So, this is the project I’ve been hinting about on Twitter these last few weeks. I decided to do it on a lark, and ultimately it turned into way more work than I expected. Yet for some reason I kept going. I’m not even sure why; I had more or less accepted the fact that some technical glitch was eventually going to scuttle it, but I just kept plugging away at it, and here we are.
I’m not happy about the reduced size of the video and all the black space on the screen. I’m a total newbie when it comes to making videos, so there’s probably an easy fix that I just failed to figure out. It might have something to do with the resolution (The original was saved at 720p. At 480p the footage is in an even smaller box.) If I figure out how to solve it, I might do a re-upload. But that probably won’t happen for a while; I’ve got other stuff I want to work on first.
Consider this video a supplement to the KotOR II retrospective I wrote a few years ago. The essay is more thorough—and more eloquent—than my remarks here, but I hope having some footage from the game helps make my points a little more clear, especially for people who haven’t played it. The reason I keep talking about this game so much is that I think it contains lots of useful examples for writing fiction generally, not just games.
Kreia, from Chris Avellone’s “Knights of the Old Republic II”
One of the best things you can say about a work of fiction is that it changes how you think about life. To my mind, what makes something truly great Art is if it gives you a new perspective on everyday life.
This might be why a some people don’t think video games are Art. Nobody does anything different after playing, say, Pac-Man.
To summarize briefly: “reactivity” means that the game world reacts to the player character’s choices. Rather than just being a set series of tasks the player performs to advance the story, a reactive game environment means the player can influence what happens in the game world. This means a game has multiple endings at a minimum, and usually different ways to complete tasks or different story arcs to follow as well.
Reactivity makes for a satisfying game experience. You feel like you are really participating in the game-world, rather than just pressing buttons to turn the pages in someone else’s story.
This is where the “applicable in real life” part comes in: people like reactivity in the real world, too. We don’t typically think of it in those terms, but it’s true. People like to feel like their actions mean something.
Usually, people are at their most unhappy when they feel powerless. We want to feel like we have some measure of control in our lives, and some input in what happens in the world. We never have total control, of course, just as the player of a game doesn’t either–there is always the possibility of losing.
For example, people like it when other people listen to them. If somebody presents an idea, they like other people to engage with it, rather than just dismiss it. At a basic level, listening to people’s ideas is a kind of a reactivity–it sends the message that their input matters.
The fact that people like it when you listen to them isn’t a revelation. A guy named Dale Carnegie wrote at length about it in the 1930s. So did Stephen Covey in the 1980s. But reactivity is a handy way of understanding the concept. If you think of everyone as a player character in their own video game, you know that what they are looking for is the opportunity to influence the world.
I’ve heard lots of criticisms of video games over the years, but Jeff Vogel’s critique that they have too many words is a new one. He makes a strong case against one particular game–Obsidian Entertainment’s Pillars of Eternity. After reading his article, it’s hard to argue against the claim that Pillars is too verbose. The character creation and menu screens are packed with tons of text for the player to wade through.
I’m less sure about whether this is really a trend in gaming generally. After all, Pillars was explicitly designed as a throwback to the beloved text- and lore-heavy Black Isle RPGs. For example, Planescape: Tormenthas over a million words. Even I tended to ignore some of the esoteric descriptions in Planescape, and I love that game.
Scene from “Planescape: Torment”
Some players really do seem to enjoy the atmosphere of a game rich with background material. It may be true that much of the information is irrelevant to the game’s mechanics, but this is High Fantasy, and one of the things High Fantasy fans look for is a sprawling world filled with many interesting details that don’t all fit into the main narrative.
Using lots of words is indeed a problem, as Vogel says, but not just in games. The High Fantasy trope of giving tons of background information can be traced back to J.R.R. Tolkien. The Pillars of Eternity intro is nothing next to the dense opening chapters of The Fellowship of the Ring. In general, when writing in a genre, you will try to emulate the most successful authors in that genre, so it’s hard to blame Obsidian for looking to the work of Tolkien and his successors for ideas.
I myself have never been a fan of this style. And that’s despite the fact that some of my influences favored verbosity. Take H.P. Lovecraft for example–he was a pioneer in writing horror, but he tended to go overboard with some of his descriptions. I think some of that crept into my own early attempts at writing horror.
It’s much easier to use too many words than to use just the right number. The old line about “writing a long letter because I didn’t have time to write a short one” applies. It’s easy to waste words, and that dilutes their intended effect.
Think of it this way: whenever you write something, eventually you will have to stop. You only have so many words before you have to hit send, or mail it to the publisher, or whatever. While the supply of words is theoretically infinite, in practice it’s severely limited–by the reader’s attention span if nothing else.
So, you want to maximize the value you get per word. What do I mean by “value”? Well, it’s whatever idea or feeling you are trying to communicate in your writing. If it’s an informational document or a bit of technical description, then you want to be as clear and concise as possible. If you are writing a character who prefers to communicate non-verbally or who is just mysterious, you use few words, and you make them vague and open to interpretation.
Sometimes there is value in deliberately using too many words. The dramatist W.S. Gilbert (another of my favorites) would often have characters say things in as complicated and lengthy a way as possible for comic effect. “Quantity has a quality all its own,” as they say in big organizations.
Vogel is right that the Pillars opening screens are bad at conveying information. They could have communicated the same points more succinctly. But the problem is that in addition to giving the player some information, they are also supposed to be atmospheric. And you usually need more–or at least different–words to create an atmosphere than to just convey information.
It’s a difficult balancing act–the writer(s) must both communicate technical detail about how to actually play the game while also keeping the player immersed in the virtual world in which the story is set. (For an example of a character creation intro that is more integrated with the game and doesn’t bore the player, I recommend Fallout: New Vegas–-also by Obsidian.)
The “optimal” number of words is dependent on what the writer is trying to convey, as well as on the medium they are using. Obviously, a screenwriter is going to use fewer words than a novelist to describe the exact same scene, because the screenwriter knows they will have actors and sets that will communicate certain things visually.
To summarize, all writers, regardless of their subject, style or genre, should follow Einstein’s advice: “Everything should be as simple as possible–but no simpler.”
I think it was somewhere in the arboretum of the TranStar corporation’s Talos I space station, about six hours into Prey, that I started to realize what was wrong.
Something had been gnawing at me; a vague sense of discomfort in the back of my mind. It wasn’t the apprehension that every object in every room might turn out to be an alien mimic waiting to ambush me, nor was it the thought that at any minute the possessed remains of crew members might teleport in to attack me with psychic energy blasts.
No, these things I had expected, and indeed become accustomed to.
In fact, that was the problem. What was really bothering me was that none of it was all that scary.
Prey sounds like a game almost engineered to my personal taste. It’s a horror RPG in which you play as Morgan Yu, a scientist on a space station overtaken by mysterious aliens called “the Typhon”. As you explore the station and fight the Typhon, you gradually uncover the backstory by reading logs of deceased crew members, and talking with the few survivors. All the while, you must overcome obstacles placed by Morgan’s brother, Alex–the scientist who seems to be responsible for the disaster.
Some of the Typhon, called “mimics”, have the ability to take any form, including such innocuous items as coffee mugs and even health kits and other useful items. So, you never know what might turn into a monster and attack as you creep through the dark, eerie corridors.
In addition to the usual video game weapons–pistols, shotguns, etc.–Morgan can use an experimental technology called “neuromods”, which grant the user all sorts of abilities, but can erase the user’s memory–a significant point, as it accounts for why Morgan has no memory of events that occurred before the beginning of the game. (This is explained by a character named January–a robot assistant who holds Morgan’s memories and acts as a guide in the early stages of the game.)
Prey has multiple paths and endings, and many different ways of accomplishing your objectives–a style of gameplay I strongly prefer. And to top it all off, Chris Avellone, perhaps the greatest game designer ever, helped write it.
With all this going for it, I was a bit dismayed by how weak the first act was.
Not that it’s bad. It’s good enough. Especially the opening 20 minutes or so; which are very disconcerting and disturbing. Not since Spec Ops: The Line has a game so successfully pulled the rug out from under me. But I’ll talk more about that later. (This is probably a good time to mention I’m going to spoil the game’s plot here, so don’t proceed any further if you want to play it without knowing what happens.)
I reference Spec Ops because it’s another favorite game of mine–again, Prey mimics elements from many of the classics. There are elements of Bioshock(takes place in a remote futuristic art-deco station) Half-Life, (the mimics look like headcrabs) Alan Wake(the shadowy phantoms murmur phrases spoken by the victims they now possess) and Dishonored. (This is only to be expected, since both are made by Arkane studios.) Indeed, there’s so much mimicry here, it makes the clever “not a mimic” marketing slogan seem rather ironic.
And yet… it doesn’t quite work as well as it should in the the beginning. And by “the beginning”, I mean approximately the first five hours after the opening sequence.
It’s like how all-star teams in sports don’t necessarily play up to the potential of all the great players on the roster. This is usually because all-star teams don’t have time to develop chemistry–the sense of timing that makes a team function well as a unit.
Something similar is going on with Prey: it is built up of some very excellent parts, but they don’t always work together to create a coherent whole.
It’s not always clear what Prey is supposed to be. A lot of it looks like survival horror, but it’s not particularly scary. (One exception is an enemy called the Poltergeist. It’s invisible and causes all sorts of disruptions. Very effective, especially the first time it happens.)
Portrait from “Prey”
Prey‘s setting is also somewhat puzzling. It’s set in an alternate future in which John F. Kennedy was not assassinated, and the U.S. and Soviets worked together on space exploration. But it’s not clear to me why this background was needed for the story. It felt like a gimmick.
Then there are the graphics. They are good, but strangely cartoonish, which makes it hard to take anything seriously. I had this same problem with Bioshock and Dishonored as well. The people in these games all have soft, caricatured features, which creates a feeling of unreality.
I’m not sure why this particular style bothers me more than the outdated graphics of older games like Deus Ex or even Doom 3, but somehow it does.
It is probably true that if I weren’t so well-versed in the simulated experience of exploring a creepy station overrun by monsters, the beginning of Prey might have been a lot more intriguing. If you haven’t played Doom 3 or Bioshock or System Shock 2 or Half-Life orDead Spaceor the Fallout: New Vegas add-onDead Money or… well, if you haven’t played many survival/horror games, everything in Prey will be new and interesting.
To get back to the Arboretum, where I first began to have thoughts of just giving up on Prey–well, I didn’t. I pressed on, and was soon rewarded for my efforts. Because not too long after this, I started to run into some survivors with whom I could actually interact, as opposed to just constantly sneaking around in the dark, trying to alternately fight and run away from the Typhon.
The game really picks up once you start to meet some of the other characters. One suspects there must be a behind-the-scenes reason for this…
Don’t know the exact %, but I did some of the supporting cast (Igwe, Mikhaila, the Cook, Sarah, Danielle/Abigail, etc.) and some lore bits.
Helping officer Sarah Elazar and her men prepare for and then win a battle against Typhon forces massed in a cargo bay was the first really satisfying part of the game, and meeting some characters I cared about (who weren’t already dead) made me feel much more invested in the plot.
Even better were the quests involving Mikhaila Ilyushin. She guides you through a section of the station, and eventually you have the opportunity to get her some life-saving medicine. It’s an optional quest, but really satisfying to complete.
Best character in the game.
Mikhaila was my favorite character in the game, because the quests relating to her are both rewarding and emotionally “true”. After returning to Morgan’s office, she asks you to find data about her father that is stored in the station’s archives. On finding it, it reveals that Morgan ordered her father’s death. You have the choice of whether to tell her about this, or destroy the evidence. In the end, telling her is ultimately the right choice. “Honesty is the best policy…”
Between her and the security personnel in the cargo bay, I started to care about the story in a way I hadn’t for the first six hours or so. And so I found myself once again heading to the arboretum to meet with Alex, and hear his explanation for the whole thing.
On reaching his office, you learn that in fact everything he’s been doing has been to fulfill orders previously given to him by… you. Alex isn’t evil; he’s just doing what he believed the “real” Morgan would have wanted him to do, before neuromods and other experiments changed his sibling into someone he no longer recognizes.
This was a very powerful plot twist, because the game does a good job of making you hate Alex in the beginning, and then does an equally good job of making you want to work with him. The switch is accomplished very economically, and does not feel at all forced or contrived.
Alex explains that the key to understanding the Typhon has to do with the “coral”–a mysterious luminescent substance they have woven throughout the station as they have taken it over. After you study it further, it confirms what Alex claims Morgan initially suspected: the coral is a neural network.
For me, this development happened at about the 15 hour mark, and I was really getting into the game at this point. I returned to the arboretum (Alex’s office is there) to bring back the data I had collected and upload it for analysis. This, I figured, would trigger the endgame sequence.
But no–the upload gets interrupted by a surprise attack from a mercenary named Walther Dahl. He’s been sent by the TranStar corporation to steal back all the data and kill everyone on the station.
He’s also the most annoying character in the entire game. He blows in at the eleventh hour with his army of military robots, totally disrupting the pace of the narrative. He may have been referenced earlier in the story–although I sure don’t remember it–but certainly not in any way that counts as meaningful foreshadowing. My reaction to his arrival wasn’t “oh, wow; it’s that Walther Dahl guy I heard about earlier”, but instead “who the hell are you?”
It reminded me of Stephen Leacock’s mockery of a common trope in detective novels that explains the crime by concluding: “It was the work of one of the most audacious criminals ever heard of (except that the reader never heard of him till this second)”.
Even worse, Dahl undercuts the main enemy of the game, the Typhon. It’s like in Mass Effect 2 and especially 3, when Cerberus and the Illusive Man kept getting in the way of fighting the Reapers.
I actually found myself rooting for and counting on the Typhon to get rid of Dahl’s inexplicable army of robots for me. This is detrimental to the plot in two different ways: first, it makes you feel sympathy for what had previously been an unambiguous enemy; and second, it undercuts the Typhon’s effectiveness–they can’t be that powerful, if Dahl was able to show up and take over the station in the space of about five minutes.
This whole sequence was undoubtedly the weakest point of the game, and it took about two hours to resolve. (In fairness, defeating Dahl was extremely satisfying, but not so much as to justify his existence in the first place.)
So now, I found myself going back to the arboretum yet again, to do the same thing I had been about to do two hours before, prior to the pointless Dahl episode. And that wasn’t even the worst thing about it–but I’ll get to that later.
There had been several points throughout the game where it seemed like they were just throwing obstacles at me to make everything as hard as possible. There were quests that went something like this:
“Go get some files from a computer on the other side of the station.”
<Goes there, fighting and hiding from Typhon all the way>
“Oh, the door is broken. You have to get parts to fix it.”
<Gets parts>
“Shoot, the power’s out. Backtrack and turn it on.”
<Goes back; fights more Typhon>
“Hey, the power is out because the reactor is broken. Fix it.”
<Rebuilds nuclear reactor>
“What were we doing again?”
This had been frustrating enough, but the Dahl interruption was just too much. I prefer games in which each objective involves uncovering new information that advances the plot, rather than have most of the objectives be about doing busywork that eventually uncovers information that advances the plot. It felt at times like they were just dragging it out. And this turned out to be a big problem, but again, more about that later.
Once the coral data is analyzed, Alex explains that the coral is used by the Typhon to transmit a signal. Morgan, he continues, had suspected this from the beginning and had designed a device that could destroy the Typhon by taking over the neural network. He suggests using this, instead of following January’s suggestion of activating the station’s self-destruct mechanism.
At this point, a massive Typhon creature appears from deep space and begins to consume the entire station. Morgan then has to choose between whether to destroy the station and the Typhon along with it, or activate the device and destroy the Typhon but keep all the research and technology the team on Talos I has developed.
I chose the latter. I’m always a big one for keeping knowledge–same reason I always leave the Collector base intact at the end of Mass Effect 2. It never hurts to have more technology at your disposal; you can always choose not to use it if you don’t want to.
In either ending, the Typhon are destroyed, and the credits roll. But Prey still has one final twist in store. And it’s significant enough that even though I warned you about spoilers earlier, I’m putting it after the page break…
What always strikes me first about Planescape: Torment every time I start a new game is how weird it is. Your character –called “the Nameless One”–wakes up in a mortuary, apparently as an amnesiac zombie, and is greeted by a floating skull who proceeds to read a message written on the Nameless One’s back.
And that’s just the opening few minutes of what’s at least a 20- to 30-hour game. It doesn’t get less weird after that. You meet a whole host of bizarre characters: a chaste succubus, a living suit of armor, a man who is eternally on fire, a living cube with crossbows… the list goes on. And that doesn’t even address the weird setting–an indescribable world of twisting labyrinths and cities that shift both in physical space and across different planes of reality.
All in all, it’s a strange and disturbing universe that the Nameless One must traverse in order to complete his quest.
And yet, for all the outré creatures and situations you encounter, it always remains possible to relate, even if it’s only in some twisted way, to the humanity of the characters. That is the first piece of genius that points to the heart of Torment’s brilliance: though it is surreal, it is also real on an emotional level–more real, in fact, than many other games that strive for super-realistic graphics and gameplay.
There is a heart to Torment‘s characters, and a logic to its locales and events, because they are all connected by a unifying theme: their relationship to the Nameless One, and how his actions impact all of this is the thread that weaves all these fantastical elements together into a coherent whole.
The fundamental feature of all video games is interactivity. What differentiates games from other art forms is that the intended audience is meant to actively engage with the game. It is not merely a passive experience, but one in which the audience is meant to take some action which in turn advances them towards a goal.
In games with narrative–what we might call “dramatic games”–the player’s actions are supposed to advance the story. By performing an action, the player sees what happens next. In more sophisticated games, the player has some choice of what actions to perform, and these affect the course of the larger story.
The full potential of this storytelling style is seldom realized in most dramatic games. Generally, most stick with the tried-and-true formula of the player advancing a straightforward narrative by performing a set of actions. But in Torment, the concept of interactivity is wedded to the story of the game itself.
One of the central themes in Torment is the idea of “consensus reality”–the idea that by agreeing to believe in something, it becomes effectively “real”. This is also tied to the game’s famous recurring line: “What can change the Nature of a Man?” (In some endings, the Nameless One can argue that “whatever you believe can change the nature of a man, can.”)
With its relativistic approach to “reality” (that is, the reality of the game world) Torment acknowledges a little-noted but integral truth of gaming: that the game-reality is subject to the manipulations of the player. In other words, since the player is interacting with the rest of a pre-programmed world, it is ultimately their “reality”, to shape as they see fit.
This is technically true of any game. When you play anything, from Pong to Minecraft to Fallout 4, you are interacting with a virtual world and manipulating it according to your desires. The difference is that Torment is implicitly aware of this, and it makes the player character’s relationship to the world mimic that of the player themselves.
It is this subtle, critical point that makes Torment an all-time classic that’s still being played nearly 20 years since its release.
Nearly everything that happens in the story, and every character who appears in the game, either has previously been or currently is affected by the Nameless One’s actions. The entire game-world is (or can become) a reflection of the Nameless One’s character, either in his current life or in previous ones.
The architect Louis Sullivan famously wrote that “form ever follows function.” He meant this not merely as an architectural philosophy, but as a wide-ranging principle of design.
I’d argue that good design in narrative isn’t so much a matter of form “following” function, but simply form and function being in harmony. In drama, you might decide the “form” (the medium/genre in which you will tell your story) before the “function” (the content/theme of your story), but they had better work well together. That’s why it’s tough to write an action movie that glorifies pacifism, for example.
In Torment, form and function complement one another perfectly: the gameplay involves the player making decisions that alter the world, and the story is about how the Nameless One’s decisions alter the world.
Of course, Torment’s story and dialogue are brilliant on their own merits, and even in another form (it was adapted into a book, after all), the writing hits all the right notes: witty, moving, disturbing, clever and deeply philosophical.
But what makes the lines so powerful, and the intensely introspective storyline so memorable, is the fact that the player is able to make the game their own through their choices. The player and the player character effectively merge, in a way that transcends (I used that word deliberately) the usual emotional distance between player and avatar.
It’s a difficult in any game to get players to really connect with the characters or the setting. They intellectually know it’s all just pixels drawn by a bunch of zeroes and ones. And besides, how much can in-game choices “matter”, if you can just reload and try again if it doesn’t work out?
What’s truly amazing is that Torment should theoretically be less accessible than the average game. The strange setting and characters, forbiddingly odd even by fantasy standards, adds another barrier to the player’s ability to relate to it.
And then there’s the fact that the player character’s “death” means even less than in typical games. He’s immortal; so it doesn’t matter if he gets killed in a fight; he just wakes up again afterwards. In theory, this should make every conflict less emotionally-charged than it otherwise would be.
The designers stacked the deck against themselves, and then overcame the odds to deliver one of the most emotionally compelling games of all time. And so Torment‘s weirdness is not a flaw, but a strength–it adds to its unique flavor.
Throughout this review, I’ve said relatively little about the specifics of the game itself. That’s because the game defies description–and I think that’s because it’s like a mosaic: I can’t explain why it’s beautiful by showing just one tile–you have to see the interconnected nature of the whole thing to understand it. The best I can do is describe the sense I got from looking at it.
If you like dramatic, narrative-driven video games and you like to think, give Planescape: Torment a try. You’ll never forget it.
This is a good example of video game analysis done right. Scott’s description of the different levels of Deus Ex‘s story reminds me of (you guessed it) Gayden Wren’s style of analysis. You know how I love that.
As I’ve mentioned before, Deus Ex is one of my favorite games, and its atmosphere–which the game’s creator Warren Spector called “millennial weirdness”–was one of the major influences on my novella. I recommend watching this review for anyone who doesn’t play games to see what I mean.
Coincidentally, Spector tweeted this today (The embed tweet code isn’t working; sorry):
“When is a game going to win a Pulitzer Prize? Are we ready and deserving of such an honor? Can we at least TRY to be worthy of that? Please.”
Before watching Scott’s video, I probably wouldn’t have said Deus Ex deserved it, but having seen it, I realized that as a piece of “entertainment pseudo-journalism”, I decided it was.
“Reactivity”. “Choice and consequences”. “Influence”. These are the watchwords for the RPGs designed by Chris Avellone.
For example, one of the major features of Alpha Protocol(2010) was the branching path structure of its story, depending on what the player chose to do. The world of Alpha Protocol reacted to the player’s choices, making it feel like they were really changing the story as they played.
More than just being a quirk of game mechanic design, this philosophy permeates the Avellone-led Black Isle/Obsidian RPGs in surprising ways. It goes beyond just being a player ego-stroking mechanism into every aspect of the games.
Planescape: Torment‘s protagonist can influence the story, setting and other characters in countless ways, and while this in itself makes for an interesting game, the mechanic complements the theme of the story: that belief can influence reality itself. Musings on self-fulfilling prophecies and consensus reality are integrated with the structure of the game.
If video games are power fantasies, designed to make players feel like they can impact the world, then these RPGs are both archetypal examples and subtly subversive at the same time. While they allow the player to make all manner of changes to the game world, they also ask the player to reflect on the consequences of their actions.
It is a delicate balance, but in a medium defined by user input, the experience is most satisfying if the need to tell a story is balanced with giving the player choice in how it unfolds–if the story is the player’s story, and the player is not simply a bystander.
In many games, the player is to the game’s plot as Indiana Jones is to Raiders of the Lost Ark. They are at best just there to perform the requisite tasks to fulfill the writer’s story. Not so with Planescape/KotOR II/Alpha Protocol–in these, the player is the story.
Perhaps the most famous of Avellone’s characters is the enigmatic Kreia from Knights of the Old Republic II. She embodies the philosophy of player choice more so than any other single character. (Her avowed hatred of the predestination element of the Force could be interpreted as opposition to the “railroading” so common in games.)
Kreia is seemingly amoral, allied with neither the Jedi nor the Sith, but uses both to achieve her goals. To gain influence with her, the Jedi Exile (the player’s character) must show that they can make logical choices consistent with furthering their own long-term goals–in other words, that they understand choice and consequence. Kreia doesn’t care if you are good or evil–just so long as you know what you are doing and can strategize to make it happen.
In this way, the game mechanics, characters and story are all fully integrated. The mechanics reinforce the characters who reinforce the theme. This level of coherence is what produces a truly satisfying experience. When game mechanics clash with the theme or the story, the player feels subconsciously confused.
Since games, unlike other art forms, rely on user input to tell the story, it only makes sense to center them around the user’s input in every respect. If thematic coherence is what makes Art great, the greatest games should surely be built around the idea of player choice.
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.
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.