2003’s Game Of The Year was released.  And not only was it a sequel to an award-winning instant classic; it was set in the Star Wars universe; George Lucas’s billion-dollar space-faring fantasy whose allure has captivated generations.  Small wonder, with such a pedigree and promise, that LucasArts was eager to ensure it was released in time for the Christmas shoppers–they wanted to be sure to get everything they could out of this highly-anticipated title.

This eagerness caused them to encourage Obsidian Entertainment to push the release of the game forward, even if it meant not having time to finish the ending as originally planned.  The result was that the game, though eagerly bought up by thousands of fans, did not receive quite the same delighted reviews as its predecessor; that it was criticized as incomplete, or incoherent.  Its last few hours in particular were perceived as a rushed muddle of action sequences that arrived at a confusing and unsatisfying conclusion.

And so with this moderate, but not spectacular, success behind it, the “Old Republic” franchise moved on; to be resurrected again, briefly, first as a book and then as an MMORPG to go to war against World of Warcraft–a war which, like the Mandalorian Wars that form the background of KotOR II, is a futile and depressing effort from which no combatant ever returns victorious.

Obsidian Entertainment has moved on as well, most notably to the retro-futuristic Mojave wasteland of Fallout: New Vegas.  Both developer and franchise have gone their separate ways; and though talk of another Obsidian-made Star Wars game surfaces now and again, it seems likely that, given Disney’s purchase of the galaxy far, far away, the darker and more mature tones Obsidian always brings to their stories may not be as welcome.

So what to make of Knights of the Old Republic II, ten years later? Now that the Star Wars film series has been ended and revived yet again, now that Mass Effect, BioWare’s spiritual successor to KotOR I, has run its course, and left its original fans as bitter as Star Wars fans dismayed at the prequel trilogy; where does that leave Obsidian’s strangely rough, brooding tale of the exiled Jedi who travels the galaxy not to defeat an Empire or rescue a princess, but to come to terms with the effects of war on the human psyche?

In spite of the name, canonical Star Wars has rarely been about war. The original film series depicts an insurrection against a tyrannical empire; but this occurs largely in a couple of battles–primarily, the story is about the Skywalker family.  The prequels deal with the run-up to a war in the first two films, and the end of that war in the third, but Lucas shunted the details of the war into comic books.  (A few of which were written by KotOR II creative lead, Chris Avellone.)

The Sith Lords, though, is very much about war, though not in the shallow sense of being a Call of Duty clone with a Star Wars coat of paint. KotOR II is about war in the way that The Deer Hunter is about war–it is exploring the mental and spiritual toll that war takes on everyone it touches.  Or, as Kreia tells the Exile early in the game: “You are the battlefield. And if you fall, the death of the Republic will be such a quiet thing, a whisper, that shall herald the darkness to come.”

Kreia is always the focal point for any discussion of Knights of the Old Republic II, and even the game’s detractors will usually admit that she is one of the greatest characters in the history of video games.  A mysterious old woman, allied neither with the Jedi nor the Sith, yet overwhelmingly knowledgeable about both, she at once fits the Star Wars tradition of the Wise Mentor and violates it utterly. She is a gadfly in the Star Wars universe, questioning everyone and everything; and by the end, the player comes to understand that her rebellion is against the Force itself; the mysterious metaphysical “energy field” which most characters accept with a (sometimes literal) hand-wave, but which she attempts to understand and destroy. Many players find it immensely satisfying to see this brown-cloaked Nietzsche slicing through the pop-philosophy of Lucas’s universe.

Kreia’s occasionally harsh criticism of the player’s actions are emblematic of one of KotOR II‘s distinctive features: namely, that it is not necessarily meant to make the player feel good.  In literature, film and television, it is common for a story to leave the audience sad, or contemplative, or shocked.  But games are meant to entertain; and to write one that does not simply laud the player for their victories over ever more powerful foes, but instead compels them to think about what they are doing–to think of, as Zez Kai-Ell says in the game’s pivotal scene, “all the death you caused to get here”–was a bold move, indeed.

In this way, KotOR II is the forerunner of another one of the most fascinating games released in recent years–2012’s Spec Ops: The Line. Though different in style and in tone, (not to mention that SO:TL is far more polished and graphically advanced) Yager’s dark satire of military shoot-’em-ups is at its core the same tale as KotOR II: that of a soldier who commits an atrocity and is forced to face the consequences.

But while Spec Ops is a sharp, tightly-plotted tale with every element integrated into its gripping narrative, KotOR II is less minutely-engineered, and more filled with oddities and curious plot threads which lead in unexpected directions–or sometimes nowhere at all, thanks to the content having been cut at the eleventh hour.  While this makes the game seem less focused and at times even hard to follow, it also lends it a certain feeling of scope; an epic, vast implied scale that even next-generation open-world RPGs have not matched.  There is a hauntingly depressing quality to the sprawling modules of Citadel station, of gloomy isolation to the corridors of Peragus, and of melancholic splendor to the partially restored surface of Telos, that creates a peculiarly memorable and powerful mood.

Of course, it’s impossible to talk about KotOR II‘s plot threads without also discussing The Sith Lords Restoration Project–the fan-made effort to restore the cut content.  While interesting in its own right, and a must-play for any fan of the game, the restored content ultimately raises more questions than it answers. Some of it really is integral to the story, but other parts are relevant only as curiosities, and serve only to add unnecessary complications to the game’s already complex plot.

But even with the missing pieces restored, insofar as possible, KotOR II remains a very odd, misfit game–an exile, like its enigmatic, war-worn protagonist. If the original KotOR was an effort at making a playable version of the summer swashbuckling blockbuster epic that Star Wars helped revive, then KotOR II was an attempt at making a playable version of a more mature, David Lean-ish kind of epic. It is not designed for commercial success and records, but for critical success and acclaim. It is Oscar Bait in a medium that does not receive Oscars.

It is possible that being part of such a widely recognized franchise hurt its chances among the very people most likely to appreciate its many virtues.  Critics searching for video games that prove the medium is a mature art form, not merely an entertaining diversion, can be too quick to dismiss a “mainstream” game in search of something more unusual.  And few entertainment franchises show a more striking disparity between their commercial success and their reputation among critics than Star Wars.

In spite of its less-than-universal acclaim, though, KotOR II has not been completely forgotten by gamers.  In 2010, it was included in the book 1001 Video Games You Must Play Before You Die. Kreia still frequently appears on lists like “best video game characters” and “best female antagonists in video games”.  But it has not been considered particularly “influential”, either; certainly, it has not become a household name like, for example, Valve’s Half-Life 2, released three weeks earlier.

Much of the plot of Knights of the Old Republic II is concerned with finding that which has been lost–be it knowledge, people, or places.  As Kreia explains at the end, the real “lost Jedi” the Exile has been searching for have been there all along–“they simply needed a leader and a teacher”.  Similarly, the nightmarish planet of Malachor V–the site of the pivotal battle that is at the heart of the game’s entire plot–had been forgotten by the Sith Lords of times past, before being rediscovered in the Mandalorian Wars and spawning the innumerable stories of victory, heroism, defeat, death and horror that the Jedi Exile encounters on the journey across the galaxy.

And so it is fitting, as the medium matures and gamers and game critics cast about for evidence to prove its legitimacy as an art form, Star Wars: Knights of the Old Republic II: The Sith Lords sits quietly on the fringes of the game universe like Malachor V; not at the center of attention, perhaps, but still well remembered by all who have seen it firsthand.

As the preeminent video game critic of my time <insert laugh track here>, I feel compelled to weigh in on the recent series of events referred to as “GamerGate”.

As I have stated before, I absolutely despise this habit of appending “-gate” to everything that is considered a scandal.  Following this logic, you’d think the Watergate scandal was about water.  Attention, people born after the 1970s: the Watergate was an office complex. The scandal was called that because it centered around a break-in at said office complex.

Now, then:

The origins of GamerGate are shrouded in the mists of the internet, but the facts are these, as related by that always perfectly factual and unbiased source of information, Wikipedia:

The controversy came to wider attention due to the sustained harassment that indie game developer Zoe Quinn was subjected to after an ex-boyfriend posted numerous allegations on his blog in August 2014, including that she had a “romantic relationship” with a Kotaku journalist, which prompted concerns that the relationship led to positive media coverage for her game. Although these concerns proved unfounded, allegations about journalistic ethics continued to clash with allegations of harassment and misogyny.

Kotaku is a video game focused blog from the Gawker network. Being outraged at them for giving biased coverage to a given game is a bit like being outraged at The Chicago Tribune for giving biased coverage to the Chicago Bears. Or maybe being outraged at Weekly World News for giving biased coverage to Bat Boy.

Zoe Quinn’s game Depression Quest supposedly, according to the GamerGate crowd, got more favorable press than it merited, either because she was romantically involved with a critic (not true) or else because the gaming press generally was biased in favor of a game made by a woman.

Might the latter be true? Sure.  Remember, the first rule of journalism is that “Dog Bites Man” is not a story, but “Man Bites Dog’ is, because it’s unusual.  “Man Makes Game” is not interesting, because most games are made by men.   So of course the press would pay extra attention to her game; regardless of any extracurricular romantic activity on anyone’s part.

Now, I don’t know how much coverage the game really got compared to a lot of the triple-A titles.  I do know that I would never have heard of it if not for this GamerGate business. So they have not exactly done a marvelous job, if their goal was to correct what they saw as an imbalance in the game’s favor in terms of press coverage.

But things quickly went beyond Zoe Quinn and her game. First, internet troublemakers started publishing her personal information online.  People responded by saying the attacks on Quinn were “misogynistic” and constituted harassment. More troublemakers responded to this by posting those people’s personal information as well.

Among the people whose info was posted was actress and writer Felicia Day, after she wrote a post about “GamerGate”. This is noteworthy because Day’s biggest claim to fame is writing the web comedy The Guild, the final season of which culminates with a huge protest made by a bunch of gamers, who have something of a reasonable point, but undermine it with their insults, sexual innuendos, and boorish behavior.  Life imitates Art, it seems, and all that stuff has given the “GamerGaters” a bad name; and while their concern may be journalistic ethics, they have been completely overshadowed by the trolls on this one.

Putting aside all the sordid instances of harassment against female gamers/game developers/journalists that have been perpetrated by those allegedly affiliated with the “GamerGate” crowd–which invariably devolve into arguments over who is truly part of the “GamerGate’ crowd–I want to focus on what a singularly unlikely and useless thing it is to want “ethics” and “fairness” from gaming journalism.

First of all, we will never have unbiased gaming journalism as long as companies like Electronic Arts exist and have a seemingly endless supply of money to throw at promoting whatever re-hash of a game they are selling. (I actually don’t despise EA as much as many do; but I think they are a negative influence on gaming.)

I don’t know what an un-biased entertainment journalism industry would look like, to be honest.  I mean, what’s the idea?  the good games get coverage and the bad ones don’t?  Well, I mean, this may shock people, but there are disagreements as to whether particular games are good or bad.  I love KoTOR II; other people hate it.  I thought Half-Life 2 was a mediocre FPS; most people think it’s the greatest thing since sliced bread.

Do people think we have an unbiased movie journalism industry? The truth is, which movies get reviewed and given awards is based on which studios decided to pay which journalists to review them, to submit them for which Academy Awards, etc., etc., etc.

Does this mean the gaming industry is doomed?  No; not really.  I don’t think that journalism matters that much when it comes to gaming.  I don’t make my gaming decisions based on what some review on Kotaku said; I make it largely based on what genre it is and whether or not Chris Avellone wrote it.

Integrity, honesty and ethics are easy things to ask for from journalists who are covering subjects like politics, weather, crime and so on.  We don’t get them, but it’s reasonable to ask for them.  It’s much harder to ask for them from people covering art and literature.  But the good news is, we don’t need integrity in gaming journalism; because we can just go right to Steam and download whatever strikes our fancy.  I don’t care that Destructoid gave Alpha Protocol a 2 out of 10; I still know it’s a very good game. And I’ve said so.  On this blog.  That anyone can read.

Do you want to see an example of what happens when gaming journalism gets hit with a truly innovative game?  Here it is:

If you’ve played the game, it’s hard not to cringe at some of the questions the reporter asks there.  It’s not her fault, because nobody knew what to expect from SO:TL, but the questions are in anticipation of a typical “choose your ending”-type military game, when Spec Ops is… let’s say… different. If you think Depression Quest is ‘not for typical gamers’, well, Spec Ops is actively against them.  You want to know more than that, play the game.  But my point is just that all kinds of games can flourish now; gaming journalism isn’t holding them back.

It’s only fitting that I should begin an article about one of the worst video game ever with a quote from the best: I am reminded of Kreia in Knights of the Old Republic II and her line “Much is buried here… and there is much that should remain buried here.”

They have uncovered the infamous landfill of E.T. video game cartridges dumped in the desert during the video game crash of the ’80s.  Why they spent the money to go find something that was buried specifically because no one wanted it, I don’t know.  I suppose so people like me would write about it.

Apparently, they are going to use this as part of a documentary about the collapse of Atari and being financed by Microsoft. Which does beg the question: is the worse example of poor management

  1. burying your disastrous failures in the desert, or
  2. spending money to dig someone else’s failures up again?

I never played the game, or even saw the movie E.T., so I can’t say for sure it’s the worst.  Hard to imagine it’s worse than Superman 64, though.

Last year, there was an online service that was in very high-demand.  It was hyped, but its rollout was very rocky. When it was released to the public, it tended to crash a lot.  It couldn’t handle the number of users it was getting.

People criticized the organization that created it for being unprepared for the number of users, and for designing the system poorly.  It was quite embarrassing, especially since the organization behind it has always been a lightning rod for controversy.

You probably think I’m talking about the Health Care website.  But I’m not. I’m talking about the video game SimCity 4. It’s not the only game that had this kind of problem, though.  Same thing happened with Diablo III in 2012.

The game companies got flak for it, too–gamers hate Electronic Arts about as much as Republicans hate President Obama, but with the additional problem that they aren’t allowed to filibuster EA’s products and demand they come back with new ones.  It’s the equivalent of if Republicans had to pass and endorse all Obama’s pet projects or else leave politics entirely.

But at what point does this sort of thing start to constitute a pattern?  When the U.S. Government and two separate large electronics companies cannot roll out a satisfactory online service, you have to wonder if anyone knows what they are doing as far as building online services.

One argument might be that in all cases, the people making the service thought so many would have to use it–because of the law in the one case, and because of the gaming industry hype machine in the others–that they felt no reason to do a good job on the service in question.

But I don’t buy that for the Health Care case, because it’s one of the major political issues of the time, and even if you are so cynical as to believe the architects don’t care about the people, many of them will find their careers riding on the success or failure of the program.  So they had good reason to make sure the product worked from the get-go.

I don’t have any real explanations for this myself.  I just think it is interesting that wealthy organizations, who ought to have enough resources to understand what they can and can’t make, keep failing at debuting web products like this.

 

 

The great thing about Knights of the Old Republic II, my favorite video game–heck, my favorite work of fiction–is that the fact that each character is crucial to the major thematic points of the game:

  •  Atton alludes to the last Jedi he kills telling him of a place where Force sensitives are sent by Revan to be broken. This is almost certainly Malachor V.
  • Mira lost her family as a result of the battle, and that is why she became a Bounty Hunter. The Exile’s actions at Malachor shaped her in this way. As Mira says “There’s a lot of lost people out there. Scattered ever since the Mandalorian Wars… if I can find them, maybe, just maybe I can put the Galaxy back together.”
  • HK-47 says that, as result of the destruction at Malachor, Revan was inspired to build him. So, as he puts it, perhaps the Exile is responsible for his creation.
  • Visas’s homeworld was destroyed by Nihilus, who was created by Malachor, and whose fleet was hauled from it. This act has clearly left deep physical and psychological scars on Visas.
  • Yusanis fathered the handmaiden with the Jedi Arren Kae, and he went with her into the Mandalorian Wars, breaking his vow to his wife. This act shames the Handmaiden. Kae (apparently) died at Malachor; making Yusanis enter politics and eventually get assassinated by Revan. He may have been at Malachor, and was obviously deeply affected by the war, hence Brianna’s interest in the Exile, who is the first person she has known since her father who suffered the effects of the war, and her loyalty to Atris, which is to make up for the shame her father’s infidelity brought upon her.
  • Bao-Dur has feelings of guilt about Malachor that made him come to Telos to aid the recovery. He also lost his arm at Malachor. He still harbors feelings of guilt for creating and using the Mass Shadow Generator.
  • Mical the Disciple was turned to his path of “historian and scientist” by the decision of the Exile to go to war, when he was not chosen as a Padawan.
  • The Mandalorians were badly beaten in the battle, necessitating Canderous Ordo (who was also at Malachor) to take up the mantle of Mandalore and reunite the clans on Dxun.
  • G0-T0 exists for the purpose of rebuilding the galaxy from the war.
  • Even the psychotic Hanharr has heard of Malachor. As he asks the Exile: “Did you hear [the Jedi] scream as you butchered the Mandalorian tribes? Did you… kill your heart to shut them out?”

From this alone, we can see that most of the Exile’s party members would not be here were it not for the Exile’s fateful decision at Malachor. But that’s not all…

  • Atris was clearly very close to the Exile in the past, and was affected deeply by her decision to go to war, as well as the resulting horror of the battle of Malachor. This clearly has deep psychological effects on her, possibly contributing to her fall to the Dark side.
  • Darth Nihilus, the closest thing the story has to an out-and-out villain, is at least partially a creation of Malachor. He is often described the most powerful entity in the game, with his presence being felt everywhere, by everyone from Kreia to the Jedi to GO-TO to General Vaklu. (Some players complain that Nihilus is too easy to defeat in combat, after his buildup. This might have been the point, however–too everyone else, he is an unstoppable force of nature; to the Jedi Exile, he’s a pushover)
  • In the game’s pivotal scene, when the Exile returns to the Jedi Enclave to meet/fight the remaining Jedi, it is revealed the s/he was also deeply affected by that last battle, and forced to cut his/herself off from the Force to survive.

All this is certainly enough to prove that indeed the ramifications of the Exile’s choice at Malachor are the central point of the game. It requires many playthroughs to find them all, but the case is overwhelming. But then, in a final masterstroke we are shown other, similar decisions and their consequences play out before us, that allow us to piece together the ultimate theme of the story:

  • The destruction of Peragus serves as an effective opening, because it reminds the Exile, subconsciously, of the annihilation of Malachor. Furthermore, Atris, Lieutenant Grenn, the Ithorians, Colonel Tobin, GO-TO and others all comment on how the lack of fuel will harm Citadel Station. Thus, Exile must come to grips with the “echo” of the destruction of Peragus. This, the game hints, is the first time the Exile has ever truly had to confront the consequences of his/her actions. Thus, by the time she leaves Telos, the Exile has seen or been told of the consequences of two of the more remarkable acts in her life, and Atris even compares the destruction of Peragus to that of Malachor.
  • The scene in which the Exile chooses either to help or furiously dismiss the beggar on Nar Shaddaa is key. Kreia allows the Exile a glimpse at the consequences of his/her choice, and reveals that it is not always as clear-cut as it may appear.
  • Nar Shaddaa is home to refugees from both wars.
  • Dantooine was badly damaged as a result of the Jedi Civil War, which was itself a result of the Mandalorian Wars.
  • Onderon is relatively unaffected by the actions of the Exile prior to the game (though s/he fought on Dxun) but the Onderonian debate between secession and isolation and remaining in the Republic bears a close resemblance to the Exile’s choice of whether to close his/herself off from the Force or to embrace it.
  • Telos presents the Exile with an opportunity for redemption, in the form of whether to help the war-ravaged planet recover, or not. (Though, as we will see, the way to do that isn’t as black and white as it seems.) More immediately, in the game’s final act, the Exile is called upon to save Telos from Darth Nihilus. This episode is particularly ingenious, as forces from Onderon and Dantooine arrive to help the Exile, who wouldn’t have done so otherwise.
  • Of course the recovery efforts on Telos and the Political Situation on Onderon are also interdependent, as the Ithorians are repopulating Telos with the Onderonian’s and Dxun’s beasts.
  • Korriban presents the Exile with the cave, where s/he must confront the pivotal moments in her past, and reflect on whether s/he would do things differently.
  • The Ubese warriors in Visquis’s lair are bitter about the bombing the Republic wrought against them in the war, and have thus been made into “weapons”, as Visquis says. This foreshadows the creation of the Sith Lord Nihilus and his hordes by the activation of the Mass Shadow Generator, as well as Revan’s ultimate plan.
  • Visas, like the Exile, has, as Sion puts it “kept living while the Universe dies” around her. She has seen a planet destroyed, and it has affected her tremendously. (Of course, her planet wouldn’t have been destroyed if… see above.)
  • The impact of the destruction and subsequent restoration of Telos is seen in many facets of the game, from the separation of Aiada and Lootra on Nar Shaddaa, to the beast rider whose Boma escapes outside of Iziz, to the oft-repeated need for fuel for Citadel Station by everyone from Lt. Grenn to Atris to Col. Tobin, show the echoes of Saul Karath’s attack.
  • Telos is again threatened towards the end of the game in the battle against Lord Nihilus, and here again, the Exile sees the consequences of his/her decisions (Peragus, Dantooine, Onderon and Malachor) play out.

The entire game builds, subtly yet relentlessly, into an awesome thematic experience that shows all the consequences of Malachor, of Peragus, of Telos, of the Mandalorian Wars and ultimately, as Kreia says: “of all wars, of all tragedies that scream across the galaxy.” Again and again, consequences of actions are shown, leading up to the last planet, where the Exile must walk upon the dead planet of Malachor, and culminating in the ending scene, in which Kreia tells the Exile how his/her choices will impact the planets and people s/he has met throughout the journey. This works well, because the player has already seen the consequences of past choices throughout the game.

But the true genius is not only that the theme is so brilliantly and so pervasively intertwined with the story, but also that it does not carry any judgment. Things may be called “light” and “dark” by characters, but the player can make their own decision. Is the “independence” of Gen. Vaklu or the “cooperation” of Queen Talia better for Onderon? The pragmatic Czerka  Corp. or the more spiritual Ithorians better for Telos? And the central question of the game: was the destruction of Malachor justified? It killed many, and ruined the lives of many more. On the other hand, would not countless more have died if the war had not ended, as the Exile can argue? And anyway, if not for Malachor, Mira, Atton, Bao-Dur, Mandalore, Brianna and Visas would not be around to help the Exile on the journey. And perhaps the most widely asked question: Is Kreia a Jedi or a Sith, good or evil?  It must be played through many times, and the player must make many different choices, but the game’s theme remains awesomely consistent no matter how the game is played.

People complain about the game’s ending, but frankly, I found it perfectly coherent and satisfying, once I understood all these concepts. It’s actually one of the best endings I’ve ever seen in a video game.

Chris Franklin at Errant Signal wrote a good post about the game Quake.  He says a lot of things I have subconsciously thought, but never been able to articulate about the game. And it’s helped me to understand why I like this fairly unremarkable game so much.

He describes it as: “a game that’s part Lovecraftian gods and vile chapels from beyond human knowledge, part medieval fantasy horror full of bloody knights and dark castles, and part SciFi adventure of shooting space enforcers with hyperblaster lasers.”

In the sequels, they removed the first two elements, turning it into just a generic sci-fi adventure. Too bad; the original was far more interesting.

Franklin sums up the game’s mood thus: “Quake is unified in its attempt to spread an almost over the top, self-indulgent gloom with a hint of smouldering anger.” Small wonder I’ve always liked its mood, and find myself occasionally replaying it despite its completely mediocre gameplay.

Yeah, I know–great holiday game.  At least the first one was set in wintertime.  So far, it seems a lot more polished than its predecessor, but at the same time that makes it feel less like I’m playing a game and more like I’m watching a movie.  There’s a level where you come across a downed plane in the post-apocalyptic cityscape that really reminded me of Call of Duty: Modern Warfare: follow NPC, listen to exposition, mash button to get into a place, watch cutscene…

Having said that, the game’s story is more interesting than C.o.D. and it does include a stealth mechanic that makes the game a bit more challenging than the average military FPS.  One of the things I liked about Metro 2033 was that you didn’t have to play it a certain way.  I got through it despite doing all the wrong things–like not using stealth, charging blindly through the neo-Nazi shootouts in the tunnels, fighting the weird glowing monsters in the nuclear reactor place instead of taking out their nests.

Also, although the horror element seems to have been lessened in this game, they have included one thing that makes it far scarier than the first one: spiders.  I dislike spiders, and the ones in this game are really creepy.

There is a song by Sheldon Harnick called “The Merry Minuet”, often performed by The Kingston Trio.  It is very cynical, darkly-humorous in a Tom Lehrer-esque sort of way.  It includes the lines: “They’re rioting in Africa/There’s strife in Iran/What Nature doesn’t do to us/Will be done by our fellow Man”

I found myself thinking of this often while playing the 2008 video game Far Cry 2.  It should have been its epigraph.

It is very dark, nihilistic game.  I played it after reading people compare the excellent Spec Ops: The Line to it.  Both are influenced by the book Heart of Darkness by Joseph Conrad.  Far Cry 2 is set in an African country in the middle of a civil war.  The player assumes the “Marlow” (or more accurately, “Willard” from Apocalypse Now)  role, and is sent to kill an arms dealer named “the Jackal”.

The Jackal is, of course, in the “Kurtz” role, and he wastes no time in showing up to recite some Nietzsche at the incapacitated player.  This is followed by a lot of (to quote the ESRB rating) “Blood, Drug References, Intense Violence, Sexual Themes [and] Strong Language”.   Then the Jackal shows up again and explains that his plan is to end the violence.  And his chosen method for ending the violence is to kill everyone.

This is only slightly less ridiculous than the Catalyst’s scheme in Mass Effect 3, but for some reason Far Cry 2 didn’t generate near as much outcry. Critics have lauded it for its commentary on the nihilistic violence of video games. The violence of Far Cry is so meaningless… it really makes you think, y’know?

Except that, unlike Spec Ops, it really has nothing to say about nihilistic violence in games, except that it’s there.  Just like it’s in all the violent games it’s supposedly a commentary upon.  I wouldn’t have even thought it was making any sort of commentary, except that critics claimed it was.

conspiracy-keanu games

The point of the game, I guess, is that war is pointless and stupid.  Which I guess is often true, although surely not as stupid as all this.  The factions will often give the player a quest in a scene that goes something like this:

Oh, hey there, complete stranger—would you mind going to the other side of the country and blowing up the hospital?  Our enemies are giving out free malaria vaccines there, and we don’t want people to think they are nicer than we are.  What’s that? You have malaria too? Wow, small world.  Well, here’s your C4.  Off ya go!

And you have to do it if you want to progress in the game!  The box says you can play it your way, but that is not really the case—you have to play it the Jackal’s way; and frankly, he’s not very good at video games.

Pretensions aside, the game is a mindless shooting gallery with pretty scenery.  The most “influence” Conrad could really be said to have over this game is the African setting and the mentality of “Exterminate the Brutes”.

So, no doubt even non-gamers have heard the fuss about the new gaming consoles coming out this month.  It’s the first new console generation when I have had no desire to buy any of the new consoles.  Here’s why:

Now, graphics aren’t all that matters, and if there were a good launch title–say, a Fallout 4, made by Obsidian–on these consoles, I would likely get one.  But there isn’t. All there is is Madden and Call of Duty: Ghosts.   (So named, I assume,  because everyone is a ghost after all the apocalyptic world wars depicted in previous Calls of Duty.)

I am not seeing any reason to upgrade.