The_Outer_Worlds_cover_artThere’s a moment, maybe a bit more than halfway through the main story arc of The Outer Worlds, that really sums up what the game is all about. On the planet Monarch, there are two rival factions who are fighting for control of the planet. I was acting as intermediary. 

I was trying to decide which side to support, which was difficult because there were people I liked on both. In fact, there was really just one hardliner who seemed to be causing the problem. I wished I could get him out of the picture and bring the two sides together.

And as it turned out, because I’d done a lot of legwork beforehand, and built a good reputation with both sides, I could. The game let me oust him, and put his more practical second-in-command in charge. It was incredibly satisfying, after hours of combat and long, dangerous treks across Monarch, to see two characters who I really liked hammering out their differences at the bargaining table.

There are many moments like this in The Outer Worlds, but this one best illustrates two of the game’s defining qualities. First, there’s the ability to make creative choices to solve problems in unexpected ways, rather than the simple Good/Evil binary we see in many games. And second, there’s the fact that, with a few exceptions, most characters in the game are really likable.

The Outer Worlds begins with your character being roused from cryo sleep aboard a spaceship called the Hope, by an eccentric scientist named Phineas Welles. Welles is recruiting you to fight against the mysterious “Board”—the controlling entity that governs the various corporations in the Halcyon colony.

Shortly after Welles’s rescue, you find yourself stranded on the world of Terra 2, where you have to make your way to the starship Unreliable. At least, that’s what the game pushes you to do. But, not being one to follow directions, I had my character instead make her way to the nearby settlement of Edgewater—a struggling company town. And the game, to its credit, let me do that.

The Spacer’s Choice corporation runs the show in Edgewater, and we soon see a glimpse of how dehumanizing the corporate policies are: before even entering the town, I met a grave-digger asking for help collecting gravesite fees from the populace. This is a good introduction to the politics of the Halcyon colony—the status quo that the outlaw Welles seeks to destroy by reawakening colonists on the Hope.

The advanced promotion for the game had pushed the theme of corporate dystopia pretty hard, so I was expecting that much. What I wasn’t expecting was how skillfully the portrayal is done—nobody, even the town boss in Edgewater, is a caricature. In the beginning, I thought it would be an easy choice between him and the refugees hiding deeper inland, but when it came down to it, both sides are presented as earnest people, struggling to eke out a living on a remote frontier. 

The Outer Worlds has been touted as the spiritual sequel to Fallout: New Vegas, and rightly so. The nuance and well-meaning nature of many of the characters put me in mind of J.E. Sawyer’s New Vegas add-on Honest Hearts—another story about basically good people trapped in a harsh and desolate land that forces them into making hard choices.

The hallmark of Outer Worlds, like New Vegas, is giving the player freedom to do as they wish, and letting the consequences play out accordingly. You can, as the marketing materials say, play it as a psychopath if you want to. But why would you, when it’s infinitely more satisfying to do things like help the struggling colonists, or spend time aiding your companions in overcoming their own personal challenges?

Ellie.jpg
Ellie also rocks.

Whether it’s helping the sweet, shy Parvati overcome her nerves and ask out the woman she loves, fighting side-by-side with the hard-drinking huntress Nyoka to honor the memory of her fallen comrades, or talking the spiritually-troubled Vicar Max out of revenge and into finally finding the inner peace that has eluded him all his life, The Outer Worlds has some of the best companion quests I’ve seen since Knights of the Old Republic II. You can’t romance companions, which initially was a little disappointing—but in a way, that just made their quests that much more satisfying. They weren’t just notches on a virtual bedpost for experience points; they’re well-rounded characters with fully-developed personalities.

Personality is something that The Outer Worlds is brimming with. The graphics have a splendid visual style, from the towns to the corporate advertising plastered everywhere, right down to the loading screens, which even out of the context of the game are retro-futuristic masterpieces:

Loading_Screen_Ad_Terror_ad

Even minor details like quest and weapon names (e.g. the first quest is “Stranger in a Strange Land” and there’s a unique flamethrower named “Montag”) have a sense of science-fiction fun about them.  Everything in this game screams that this is a work of craftsmanship, made by people who cared deeply about it.

Speaking of craftsmanship, the crafting system in this game is wonderful. If you remember my Mass Effect: Andromeda review, you may remember that I said I don’t normally get into crafting, but the mechanics in that game made it fun. The Outer Worlds is like that, too—I would check every shop and vending machine in every town for new weapon mods that I could use to give myself a better arsenal. 

Actually, Mass Effect: Andromeda is a pretty good comparison for Outer Worlds generally. Andromeda was also about building interstellar colonies and forging new homes for humanity in the cosmos. The spirit of optimism and adventure that I noted in my Andromeda review is also present here. The thing Andromeda was unfortunately (and in my opinion, somewhat unfairly) denigrated for was its bugs and technical glitches. I’m pleased to report that there are almost no such issues in Outer Worlds. A couple times, I got stuck between rocks on particularly treacherous terrain, but that could be solved with fast-traveling. The game auto-saves frequently, so even if it had been a problem, there seems little chance of losing much progress.

I have really only two complaints about The Outer Worlds. The first is about one minor quest on Monarch where you have to find someone who disappeared. He was delivering a package to a group of people in the wilderness, and when you track them down, they seem extremely—even excessively—polite, and ask you to stay for dinner.

Now if this is your first time playing an RPG, you might be surprised by what happens next. If, however, you remember the Andale quest from Fallout 3, or the White Glove Society from Fallout: New Vegas, or the inn from Jade Empire, you will not be shocked to learn that the people are, in fact, cannibals, and that the upcoming dinner and the fate that befell the unfortunate delivery person are related.

I’m sorry, but polite people who are secretly cannibals has been done to death in RPGs. I saw it coming a mile away. Now, it’s such a minor thing that I suppose you could say it was a nod to the great RPGs of yesteryear (as those three I listed undoubtedly are) but it felt too rote and by-the-numbers. But perhaps it only seemed so because all the other quests are so original and fun.

The second complaint isn’t even really a complaint; even though it strikes at one of the thematic pillars of the game. It’s more like a philosophical quibble.

As I mentioned above, one of the key parts of the game’s identity is that it’s supposed to be a satire of corporations. The corporations run Halcyon and that’s precisely, the game implies, why it has become such a mess, driven to the very brink of extinction by corporate drones who care more about filling forms, spouting ad copy, and following inane, inhuman policies rather than actually serving the needs of people.

The thing is, none of these flaws are unique to corporations. Any sufficiently large, complicated organization run by human beings will inevitably devolve into a bumbling bureaucracy. Things like governments, universities, and non-profit organizations, after all, are hardly innocent of the flaws that The Outer Worlds mocks in corporations.

In fact, the game seems to almost tacitly admit this by the later stages, when you reach the decadent city of Byzantium, where the wealthiest members of Halcyon society live, gossiping about aetherwave serials and fashion, in a bubble insulated from the horrors of frontier life, like Prince Prospero’s court in The Masque of the Red Death. There are a couple quests where you have to visit the Parcel Delivery service, and in each instance, are given a classic “That’s Not My Department”-style bureaucratic runaround. It’s a hilarious parody of red tape run amok, and one of the greatest examples of satire I’ve ever seen in a game. 

But think about what they’re making fun of here: the post office, a government-run organization. It’s not just capitalism that’s being mocked.

In fact, all the talk about it being a satire of corporations actually understates just how ambitious The Outer Worlds is: they’re not making fun of corporations only, but all big organizations. That’s why it resonates so much—because it pokes fun at the flaws of dysfunctional entities in general, whether they are mega-corporations, late-stage communist governments, or federally-mandated services. 

That’s why I can’t call this a complaint, exactly, because as a satire, it’s extremely good. It’s like the original Deus Ex in how it makes you think about the structures of society itself, and leads you into questioning just how the world around you really works.

I do have a theory about why the game seems so superficially focused on corporations however; although it involves a digression about the inner workings of Obsidian and a lot of speculation on my part. Feel free to skip the following five paragraphs if you don’t care about game industry inside baseball. (Or I should say “tossball,” the main pastime of the Halcyon colony.)

There have been a lot of rumors about Obsidian Entertainment, many of which involve the departure of founding member Chris Avellone. Avellone is a legend in the gaming industry, as the genius behind titles like Planescape: Torment, Knights of the Old Republic II and the Fallout: New Vegas add-ons Dead Money, Old World Blues and Lonesome Road. He is, in my opinion, one of the greatest storytellers alive, and his work is a big reason I fell in love with role-playing games.

The details of his departure from Obsidian are difficult to describe, and every account is inherently unverifiable. But it’s safe to say he did not leave on good terms. Avellone has not been shy about discussing his differences with management, nor about his critiques of the game industry generally.

I bring all this up because, if I didn’t know better—that is, if he hadn’t personally confirmed his non-involvement with Outer Worlds many times—I’d have thought it was an Avellone game. It bears so many elements of his signature design style: player choice, reactivity, an irreverent sense of humor… it’s basically the greatest game Chris Avellone never made.

This is purely speculation on my part, but I think it’s an interesting series of events: Avellone has a far-from-amicable departure from Obsidian, after which he vocally expresses his views on management practices in the game industry generally and at Obsidian in particular. Then, a few years later, his fellow game designers make a game about corporate (mis-)management destroying people’s lives. And it’s not just any game, but a game that is clearly the descendant of some of Obsidian (and Avellone’s) greatest triumphs.

Does it mean anything? I don’t know. It may all be just a weird coincidence. In any event, though, this much is known: Avellone remains friendly with Tim Cain and Leonard Boyarsky, the co-designers of The Outer Worlds, and while it may be a pipe dream, I would love to see him work on DLC for it. The universe of this game is a big one, and it feels like it has room for more stories, especially ones written by MCA himself. Like Phineas Welles, I’ll cling to any hope, however slim.

You may have noticed I’ve made comparisons to lots of other games throughout this review. That’s quite deliberate: The Outer Worlds feels like a culmination. I don’t play games much anymore because they require such a big time investment. But when I saw this game billed as the successor to some of my all-time favorites, I had to give it a shot. And as I played it, I felt like I was experiencing an epic symphony composed of all my most beloved games. 

The smooth, easily-flowing gameplay and careful world design of New Vegas, coupled with a rich art style at times reminiscent of Borderlands, Dishonored, and BioShock, but with its own, unique flavor; the mounting tension of rallying the crew for the attack on the Collectors in Mass Effect 2, combined with the hopeful, pioneering spirit of Mass Effect: Andromeda; the cyberpunk rage against the elite machine of Deus Ex, along with the personal tale of introspection and self-discovery that was Planescape: Torment—all these happy gaming memories came to mind as I journeyed through Halcyon.

And yes: there are echoes of Knights of the Old Republic II; the epic that got me hooked on RPGs in the first place, with its story of the lone exile returning to a galaxy on the brink of collapse, with the choice to let it die or fight to save it—it too came to mind as I played The Outer Worlds. Both games are ultimately about something very simple and very important; something that everybody knows but too few really understand: the fact that our decisions matter; that whether the world we live in thrives or perishes depends on the consequences of people’s choices.

It seems so obvious, and yet so many people seem to forget it. But it’s a point that games as an art form are uniquely equipped to make, because they allow for audience participation to such a profound degree. All the great games demonstrate this truth, and that is why, as it stands on the shoulders of these giants, The Outer Worlds is an all-time classic.  

"Prey" cover
“Prey” cover. Image via Wikipedia.

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.

It’s like a hybrid of Doom 3 and Deus Ex (two games that I love), along with many other influences.  It also evokes the mining station episode that starts off my all-time favorite game, Avellone’s Knights of the Old Republic II.

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 of JFK from alternate future game "Prey"
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 or Dead Space or the Fallout: New Vegas add-on Dead 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…

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.

See what I mean about the graphics?
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:

  1. “Go get some files from a computer on the other side of the station.”
  2. <Goes there, fighting and hiding from Typhon all the way>
  3. “Oh, the door is broken. You have to get parts to fix it.”
  4. <Gets parts>
  5. “Shoot, the power’s out. Backtrack and turn it on.”
  6. <Goes back; fights more Typhon>
  7. “Hey, the power is out because the reactor is broken. Fix it.”
  8. <Rebuilds nuclear reactor>
  9. “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…

(more…)

I normally don’t like games that are just about repetitive gameplay. I like to make progress through a story, and reach a satisfying ending.  To just keep doing the same thing to try and get a high score doesn’t really appeal to me.

But Faster Than Light is an exception to the rule.  The game, in spite of its 1990s-caliber graphics and nearly-impossible to win gameplay, it’s extremely fun and addictive. (It doesn’t hurt that the Advanced Edition has material written by the great Chris Avellone.)

The idea is that you are in command of a starship, and you have make through nine sectors to fight the enemy flagship.  You can get different types of starships, with different crews, weapons and layouts.  I’ve only unlocked one so far, and I’ve never beaten the enemy flagship.  That’s right: I’ve never actually won the game.

It doesn’t matter, though. FTL is a journey, not a destination.  As you travel through the sectors, you never know what will happen.  Sometimes, you’ll get a free laser weapon upgrade, or “scrap” (money).  Other times, you might be lured into a trap by evil aliens.  You never know what you’ll run into.  It really is like playing a season of Star Trek.

Another element I normally hate, but FTL makes enjoyable, is the resource management aspect of things.  I normally am terrible at this,  but in this game you have enough downtime between space battles to think about whether you wan to upgrade lasers, shields, engines, etc.  You’re not rushed in making decisions.

The best part is, it’s available on the iPad, which makes it easy to take with me.  Only downside to that is I end up getting hooked when I really should be doing something else.

There are a few nit-picks–the menus are kind of dense, and on the iPad sometimes I end up pressing a menu button when I want to select a part of the ship.  But it’s not a big deal.  I can hardly wait how much fun it will be when I actually win it.

Great article by Rosie Cima about why Hollywood movies tend to have an orange and blue color palette: http://priceonomics.com/why-every-movie-looks-sort-of-orange-and-blue/

I first noticed this with video games, when Shamus Young pointed out how Mass Effect 3 overused this palette.  Once you notice it, you realize it’s everywhere and it makes it hard to watch modern movies. 

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.

Warren Spector wrote a great post the other week asking about how video games can contribute to discussions of serious issues.  As an example of what he was talking about, he cited the issue of “smart weapons”, especially military drones  His larger point was about the ways in which games could be used to address such issues.

It so happens that I have for some time now been thinking about doing a post about a similar issue and its treatment in video games.  Specifically, the issue of “transhumanism“, and how it is explored in two major video game series: Deus Ex and Mass Effect.

Deus Ex is appropriate to start with, since the first game in the series was created by Mr. Spector himself.  It dealt with the ethical and philosophical questions raised by Artificial Intelligences and “upgrades” to human beings, and Deus Ex: Human Revolution continues and builds upon that idea.

The theme of DX:HR is how humanity reacts to the development of augmentations that grant superhuman abilities.  There are people like David Sarif who are all for it, and people like William Taggart who oppose it.  More than just that, though; as Jensen wanders the streets of Detroit and Hengsha, all the unnamed townspeople give their opinions on the augmentations, and their reactions to Jensen, be they admiring or horrified.

Both Human Revolution and the original Deus Ex make reference to the myth of Icarus and Daedalus, evoking the concept of people being unable to control the technology that they have created.  At the end of Deus Ex,  J.C. Denton has the choice to merge with an Artificial Intelligence, and become a god-like super-intelligence that rules the world.

In fact, I might say that Deus Ex explores the concept of transhumanism on a macro scale, and Human Revolution explores it on a micro one.  Deus Ex deals with the consequences for the world at large of sophisticated A.I.s, and whether or not the players believes that the world can be left at the mercy of such things.  In this way, it perfectly satisfies what its creator alludes to in his post: it gives the players the choice, and lets them ponder the question: is it better to be governed by an omnipotent machine-god, or to plunge the world into another Dark Age?

If you are familiar with the writings of Ray Kurzweil, the Helios ending of Deus Ex is basically Kurzweil’s idea of the Singularity adapted for dramatic purposes.  You might argue that this is an unfair choice, but it dramatizes the idea that certain technologies, once created, lead inexorably on a certain path.

Human Revolution is a more personal story, with fewer far-reaching decisions.  (Presumably because, as a prequel, it had to arrive at a point from which Deus Ex could begin.)  It focuses more on what augmentations do to a person’s mind.  Jensen famously says “I never asked for this”, and the game shows his initial disgust at his mechanical augmentations.  One neat thing is how the game–deliberately, I think–puts its story somewhat at odds with its mechanics.  You will hear a lot of talk about how evil augmentations are, but at the same time, you’ll want to get more augs each time you gain Praxis points!

These themes are highly relevant to the controversial ending of the Mass Effect trilogy, as well.  I’ve discussed why these endings are extremely weak dramatically elsewhere on this blog, but here I will argue that the themes underlying the clumsily-written ending are actually better than is widely acknowledged.

When the Catalyst tells Shepard that “the created will always rebel against their creators”, it is echoing a theme that was introduced in Mass Effect 2, with the repeated motif of children rebelling against their parents, which I touched on here.  You could even argue that Shepard embodies this theme, since he rebels against Cerberus, who in a sense “created” him when they revivified him in Mass Effect 2.

This theme is closely related to the organics vs. synthetics conflict that the Catalyst alludes to.  The two ideas are united by the Geth/Quarian conflict, which can be resolved in a way that undercuts the Catalyst’s own argument.  However, I will say this that the Catalyst’s logic isn’t as dreadful as people say; it’s just poorly explained.

The justification for the Reaper cycle is that Reapers must wipe out advanced organic life before it creates synthetic life that wipes out all organic life.  As somebody once pointed out, this is similar to the concept of a “controlled burn“;  where you burn off some of the excess leaves and deadwood to prevent a massive fire from developing later.  Remember, the problem the Catalyst is supposedly preventing is “chaos”, so if the problem can be managed in an orderly fashion, its parameters are met.  It is a galactic forest ranger.

The three choices Shepard is offered at the end–destroy the Reapers, control the Reapers, and synthesize all organic life with all synthetic life–are, as many have pointed out, very similar to the Deus Ex endings. I would argue that the tone of the ME endings, especially with the Extended Cut, is far more optimistic than Deus Ex.  This may sound odd, but ultimately it is implied that the galaxy will rebuild in all but the “Reject” ending, and even there some hope is offered, in that Liara’s time capsule will make a difference in the next cycle.

As far as a philosophical exercise, Mass Effect succeeds to some extent at presenting the players with a question to force them to decide how they would handle it.  In this one respect, it actually provides a better context for the set of choices than Deus Ex,  in that the rest of the series has presented characters the players care about, giving them a reason to think hard about the choice.

As interesting as both series are, I think both fail to explore the theme as thoroughly as they might.  Deus Ex fails because much of the story is about the vast, globe-spanning conspiracy controlling events.  While that makes for a brilliant story in its own right, it has nothing to do with transhumanism or artificial intelligence.  Human Revolution was a bit better at focusing on the theme, but the player’s choice ultimately felt meaningless.  Even if you side with Taggart or destroy Panchea, you know the augmentation program will go forward.

Mass Effect fails because, well, obvious reasons having to do with the ending.  Specifically, though, it fails because of how it handles the philosophical differences in the endings.  It doesn’t really give the player a sense of what the endings mean, either before or after choosing them.

The larger point, though, is that video games are a good medium for exploring themes of  transhumanism, because playing them involves the interaction between human and machine intelligence, which means the mechanics are primed to complement a story about that concept. Mass Effect 3 actually makes reference to this fact, in the section where Shepard enters the Geth collective via a virtual Tron-esque interface, and both Human Revolution, and Mass Effect 3 end with the player characters standing at a machine interface that allows them to choose the ending they want.  Weak as this is dramatically, it is reinforced by the nature of gaming itself.

Warren Spector recently wrote an excellent article stating that what video games need to legitimize them as a medium is a Roger Ebert-like figure whose criticism will help interest the general public in gaming.

I’ve often wondered about this myself, but I’ve ultimately concluded that it’s getting the order wrong.  I think the popularity of gaming will lead to the emergence of such critics and not the other way about.  I think the reason for this is that what popular criticism requires to exist is a sufficiently rare set of qualities that you need a large pool to choose from.

Now, that said, I think having a “Roger Ebert of gaming” would be awesome.  In fact, that’s kind of what I dream of becoming whenever I write a gaming post.  Not that I ever will be.  I think the thing few people realize about criticism is that the key quality it takes to be a good critic of anything is to be a good writer.  It’s not enough to know your subject matter and be able to come with interesting analyses of it; you need to be able to do it concisely, intelligently and above all else, cleverly.

Let me cite one of my favorite literary criticism essays: Mark Twain’s “Fenimore Cooper’s Literary Offenses“.  I suggest you read the whole thing–it’s short–but to encapsulate what makes it great, let me explain that I have never read any Fenimore Cooper books, and yet I enjoy the essay tremendously.  For all I know, Twain’s criticism is completely unfair.  But I enjoy the essay anyway.  Think about that: I have no idea what these books are about except for what Twain mentions, but his evisceration of them is fun to read.

So consider that the most important element of criticism isn’t about what you’re criticizing or what you’re saying about it; it’s about how you phrase it.  If you can be witty in your reviews–that’s the real key, I think.   Not that there isn’t plenty of wit in game criticism, but the issue with game criticism is that the humor too often comes from “in-jokes”, or references to other games.  It’s not accessible to the layman.

In contrast, take this quote from Ebert’s review of the movie Armageddon: “The movie is an assault on the eyes, the ears, the brain, common sense, and the human desire to be entertained. No matter what they’re charging to get in, it’s worth more to get out.”  I’ve never seen that movie; so I don’t know if I agree or not.  But it’s a great quote.  He could have said it about any bad movie, though; it has nothing to do with the subject of the movie.  It’s just a generally funny line.

I’m not saying that’s all Ebert was about–he had truly interesting ideas about movies, too.  But that’s not what made him famous.  What made him famous was that he was a very witty writer.

All we need then is somebody who loves video games, has interesting things to say about them, and is an extremely witty writer to boot.  So where is that guy?  Everybody who writes about games, including myself, wants to be that guy, but no one yet has succeeded.

Here’s another question: where’s the new Roger Ebert of movies, now that the original Roger Ebert has passed away?  I don’t know that there is a comparable figure in movie criticism.  Spector apparently couldn’t think of one either, or he would have used that person’s name.  He pretty much said on his blog that Ebert was the most famous movie critic he could think of for an example.

I have a theory: criticism in general is not as good nowadays.  People just are not as good at it, possibly because the internet makes it easier to seek out criticism targeted at their specific interests.  Criticism is Balkanized now, unlike in Ebert’s heyday, when there was one movie critic in the city paper, and he had to write to appeal to the widest audience he could.

This theory could be wrong–I don’t like it because it’s a little simplistic, “things-ain’t-what-they-used-to-be” kind of thinking,  but it does account for why there is no Ebert of gaming.

NOTE: Spector’s article has generated a lot of reaction–Shamus Young and Chris Franklin, among others–have written posts in response to it that make some good points about the issue. Young makes basically the same point I did about the need for game critics who can be read by non-gamers.

So, to continue in this vein of highly improbable reinterpretations of things that I am so fond of, let me tell you about another wacky idea I cooked up.

It all started when I was watching this Mass Effect 3 episode of the game commentary show “Spoiler Warning”, and one of the hosts, Josh, mentioned that Cerberus can “still manage to succeed despite being terrible at everything”. (He says it at about the 2:00 minute mark):

Hmmm.  Is there any other organization you can think of that still succeeds, despite making lots of bad decisions and being widely despised?  An organization which, when seemingly being beaten, simply uses its seemingly-inexhaustible resources to take the advantage?

(more…)

Here’s an interesting article describing an event in which two great filmmakers, George Lucas and Steven Spielberg, forecast radical changes in the movie industry.  The bit that stood out for me:

Lucas and Spielberg also spoke of vast differences between filmmaking and video games because the latter hasn’t been able to tell stories and make consumers care about the characters.

There are two possibilities here:

  1. This is an attempt to paraphrase that oversimplifies, and consequently loses the sense of what they said.
  2. Lucas and Spielberg don’t know what they’re talking about.

If they actually said anything remotely like that, they simply have not been paying attention.  Video games have been telling stories since the beginning.  “Super Mario Bros.” is the story of a man trying to rescue a princess from a giant turtle.  It’s not a great story, you may say, but it’s a story all the same.  And there have been films that were just as bad (if not worse) in the story department...

As for this “hasn’t been able to make consumers care about characters” business, that’s even more of a laugh.  I like Lucas’s Star Wars films quite a bit, but Kreia from Knights of the Old Republic II can put any character Lucas ever wrote to shame. BioWare had to actually go back and try to “fix” the ending to one of their games because fans were so anxious to know what happened to their favorite characters.

Perhaps their confusion can be explained by the remainder of the paragraph from the same story:

Which isn’t to say [games and movies] aren’t connected. Spielberg, in fact, has teamed with Microsoft to make a “TV” show for Xbox 360 based on the game Halo and he is making a movie based on the Electronic Arts game Need for Speed.

Well, there’s the problem.  If those two titles are what they think video games are like, I can see they would have the wrong idea.

Here’s what’s ironic about this: these two cinema legends are saying there are huge problems with the movie industry, and then going on to exemplify one of the problems themselves: arrogance.

It’s even worse, though, because it’s not just the movie industry that thinks games can’t compete in terms of story and characters–it’s the game industry, as well!  The powerful entities in it, at least.  And to complete the irony, the most vapid, characterless, hackneyed, special effects-driven games are churned out in the name of being “cinematic”!

I hope gaming doesn’t get ruined trying to emulate the methods of an “imploding” industry.

I’ve been wanting to do another one of these after I had so much fun with my political and football ones.

 

Mass Effect (series)

The Reapers are bad

Because they will kill us all–

So let’s kill ourselves.

Fallout: New Vegas

Why would you gamble

In a wrecked economy

Based on bottle caps?

Half-Life 2

1984

With gravity guns, crowbars–

And more depressing.

Metal Gear Solid

Two days to prevent

A nuclear disaster.

But let’s chat some first.

Halo (series)

Generic soldiers

Fighting generic monsters.

The Fans will love it!

Call of Duty (series)

Generic soldiers

Fighting with one another.

A Halo killer!

Deus Ex

A million choices;

Branching paths and decisions;

All destroy the world.

Doom 3

U.A.C. has guns,

Teleporters and ships, but

“No duct tape on Mars.”

Perfect Dark

A female James Bond

To be the next Goldeneye?

More like Moonraker.

Knights of the Old Republic II

Take away the Force

And Jedi are incomplete.

Much like the ending.

Feel free to add your own in the comments.