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Maturity, Inclusion, and the Game Industry in 2014

Microsoft E3 Presser

So, E3 is happening. Over Monday and Tuesday there were pressers and demos and a Brinks truck loaded with video. There’s always one or two things to stand out to me from these events, but the topic that’ll stay with me for awhile is maturity and the strange dichotomy in which this industry (fans included) needs more of it yet sometimes fails to recognize it when it appears. There are two catalysts for this post. One is the all too predictable trolling of Danielle Riendeau’s 100% on-point and valid piece on the lack of female presenters during the major press conferences. (Hat tip to the excellent work Danielle is doing at Polygon. We miss her a ton!) The other is a post from “Ashelia” on her Hellmode blog, defending the teaser trailer for the next Tomb Raider game against attacks that it’s made a victim of Lara Croft. (Apologies that I don’t have a real name to attribute to Ashelia.)

Originally, this post was mostly about Tomb Raider and a bit about Brothers and not laying charges of sexism where they don’t exist because it does disservice to those examples of brilliant work this industry is capable of producing. I can’t, in good conscience write on this topic without first calling attention to this sort of abhorrent behavior and state outright that when someone like Danielle speaks out on this topic and meets an ill-considered, reactionary response like this that it is all of our responsibility to condemn it in no uncertain terms. I don’t want these troglodytes, these soulless imbeciles, carrying the torch for who we are as gamers. I know we’re better than this. You know we’re better than this. But unless we slam the door on this sub-human behavior we’ll remain defined by it. And in case you think I’m overstating, enjoy this piece of human filth:

TwitterHate

You stay classy, asshole.

Now, the flip side of the coin is the Lara Croft: Rise of the Tomb Raider teaser:

YouTube video

Evidently the reveal of Lara Croft sitting in a therapist’s office, clearly dealing with trauma has somehow struck a nerve with some people who think the character is being diminished for the sin of being human. Now, before I go further on this, let’s all agree that we don’t know what kind of game this will be. Sure, Crystal Dynamix isn’t going to leap miles away from a very successful formula they established, but you can’t watch a 2-minute clip that doesn’t show gameplay or story and have any idea what the game’s merits are going to be. The problem is that the ideas expressed in this trailer should be celebrated by those who want to see more maturity in gaming. We need more games in which the protagonist pays a price for enduring trauma, yet carries on. Again, read Ashelia’s piece on this. (Update: Susan Arendt just posted a good one as well.)

This question of how you can or can’t portray women, races, or any other group, minority or otherwise, in games an important one. And nobody, no matter how deep their insight, has all the answers. Just as importantly, no one answer will suit every scenario. It’s in these, often well-intentioned cases, that the mere appearance of anything resembling a stereotype in a game automatically equates to that game embracing misogyny or racism. It’s a red-herring we should avoid embracing at all costs.

A few months ago, I read through an online discussion in which several participants (of both genders) felt Brothers is a horribly sexist game because the primary female characters in the game are victims (the mother and the captured ogre) or, by her nature, a deceitful predator. And, yes, these are very nearly the sum total of female involvement in the game. But does that make it sexist? Is one of its subtle themes that women are weak and duplicitous? I’m sorry, but no sale.

The tricky part regarding accusations of misogyny and racism in games is that they’re serious business. People put their heart and souls into making these products happen. If you don’t like a game, it doesn’t speak to you, or you think the design is bunk, that’s one thing, but to accuse people of engaging in something so ugly is entirely something else. That’s an accusation that sticks fast and is very hard to remove, so if you’re going to do it, you damn well better be certain about it. And the fact that Lara Croft is in a therapist’s office with obvious symptoms of post-traumatic stress disorder, or that a game called Brothers is focused on male relationships doesn’t mean some group of white dudebros in a writer’s room are telling you that women are weak or deceitful.

It’s impossible to avoid all potential stereotypical pitfalls, 100% of the time. What matters is context and the benefit of the doubt in any single case should be the rule rather than the exception. (And, no, Assassin’s Creed: Unity does not get benefit of the doubt for the all-male cast of player characters. Opportunity… blown.) The rebirth of the Tomb Raider franchise does not diminish Lara Croft by giving her depth and perhaps a little human frailty. It’s those very additions to her character that make her so much more amazing than in any previous incarnation. This is a Lara Croft that feels pain, fear, and desperation, and still she pushes forward, beyond the bounds known to the rest of us lesser people. Did anyone think less of the Tony Stark character in Iron Man 3 because he hadn’t gotten over the events of the Avengers? This glimpse into the next Tomb Raider makes Croft ever more the hero, because we know that whatever the adversity, it will be a story about her overcoming it.

There are obviously exceptions to the rule. The Witcher 2, much as I love that game, falls into some uncomfortable areas. It is possible to make a game that takes place in a misogynist world without endorsing misogyny and I think Witcher 2 largely succeeds in that. There are moments in it, however, lingering scenes where what should be clearly repugnant behavior makes you wonder if some in the design department instead found it titillating, which is troubling and awkward and the mere moment’s reflection upon it immediately takes away from the game. I can’t state how how much I want to be wrong about that.

In other games there are elements that are more obviously shameful and the work of minds in desperate need of maturation. Dead or Alive, anyone? I know, I know. Too easy. I also know Bayonetta is largely regarded as a strong female heroine, but I could never get over being told by a male designer that, “her clothes are her magic hair,” and that’s why she seemed to turn nude every so often. Because, magic! And why exactly did Bioware, a pretty progressive developer, feel the need to give Flemeth this particular makeover in Dragon Age 2? Crazy sack-wearing swamp lady to smoky dominatrix because, oh, that’s just the unreliable narrator of DA2… err.. fluffing up his imagination. Riiiight.

But this is where you have to be fair too, because for every bit of cheese DA2 has plenty of moments that deftly and maturely handle a range of human drama. And that’s why this gets so tricky. There’s only so many open and shut cases of actual Hate or bigotry in individual games. It’s the same problem acceptance of global warming has. It’s extraordinarily hard to look at a single weather event and say it’s evidence for or against climate change. It’s only in the aggregate that we know we have a very serious problem. Likewise the role of women and people of color in games. The industry doesn’t have a woman problem because Two Worlds or Heavenly Sword show ill-proportioned women in skimpy outfits completely ill-suited to their surroundings and role in the world. The industry has a problem because you can’t throw a rock without hitting a game that shows ill-proportioned women in skimpy outfits completely ill-suited to their surroundings and role in the world. The comic book industry is even worse in this regard and it makes the whole industry look awful.

That is what makes the piece Danielle wrote important and relevant. There was nothing wrong with any single white male being up on stage to tout game X at E3. But when you look at the whole thing, the balance is unmistakably off. And don’t tell me it’s because dudes play games and chicks don’t or because it was all design leads and CEOs making the presentations. Make that argument in 1992, if you must, but it’s outdated in 2014. Change does take time, but by now we should see more heterogeneous representation, especially at the highest level of game publishing.

Wherein, then, lies the balance? When do wet let the innocent go without comment and when do we speak? Damned if I know, but it’s a line we should all be working together to define because, yes, we need better examples of strong women in games. We need to see better portrayal of people of color in games. We need more authentic depictions of homosexuality in games. But not in every game, all of the time. What we need is balance. And in the mean time we should praise efforts to raise the bar for maturity (real maturity) and inclusiveness in games while still poking the industry with a stick at every corner, because, yes, they absolutely need to know when they feature more decapitations in their press presentations than women speakers on the stage. And when the worst offenders of the worst sorts of stereotyping sludge out from their depressed hovels, we absolutely should call them out. But as progress is made, as it has been, as it will continue to be, let’s not throw under the bus those games and people who’s only crime are telling a story that doesn’t have room to address every cause. If we truly want a big tent, there should be room for a little bit of everything.

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.

Cracked LCD- Uncharted: The Board Game in Review

Bandai’s new Uncharted board game, based on the smash hit Playstation franchise, probably isn’t what you’d expect. For one thing, it’s more specifically a card game. For another, it doesn’t suck at all. Getting into the nuts and bolts of it, the surprising thing is that it’s a very accomplished, studied design that makes up for a lack of originality or progressive concepts with a smart sense of syncretism, taking diverse mechanics and melding them together while maintaining an impetus for streamlining. This is a game that needs to be accessible, playable, and fun. It is those things, and designer Hayato Kisaragi has delivered more than I expected out it.

The question on the minds of Uncharted fans is if it “feels” like you’re Nathan Drake or Elena Fisher, jumping from golden ledge to golden ledge while engaging in banter between the cover-based shooting and ersatz Indiana Jones trappings. The short answer is that no, it doesn’t “feel” like that at all and it’s a very high level take on a very high level interpretation of the games’ setting, characters, and events. The upshot of this is that the game is good enough that it didn’t really need to be Uncharted to succeed, so if you’re a fan of Naughty Dog’s treasure hunting saga, consider it a bonus that you get to play as the whole gang- even Tenzin.

Essentially, this game drinks deeply from the deckbuilding well in the Ascension mold, with a revolving display of adventure cards available for acquisition. But it’s definitely not a deckbuilder. Instead of assembling a deck you’re assembling a tableau of action cards drawn from a separate, rather large deck. These action cards determine what you can do in the game and are something like Magic permanents- once you’ve paid for them by discarding other hand cards equal to cost, they’re part of your action “menu” and are tapped (sorry, “rested”) when used until the next round. You get to do two things per turn, which includes playing cards and using them.

A payed-for and played card may let you rest it to draw a card, place a search marker on one of six displayed treasure cards, or to add to attack points if you’re trying to shoot a bad guy card or another player in the deathmatch mode. If you don’t like your cards, they can be discarded for a stock effect- green ones give you two extra actions, blue gives you two health points, and yellow lets you place a search marker. Red cards are weapons, and some weapons like the fabled Pistole let you dump red cards to increase damage.

The search markers are where the game veers simultaneously into worker placement and area control mechanics. Some treasures have an effect that extends to anyone with search markers on it. Once a required number of search markers are placed on a treasure, it’s discovered and the player with the most tokens gets the victory point value and all players there get any other effects that occur. It works really well, and it creates some serious competition- and the need for long-term strategy and smart use of your cards.

This is a tightly wound game. Actions are very limited, and if you don’t budget your cards right, you can wind up screwing yourself out of being able to take a useful action- or you might miss the cash-out on a treasure. Further, at the end of the round any enemy cards in the adventure display that weren’t killed shoot every player, and you can rest cards to absorb damage. Oh, and when played with the normal rules this is an elimination game. If you die, you’re out. This can lead to some great high-stakes, win or die situations.

It’s a two to four player game, although I don’t think you really want to go less than three. Like most area control games, it doesn’t feel quite right with a pair. There is a decent solo game included, and in addition to the standard competitive mode where the players are shooting at and being shot by the bad guy cards there is also a delightfully nasty deathmatch mode with tons of treasure-stealing and there’s an obligatory co-op horde mode. Expect to spend about fifteen minutes per player with the game regardless of how you play it- it moves quick, has a nice arc with escalating difficulty, and a neat sense of development.

The characters have the expected special abilities. But here’s the neat thing. They don’t necessarily start with them, and they don’t really level up to them. Instead, you gain them by acquiring combinations of cards in your tableau or by certain game situations. For example, when Sully drops below seven health, he gets to put a free search marker out at the beginning of every turn. Tenzin gets stronger and stronger over the course of the game as he takes damage.  It’s an interesting- and subtle- way to introduce some narrative and sense of progress without introducing mechanics.

I’m surprised that I wound up liking Uncharted as much as I did, and to be honest I half-expected this to be a negative review. It’s an inexpensive, fun game with a cool- if not completely enveloping- mainstream setting. The irony is that you could easily retheme this entire game by replacing the art with characters and objects from the Indiana Jones films, and it’d still be the same good game.

Gravity Rush Impressions – A Tragedy

I wasn’t planning on picking up Gravity Rush, the first retail game for the PS Vita that isn’t a port, an extension of a franchise, or otherwise forgettable. It’s a game- and brand- designed from the ground up for the floundering platform. It leverages the handheld’s strengths while presenting a full “console” experience, as was promised by the Vita’s press copy. I tried the demo Monday night, I was at Gamestop Tuesday morning with a pile of trade-ins, and I left with a copy of the game.

Here’s the rub. This Gravity Rush, like Vita itself, is doomed. It is destined to be underplayed, under-noticed, and undersold. But also like the Vita, it’s not likely to be underappreciated by those who experience it because it’s a really, really damn good game for a really, really damn good platform. Sony’s continued mishandling of the Vita (the company apparently forgot about it at E3) is no more evident than in its failure to release Gravity Rush as the flagship launch title instead of a scaled down, watered down version of Uncharted.

Gravity Rush isn’t a mold-breaking, lightning-in-a-bottle title. It doesn’t create a new genre and its ambitions do not lie in telling a Bioshock-level story. But what is is, and where it innovates, is in bringing together modest ambitions to deliver a supremely solid, highly stylized game that has “cult smash” written all over it. This is a game very much in the old Sega Dreamcast mold, another possible Jet Set Radio. And then there’s that whole gravity shifting thing, which feels completely fresh, novel, and most importantly fun. If you’re whining about how all “they” make anymore is military shooters, here’s one for you.

It’s a superhero origin story game. It’s a surprisingly focused open world one. It’s an action brawler with an upgrade system. It’s a puzzle-platformer and there’s some stealth gameplay. It has that orb thing from Crackdown. And it’s wrapped up in a drop-dead gorgeous comics style that’s as much Marvel as it is Manga. The young protagonist would fit right in with the X-Men.

I’ve only played for about two hours but I love it. It’s dazzled me, it’s delighted me in that short time. Not many games these days do that since so many focus on the Blockbuster Moment, this-world-is-shit angst, or boo-ya murder fantasy. There was one point last night where I was trying to collect these gems and I was floating in zero-G free fall and I was twisting and turning to see them, using the Vita’s gyroscope. I was on my couch with the Vita over my head, eyes toward the ceiling. It was immersive, and the control was dead on so the illusion wasn’t broken by implementation. It’s been done before in other IOS and 3DS games, but nowhere has it been more effective. The thrill of empowerment when you use the gravity ability to walk up walls or fall into the sky is awesome.

But it’s not the same sense of badass power that the Arkham games give you. It’s more like you’re a kid, like Peter Parker, discovering your abilities and how to use them. The first hour of the game is clumsy and awkward. You blow off out-of-bounds often. You fall. You get disoriented. You crash into statues and miss kicks. It makes sense because you’re learning. Some critics have already complained about these elements, of course. They’re missing the point.

I’ve still got 10 to 12 hours to go with the game by accounts. I almost want to stop playing it now in case it becomes repetitive, boring, or loses focus in sidequests during the middle game. Right now, I feel like I’ve played a truly new game and not just for the Vita. Refreshing, joyful, and passionately made games are rare these days and I almost don’t want to spoil it.

A zillion people will play some puzzle-platformer designed by an arrogant ass that claims that Japanese design is dead. But the number of people that will ever get to play Gravity Rush is likely exponentially smaller due its appearance- and in fact, its dependence- on a poorly adopted platform. It doesn’t help that it’s a product marketed by a company that is clueless as to how to sell it or to make consumer want it. Is it worth buying a Vita for Gravity Rush? Hell no. But if you have one (or access to one), this game is as good an argument for the underachieving handheld as anything else. The tragedy is that it may turn out to be one of the best games of the year on any platform.