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Brothers: A Tale of Two Sons is Manipulative and Perfect

Brothers_HandUp

I played Brothers: A Tale of Two sons over a month ago. I sat down on a Saturday afternoon, looking for a break helping my kids cram a month’s worth of science project research into a single weekend. I had no clue what kind of experience I was in for. I thought it was just a cutesy game about two brothers, which you control simultaneously, where you spent a few hours overcoming obstacles, got a happy ending, and then forgot about the game forever.

About three hours later I sat, dumbfounded, as the credits rolled. I don’t know precisely how to frame what this game is, but I do know there is no other game of any kind or length that had me from the word go and wouldn’t release me until it was finished with me rather than I with it. Forgettable it is not.

The question becomes how to describe what makes it so unique and so special. The game, at its core, is horribly manipulative. It’s also heartfelt and full of wonder and sad and note perfect. I’ve put this post off for weeks because I simply do not know how to write about it. I don’t know how to do justice to what Starbreeze Studios has concocted.

After the break, I take my best shot in a deeper, rather spoilery dive…

Brothers_Trolls

A Tale of Two Sons begins with the youngest of two brothers unable to save his mother from drowning in stormy seas. It’s emotionally charged, sure, but nothing we haven’t seen before. Fifteen minutes into most any Disney or Dreamworks animated movie and you’ve seen the introduction of a character who’s endured some kind of tragedy. Our protagonist must have inner turmoil, after all; doesn’t mean the rest of the tale isn’t filled with cotton candy and unicorns and snow princesses singing Let it Go. And even though, some time later, dear old dad is sick and the boys must go on a quest for a cure, what you see during the opening hour of the game is a full plate of sweet musings. The boys can interact with almost everyone on their way out of town, whether it’s to stop and pet a friendly cat or to tease the drunkard on the bench or give the local bully his just deserves. It’s all innocent.

Then you hit the troll caves and some of them are nasty, but you help a couple of them out and they’re nice to you and, hand-in-hand, they help see you off for the next phase of your journey. This is all set up. It’s a very successful attempt to lull you into a false sense of security. At this point you know the game will have drama, but you’ll face it head on, overcome some clever puzzles that make you feel smarter than you actually are, and everything will be wonderful. Because that’s the script we all know. We’ve seen and played it a hundred times already. And whether it’s brother The Older assuring brother The Younger that he holds no blame over him for their mother’s death, or the rescue of a young girl, or a wild aerial ride on a hang-glider, it offers the perfect balance of tension followed by wonder, followed by achievement and warm fuzzies. It does these things for one reason and one reason only — so it can take it all away.

Brothers_Fishing

By the time you reach the climax of the boys’ journey, you begin to sense the script changing. Deep down, as you drag your mortally wounded older sibling to a tree stump and leave him there, promising to return with aid, you know that this story has curdled. You just don’t want to know it and so you press on. You get the magic elixer. You return to the lifeless form of your brother and you believe with every fiber of your being that this will be when the sun comes back out and you both return to dad and you live happily ever after. It has to happen that way because anything else is unthinkable. And, ever so briefly, Starbreeze lets you cling to that notion. It lets you have your happy ending. Until it doesn’t. They’re taking the knife, the one they slid ever so carefully into your gullet, looking you dead in the eye, and giving it that extra twist. And they’re doing it just because they can; because they want to give you that brief sensation of warmth and comfort before they strip it all away again and leave you sitting on the cold, hardened earth.

Your return home offers no triumph, but it does offer you a glimpse at how The Younger has grown, the strength he has gained from his experience. It does so, brilliantly, through a single press of the gamepad trigger. It’s an act you perform a thousand times in the game. It’s reflex. But not here. Here it is loss and gain bittersweetly intertwined and it’s the only way to reach the end of the journey. But even here, Brothers isn’t done with you.

You’ve returned. You’ve overcome your fears and you’ve rescued dad. And your reward? A second gravestone and a broken father on his knees as you, in turn, stand above him. You’ve lost your mother, your brother, and by all given accounts your dad has checked out, so you’ve likely lost him too. And what have you gained?

Finding the message here isn’t easy. Life is hard, wear a helmet? There are certainly grounds to argue that this game is simply manipulative for the sake of being manipulative. But all narratives manipulate. The question is how effective is it? Guessing where it’s going before it gets there doesn’t mean it’s not effective. It just means you’ve got your smarty pants on. So, it’s tempting to ask, what exactly was the point of all this? Why would anyone want to subject themselves to it? I suspect the point is the same as in any tragedy — to feel.

Brothers_Tricked

This is a sorrowful game, but it’s not a game about sorrow. It’s not even a game about loss, really. It’s about the importance of the journey. It’s about what people give to each other along the way. It’s about knowing how to feel and embracing that full spectrum of feeling. Life is not joy and it’s not sorrow. It’s disparate moments of both of those things spread across time, while mostly ranging in places in between.

Brothers: A Tale of Two Sons is an opus that Starbreeze composes and plays expertly, without a missed beat or an off-tune note. It is one of the single most memorable games I have ever played and if you haven’t yet, even knowing what you know now, you should take the four hours out of your life to experience it. There is so much more to the measure of this journey than how it ends or in this quick summation of how it gets there. Take in the lives of these two brothers for yourself. Celebrate with them. Mourn with them. Remind yourself of what you know already — that the journey matters.

E3 and the Longest Game

ps4 announcement

Sony has now shown its hand for the PlayStation 4 at E3, and it looks to be aiming squarely at the hardcore gaming market. In what is certainly not a co-incidence their latest press release was at pains to point out that the PS4 will be doing exactly the opposite of all the things that have so annoyed hobby gamers about the Xbox One so far. It won’t need to connect to the internet once per day. It will run used games. It might not be backwards compatible but you will be able to play PS3 titles streamed online through Gaikai. It’ll be cheaper, and have a bigger library of indie games. The message from Sony couldn’t be clearer: we’re the hardware for serious gamers, and we’re listening to what you want.

Personally I’m pretty much sold. I buy a lot of used games and the fact that one console will allow me to continue doing that and the other won’t is a deal breaker. The chance to play some great PS3 titles that I missed in this generation, like Journey, The Last of Us and Demon’s Souls is a huge attraction, as is the price. Being fairly tech savvy I can surely use my PC to mimic a lot of the added functionality of the Xbone anyway. Upgrading is a long way away for me: my 360 pile of shame is easily big enough to last me into the first year of the next generation. But unless things change drastically over the coming 24 months (and they might yet), it looks like I’m a Sony man.

But that doesn’t mean I think Microsoft have screwed up. As has been repeated tirelessly over the last few weeks, Microsoft wasn’t aiming to launch its new console at us. It’s an attempt to reach out squarely to the casual market, the two or three games a year market, the market that have been relentlessly gobbled up by smartphone gaming over the last few years. Whatever we might think of it, it’s a bold move and puts clear water between Microsoft and its competitors in the console environment.

It seems to me that in going after the hardcore crowd, Sony have chosen to play it safe. It’s a smaller market, but a solid one which will guarantee them sales. They’re effectively admitting that the days of the console as a unified gaming platform are over, and are seeking to corner the people who are sure to continue to support it.

Microsoft on the other hand are taking a massive gamble. The audience they’re going after might not want to come back to console gaming from their mobile devices. They might not want to drop hundreds of dollars on a gaming system that offers some fairly minimal usability advantages for regular media consumption over the disparate use of PVRs, PCs and tablets that we see at the moment.

This doesn’t surprise me. Microsoft have basically done exactly the same thing with Windows 8: abandoned their core market in favour of trying to recapture a segment of the mobile market. It’s clear that the bosses at Microsoft have decided that beyond the obvious conclusion of mobile being a big part of the future, mobile is almost the entirety of the future. And if there’s a company that can not only afford to gamble, but probably needs to gamble on the way the future is going to map out, it’s Microsoft.

The future remains, of course, utterly inscrutable on the matter. It could be that Kinect 2 turns out to be the transformative technology that Kinect 1 promised to be but clearly wasn’t. That would be a game changer. But I’m willing to bet that the next generation belongs to Sony. However, I’m also willing to bet that the next generation will be the last that sticks to the traditional models of production and consumption. And after the world has moved on, it’s possible that Sony will find it has cornered a market that no longer exists, and its Microsoft who’ll reap the rewards for playing the long game.

Braid: It’s Art, but is it a Game?

Braid - indie puzzle platform game by Jon Blow - title screen

Since I cottoned on to the idea that game criticism could learn a thing or two from arts criticism, I’ve inevitably been sucked into the world of games as art. It’s an interesting space: before platforms like Steam and XBLA made it possible for indie developers to create and release something and make a profit there was simply a vast gulf between blockbuster, big-studio AAA titles and artists occasionally dipping their toes into computing. Now that space is gradually becoming filled with games like Journey, Limbo and, of course, Braid.

Having now finally had the chance to play Braid, I’m struck by the fact that it’s almost unquestionably art. There’s so much about it that fits that definition. The visual style is heavily reminiscent of post-impressionist painting, pretty much unique in the video gaming space, and distractingly beautiful as you play through. The snippets of narrative text that flash up as you wander through the gateway to each world are lovingly scripted and surprisingly profound. I have discovered that I end up wanting to re-read them every time I fire up the game and enter a world, and discover new elements of insight on most occasions that I so. The overarching story is clever, filled with metaphors that lend themselves to multiple interpretations, most of which can lead to further meditations on humanity and relationships. I even love the sound, although I understand that was recycled from elsewhere. Whatever definition of art you choose, Braid seems to fit.

However, the more I’ve played it, the more I’ve become unsure as to whether or not it’s actually a game.

Braid very much belongs to the puzzle genre. No problem there, of course, there’s a long and proud history of puzzle games dating back to Q*bert in 1982 and arguably further, most of which were, in my opinion, unspeakably awful. It’s rather more unusual that in Braid the puzzle elements are combined with platform ones but there are still some well-known antecedents such as Lemmings and Wario Land. What’s unique about Braid is its supreme, clinical coldness. The way the story is presented as a series of philosophical observations with no attempt to engage the player emotionally. But most of all the manner in which it presents the player with a series of discrete puzzles that are almost entirely intellectual in nature. Experimenting and working things out are the order of the day here, and in spite of the occasional pixel-perfect jump you’re required to make, physical dexterity, reaction time and manual skill very much take a back seat.

Braid - indie puzzle platform game by Jon Blow - everything needs more dinosaurs
What it reminds me of most are the apparently endless series of small puzzle applications and flash games that people use to while away their office lunch hours, rather than anything you’d be likely to find on the console of a dedicated hobby gamer. More than that, playing Braid feels almost like solving Sudoku, or some other popular pen and paper puzzle format. The exercise is so focused on the brain that you almost start to wonder why you’re bothering to play this sort of thing on a computer when a crossword or nonogram would offer a similar kind of pleasure in a cheaper and rather more convenient format. I get the same feeling playing some European-style board games, where the strategy is often more about making best use of the rules than actually engaging with your fellow gamers, but at least in a board game you’re playing face to face in a social situation. Braid is like a European board game but with even less warmth.

Of course, Braid has this funky time-rewind thing going on that it uses as the basis for most of its puzzles and there’s no way you could do that with pen and paper. And you have to stand back and admire the cleverness of that mechanic, which is not only unusual but leveraged to make you ask yet more questions about the game itself and the wider world which you inhabit. But really that’s pretty flimsy reasoning because while that particular approach to puzzle construction might only be doable in a video game, the basic prerequisite, which is that you think your way through every stage of the game instead of running, jumping and gunning through large parts of it as is the norm, didn’t require the time-rewind. A good puzzle designer could have built Braid as a standard platformer and still made it interesting, still made it deeply philosophical and still filled it with fiendishly intractable puzzles. No matter that it happens to have a clever gimmick, we’re still back to pen and paper logic puzzles.

Braid - indie puzzle platform game by Jon Blow - donkey kong homage

So how about that allusion and metaphor rich story that overarches the whole thing then? The ability to participate directly as the central protagonist in a thrilling tale is one of the central lures of video gaming, and has be used to create unique circumstances and surprises in games like Silent Hill 2 and Knight of the Old Republic. Could Braid perhaps earn its video gaming credentials there? Well, no. The narrative is immensely clever, but it’s mainly text-based and offers little you couldn’t get from a novel or a film. Indeed I was reminded a little of Time’s Arrow on more than one occasion whilst playing.

There are antecedents in terms of games that engage the player primarily intellectually rather than physically though. Computer wargames are the poster child here, although the wider world of strategy games offers other candidates, and no-one would suggest those weren’t video games. But again, Braid is different. All the computer strategy games that I can think of either utilised the computer to do something you couldn’t do in a physical format, or had heavy elements of hidden information and randomness that forced the player to make moves based on intuition as well as intellect. Often these were one and the same thing, such as a fog of war effect, or complex calculation for hit and damage. By contrast in Braid everything is open for the player to see, and almost all the puzzles are trials of pure logic and deduction.

And yet, for all the criticisms I’m here levelling at the game, for all that it remains remote and unengaging, I’m very impressed by it, perhaps more as a concept than as a game. It’s eaten many hours of my time none of which, and this is an astonishing rarity for a video game, feel like they’ve been wasted, although some of them don’t feel like they were actually very much fun. And ultimately the argument I’m pushing here, which is that it isn’t really a video game at all, leads to an even more interesting question and conclusion. Namely, that if it isn’t a video game, what is it? And I have no idea what you’d name it, but it is all of the things I’ve compared it to, rolled into one. A pen and paper puzzle, a (short) novel, a philosophical exercise and a piece of visual art. And in that amalgamation, finally, is our vindication and our answer: nothing other than a video game could successfully unite such disparate elements. And in doing so, Braid, like many of the other indie-art games that came after it have finally started the long-overdue process of pushing the envelope of what a game can be. Whatever you think of Braid, and it’s creator Jon Blow, it deserves acclaim for that feat alone.

The Function of Criticism

Criticism - do we review games or do we critique them like art, and what's the purpose of doing either

It’s rare that I hear about a game and decide that it’s a must-buy. Rather, I prefer to take the softly-softly approach: wait, see what the community consensus is, read some reviews of the game and (if it’s a board game) the rules and then make a decision. Often, however many reams of text I end up digesting in the course of this process, it’ll be one paragraph, even one sentence that makes me choose one way or the other. Increasingly, I’m asking myself why I bother.

It’s also come to my attention that a lot, probably the majority, of people don’t choose stuff this way. There’s much more of a tendency to impulse buy stuff. And if you read a lot of the comments that people make on game reviews you’ll notice something else: it’s quite clear that a lot of the people who read reviews and comment on them have already played the game in question. They’ve come to the review seeking either validation of their own point of view, or the opportunity to disagree publicly with the opinions of the reviewer. And this begs the question: what’s the purpose of a review? Perhaps more importantly, is the perception of what most people want from a review the same as what reviewers believe they want?

I’ll tell you what I want from a review. I want to get a sense of what a game feels like to play, what the experience is like, what sort of emotions it engenders in the player(s). I like a bit of logistical information too and I want a clear reviewers slant telling me whether they think it’s a good game or not, and why. Personally I think you can do all that and still provide people who might not agree with you with enough information to help them decide whether they might think it’s a good game or not. That’s what I’d look for, and so obviously that’s what I’ve tried to provide in my reviews. I’m not sure I succeed all that well, too often getting sucked down into the mechanical detail needed as a foundation to explain why I think certain things about certain games, but I try. And frankly whether I’m happy with what I write or not, I do think it’s better than a lot of other stuff out there which seems to boil down to some mixture of verbatim instructional re-write, comedy value or “New! Shiny! Awesome!”

There’s a reason for this. I can’t claim the insight for myself, but our very own Michael Barnes has been pointing out for several years that professional criticism of all sorts of games is a relatively new phenomenon. In the video game sector, progress has been held back by a pathetically patronising long-time perception that games were for kids, and kids didn’t need proper reviews, although it’s finally starting to come of age. For tabletop games, a stubborn celebration of amateurism seems to have become entrenched, no doubt partially due to virtually zero professional coverage of the genre. And without a professional attitude, you can’t have the self-examination necessary to ask what the purpose of a review is, and thus how you might go about improving it.

But perhaps unsurprisingly if you turn to the more mature formats of books, films and plays, vast amounts of ink have been expended on the subject of the purpose of criticism. Equally unsurprisingly given the subjective nature of the material, little agreement has been reached. At the heart of the discussion seems to be the tug between wanting to help and inform readers whilst avoiding preaching to them. On the one hand, it’s likely that any given game reviewer probably knows a bit more about games than the audience in terms of insider industry information, the longer history of gaming and wider exposure to different current generation games, and therefore is in a better position to explore whether a game is not only any good but also genuinely innovative than the reader. On the other hand taste is of course entirely subjective, so how does a bit of education and eloquence give a few elite authors the right to dictate that something is good or otherwise, often in the face of popular opinion?

All opinions are equal. But some are more equal than others.

It seems that one of the common answers to this is to say that criticism is an art form in and of itself and so has no particular rights or wrongs outside the eye of the observer. I can see the attraction to this as a way of answering the dilemma of whether a critic should inform or preach, but it’s a get-out clause, an unsatisfactory answer for a number of reasons. For starters, in any form of criticism, it’s circular: it the work of an art critic is itself art, then that makes the criticism a valid target for other critics and so on. And whilst this is true, it turns a subject and its critics into a closed circle, which is liable to stagnate and is useless and impenetrable to outside readers. Which is pretty much what’s happened in the modern art world if you ask me, but I digress. It also comes no closer to answering our initial question. And when it comes to games there’s another problem, which is the question of whether a game is art in the first place.

This is a complex question that’s been tackled by others elsewhere and I can’t properly do it justice. In the past I would have argued that all game design is inherently mathematical, and that makes the status of games as art dubious. But more recently with advances in AI technology, emergent gameplay and multiplayer collusion it’s become far more of an open question. Nowadays I would say that they can be art. In video games the existence of titles like Journey bridges the gap between games created deliberately as art pieces and those created for playability. Board games have been skirting round this territory for longer, and in rather different ways, but arguably politicised games such as War on Terror or GMT’s Labyrinth and story-telling games like Once Upon A Time or Tales of the Arabian Nights fulfil a similar function.

But of course just because some games can be art, doesn’t mean they all can. I’m reminded of the chapters in American Psycho where the narrator offers in-depth analysis of rubbish pop bands such as Huey Lewis & The News. A lot of games, the majority, are just empty-headed shooters and platformers after all. But if some games have the potential to be art, even though many are not it strikes me that perhaps they have to be reviewed as though could be art. After all, one can write a clear and compelling review of mass-market rubbish while comparing and contrasting it with more rarefied examples because both, ultimately, spring from the same source. Film critics make much of their money doing exactly that. And if that’s the case perhaps a review can never be truly helpful in guiding people toward relevant purchases. In my years of reviewing I’ve struggled hugely with trying to address the question of how best to do this, continually being thwarted by the amorphous nature of my subject matter and the wide spectrum of taste in my audience. A lot of art critics don’t feel that advising readers is a key part of what they do and perhaps its part and parcel of game criticism maturing that authors and audience alike abandon the pretence that reviews are a realistic way of helping people decide what to buy.

Not all critics are good writers

So if we’re not in the business of giving commercial advice, why are we here? One of the things that I enjoy about writing reviews is that the process of organising the text helps to get my own thoughts into a coherent, sensible order and perhaps more importantly to explore them more deeply and see where they lead. That seems very insular as a stated purpose for something that is intended for a wider audience, but perhaps reading a review serves the same function, to offer clarity to the jumble of concepts we all carry around in our heads as we think about and play games. The existence of reviews has a further advantage of particular use in the internet age and that’s to engender discussion on the subject which hopefully leads to new avenues to explore and, in extreme cases, to new concepts being adopted by designers, developers and publishers. But you can achieve these same goals through editorial-style content such as this very piece: it may be that the thoughts they clarify and discussion they engender lack focus in comparison to the effects produced by a review of a specific product, but that seems a poor reason for reviews to exist as a stand-alone concept. You’d get the same effect sooner or later from a succession of opinion pieces.

So it seems that a good way to answer the question of why we write and read reviews would be to look at what – if anything – makes a review distinct from a less focussed opinion piece. And I suspect that the answer is actually in the question: focus. By forcing the writer to concentrate on a specific piece of work and comment from their, it means that what could be an opinion piece is actually an analysis piece. Instead of offering airy-fairy thoughts, they have to anchor what they’re saying in reality, provide evidence and reasons for their opinions. You could do the same in an opinion piece of course but you don’t have to, and I imagine most of us are familiar enough with the more extreme forms of fact-free journalism promulgated by the tabloid press, and the manner in which it is often swallowed wholesale, to understand the value of being rooted in reality. Furthermore because that analysis is focussed down on particular, individual products, the discussion that it engenders has a much higher chance of resulting in something equally concrete, feedback that a developer or publisher can take on board, react to, use to improve the quality of their output. Reviews and criticism entertain and inform readers certainly, but their final purpose may well be their ability to push the envelope of design, development and publishing. The ongoing furores over the re-sale of used games and the lack of creativity in AAA titles suggest that without people capable of articulating what’s right and wrong with existing games and starting meaningful discussions around those subjects, the industry has little hope of delivering improvements for their own sake. But sadly, it seems to me that the current poor state of reviews on far too many outlets has little chance of managing to making a lot of difference. At the moment, that’s still up to the fans, and the fuss over the ending to Mass Effect 3 demonstrates that it’s not always desirable that fan power should win over artistic integrity.

I suspect that the answer to my original question that we have arrived at is a lot less interesting than the journey we took to find it. And that highlights the final point I want to make, which is that although we may have found it reasonable to suggest that games reviews share a lot of common ground with the critique of high art there is a long, long way to go before we can meaningfully compare them on the same level. But there is hope that one day we might get there. And perhaps most importantly of all there is certainty that in the exciting, gruelling process of forging this new art, there is room for all of us to contribute and to help shape whatever it is that rises from the flames into something we can hold up and be proud of.

A big thank you to Jesse Dean of 2d6.org who started the ball rolling in my head on this subject. He’s posting his own series of pieces about it, starting by wondering why the flawed A Few Acres of Snow got a free ride from reviewers.

This is a Warning

Congressmen Joe Baca (D-Calif.) and Frank Wolf (R-Va.) have introduced a bill that would require video games to carry a warning label similar to cigarettes, only in this case the warnings would inform consumers that video games have been linked to aggressive behavior.

Finally! It’s high time the government steps in and lets consumers know that every game ever made, including those violence mongering Dora cooking games, can cause little Timmy to explode in a fit of rage at the slightest provocation. Also, it’s about time that Congress take time away from such trivial matters as unemployment, staggering wealth disparity, the growing surveillance state and dependence on foreign energy sources to tackle something that really matters, informing consumers of nebulous ties between games and aggression.

Unfortunately though, for all that the warning does, I don’t feel that it does enough. I think that games need specific warnings so that consumers can be shielded from unpleasant experiences as much as humanly possible. What kind of warnings you say? Well, I’m glad you asked.

Read Dead Redemption – WARNING: You may think you’re about to embark on an epic Sergio Leone style western, but instead, prepare yourself to pick lots and lots of flowers. Yeah, flowers. Also, we hope you like bears!

Dragon Age 2 – WARNING: Bethany’s boobs are not really as big in the main game as they are in the tutorial. I know, right? Such a let down.

Halo: ODST – WARNING: Upon completing this game, you may feel like Nathan Fillion is your very bestest friend and that he will totally help you move on Saturday. Neither of these things are true. Alan Tudyk, on the other hand, may be able to help out, but only for like, an hour.

BioShock 2 – WARNING: Playing this game and making choices based on your own notions of child rearing may uncover what a truly terrible parent you are. Please return your children to their womb of origin immediately.

Dark Souls – WARNING: Failure to complete this game will brand you as a worse player than Bill Abner. No greater shame can be imagined.

Marvel vs Capcom 3: Ultimate Edition – WARNING: All of your wins have been against the AI. You are not ready to go online. No, seriously, don’t—see, I told you. Man, that has to be some sort of record.

L.A. Noire – WARNING: Actually, there’s not much game here. Carry on.

Cooking Mama – WARNING: This bitch is crazy.

Mass Effect 3– WARNING: This game may do nothing to assuage your fears that every choice you’ve made has been meaningless and that the yawning chasm of unfulfillment that exists at your core has been excavated by a lifetime of poor decisions. Also, you may be inadvertently exposed to gay sex. Icky!

Angry Birds – WARNING: Involvement with this game in any capacity may make you prone to hyperbole and to proclaiming the death of any game that isn’t sold at the App Store for less than a dollar.

New Super Mario Bros – WARNING: You are no longer eight. Failure to adjust your expectations accordingly may diminish your enjoyment of and/or ability to play this game.

The Legend of Zelda: Skyward Sword – WARNING: While playing this game, you may feel like you’ve played it before. That’s because you have, like nine times.

Left 4 Dead – WARNING: Todd will shoot yo–oh. You’re dead. Told you.

Braid/Journey/Limbo – WARNING: Failure to enjoy these games may cause feelings of inadequacies as you wonder if you’re just too stupid to “get it”. Enjoying these games may cause feelings of blind allegiance to common gaming tropes simply because they’re presented as being artistic. Eff it. Go play Call of Duty.