Introductory Souls
I'm slightly ashamed to admit to how much I enjoy games featuring mental asylums (and similar locations). I suppose it goes with the territory when you appreciate dark themes, uncertain layers of reality, and an ominous atmosphere.
Pervasive ideas about mentally ill meaning creepy, dangerous, subhuman and so on... those aren't so cool. I know I'm treading through problematic territory on this one. I suppose I find creepiness here which has more to do with how patients are treated than the patients themselves.
Barbaric treatments for mental conditions are some of my top nightmarish-fears, with the additional frightening element that 'barbaric' doesn't always mean 'in the past'. Not having asylums anymore doesn't mean everything's rosy. So, I disturb myself by playing around in virtual asylums, then worry about the treatment of (and respect for) people with mental illnesses in the real word.
Another unfortunate casualty to tide of time: insane asylums. I lament their loss not only as brokerage houses for the breadth and depth of human psychosis, but also I shall mourn the disappearance of that peculiar environment present only in an insane asylum. That palpable atmosphere of blistered brains and churning bowels, the odiferous melange of freely flowing bodily humours, that gently rolling cacophony of distant sobs and screams, the muttered cursing of perceived enemies and the blissful gurgling of the lobotomized like a new-born babe discovering the sky. I shall still find test subjects as surely as I find bloody sustenance in the night, but this climate, I fear, will never be replicated.
"Do not be concerned, life is hardly as precious as one might think" - Yurt, the Silent Chief, Demon's Souls
Nier was one of the cult hits of 2010: clearly not a game for everyone, but still deserving of a place among my favourites. Several things make Nier special, but right now I want to talk about how its towns and cities feel (to me, at least).
The unnamed village Nier calls home is a somewhat idealised rural setting. Green fields extend to the north and south, and the marketplace is active, if not exactly bustling. The background music in the village is tinged with sadness, but always manages to feel like coming home. The waterwheel turns, the farmers fatten their stock, and residents share a drink at the local tavern.
Many have talked about how they felt the first time they loaded up Ocarina of Time and experienced the wonder of a green, three-dimensional landscape laid out in front of them for the first time. I don't share those memories, so was a little surprised to see so many comparisons between Zelda and Nier, but I suppose I understand the familiarity of an idyllic, rural setting more generally.
As it turns out, this is one of many places Nier makes the most of its unoriginality. Bucolic doesn't really do it justice.
If I pay more attention to what's going on in the lives of these villagers, the above description is quite misleading. Life is rough for these people. They fear the increasing attacks by shades (the game's major enemies), and start to suffer food shortages as their fields become unsafe. The children are restless, the traders are going broke, and the tavern becomes a retreat for the desperate.
People genuinely worry about their future, and their hardships are expressed to the player frequently. But no matter how many villagers complain about safety on the roads or struggling to feed a large family, the idyllic atmosphere of Nier's village is never threatened. The grass is still green, the river is clean and full of fish, and the market stays open.
In other words, the villagers' difficulties are understood rather than felt. I don't know if this was intended, but it has some interesting side-effects.
For one thing, it further emphasises that even though Nier lives in this village, he's also an outsider. He's not well enough integrated with his community to completely share in its suffering. Nier is welcome here: he receives expressions of sympathy and help looking after his daughter. But he's frequently away from home, and (more importantly) not really respected. It's easy to look down on the man who gratefully snaps up demeaning work, and throws himself into a seemingly hopeless quest for years on end. It sets up a permanent barrier between him and the rest of the village.
Another result of being disconnected from local suffering is creating a place with layers. One way of looking at it is a feeling of secrets or hidden darkness. The truth hiding behind the false perfect surface. Personally, though, I prefer to think of it as multiple layers of reality existing simultaneously. Each layer is a valid truth, able to co-exist here. Without giving too much away, the mixed message is highly appropriate to Nier's premise and undercurrents.
To the south is a seafront town, which is a larger and more populous than the village but shares a similar vibe, dominated by expanses of blue sea and sky. Instead, I'm going to move northwest, to another small settlement known as The Aerie. It's structurally very impressive, consisting of a series of small houses and walkways built high over a deep chasm. Breathtaking, certainly, but it feels exposed and usually looks deserted. Aurally, it hits me with a wall of haunting choir voices. Add dull colours and sometimes fog effects, and we're in an oppressive and unsettling environment rather than an open and airy one.
'Roleplaying Game' is one of those awkward genre labels meaning different things to different people. I don't have a good personal definition, but one element I consider to be at the core of RPGs is questing.
It's a little contrived, but somehow I love being bossed around and completing tasks for people. Preferably something more involved than being asked to kill ten wolves, but World of Warcraft is the only game I've played where grinding quests were quite so ridiculously blatant and over-used. Usually quests are a bit more interesting, and reveal pieces of the world and its inhabitants I wouldn't see otherwise.
I'll usually happily do whatever characters ask, even when it gets silly. I'm supposed to be on a critical mission, but apparently still have time to rescue someone's cat, or run an errand. I don't usually question it much. There's a time to question game conventions and motivations, and a time to just be satisfied that I'm enjoying myself.
Honestly, the core stories of many RPGs are generic and silly anyway. I adore Baldur's Gate, but I don't remember much about the main story. I do remember meeting mad wizards in the forest, reuniting lovers, the personalities of my companions, and a lot of other small moments. I find the real stories tucked away in sidequests and hidden corners of the game.
It is very unusual for me to find a quest and decide not to complete it, but it has happened. The main example I can think of was from Mass Effect 1.
The quest is known as Family Matter, and involves a couple found arguing on the Citadel streets. A pregnant woman is concerned about the risks involved in obtaining gene therapy for her unborn child, while her brother-in-law argues for how important that therapy is to avoid a possible genetic heart defect which had recently killed the baby's father. There is no clear advantage or disadvantage to taking one side over the other – the game itself is neutral with regard to right and wrong on this issue.
I'm prepared to accept that my Shepard is an unusually influential person. I'm not controlling just any old peon here. I am happy to believe she could say something about choices and genetics, and actually have it taken to heart. But that doesn't necessarily mean she would.
As Shepard I made life and death decisions constantly. The fate of entire species was regularly in my hands, and I was willing to take on that responsibility. I helped shaped the beliefs of my crew in addition to earning their respect.
But when faced with this particular choice I recoiled, and gaped at the choice in front of me. Advancements in genetic technology do come with more than their share of ethical questions, and weighting up benefits and disadvantages. I'm happy to see that tackled in a science fiction game, but not in such a throw-away scenario. I would never tell someone how to make a decision like that. I wouldn't advise a close friend, let alone a stranger on the street. It's not my place, and it's not my Shepard's place.
I went with the only other option available to me. Shepard threw her hands in the air, said 'To hell with this' and left them to it. In the process I knowingly sacrificed some easy Paragon or Renegade points, but there is no way I was willing to make that call.
With a large pile of unfinished games spoilers are always a potential issue. I am pretty far along the spoiler-hating spectrum. I avoid trailers, and sometimes even refuse to read book blurbs. I realise that's pretty extreme, and I don't actually expect anyone to be that considerate. I've had to learn to make allowances, but I am still reasonably choosy about the information I read.
If I care strongly about a particular game I'll prioritise playing it, and be careful about what I read online. Normally this works out fine.
My latest Game People review is for The Witcher.
The other game I indulged in over the ANCAC Day long weekend was Nier. I doubt it's going to be a widely popular game, but I like it.
"Hardcore" is another one of those terms thrown around a lot in relation to gaming, even though the definition is pretty fuzzy. Ditto "casual" on the other end of that supposed spectrum.
I don't own an XBox 360, rarely play FPS games, and don't usually enjoy competitive multiplayer. That rules me out of most of the stereotypes that pop into my head when someone uses the phrase "hardcore gamer". Also, although I find games fun and interesting I've never considered myself particularly skilled at them (though I have improved a lot in recent years).
I don't think that makes me a casual gamer, either (although the fun I've been having recently with Endless Ocean 2 may beg to differ). I'm pretty happy with my average-skilled, variable-genre approach to gaming.
Interestingly, some of the games I love do often get labelled as hardcore. Give me a standard FPS, or a God of War, and I'll worry about whether I can get through on normal difficulty. But give me a "hardcore" game that many people are not brave enough to touch, and I may actually be closer to my comfort zone.
My favourite current-generation RPG so far is The Witcher, and I'm really looking forward to the sequel.
We definitely retain the 'womanizing' part. After all, Sapkowski himself created Geralt this way, and there's a lot of "that stuff" in the books. But even though we plan to retain sexuality, a lot has changed regarding the presentation. For one, we completely forgo the card collecting aspect. No more sex for roses or gloves. We are more interested in a cinematic type of approach here, less of 'another feather in the cap' and more of a relationship/emotionally warranted displays of affection. Possibly quite like in some of the modern games, like "Heavy Rain" – we want to make it so that the plot and characters' personalities logically conclude in them being together. This will definitely be closer to an "R-rated movie" than a card-collecting game. After all, we're not making the game for the hormone-driven 14 year-olds, but for mature players.
I love character creation. I can happily fiddle with sliders for hours trying to create something I'm happy with (and get a sense of their personality while I'm at it). Dragon Age is a good place to look for customisation, though I gather some other games have recently done an even better job.
We have the usual starting point: male or female? I've recently been spoilt by Demon's Souls which has a slider bar for gender, allowing you to be androgynous or anywhere you like along a spectrum. I thought that was pretty awesome, and I sighed a little at returning to the binary choice here. It was expected, though.
Choosing a female character, I was told that women and men are considered by most people to be of equal skill. Since then, my character has been subjected to a lot of talk about how pretty she is but that she's proving difficult to marry off. Every second character I've spoken to has commented on the fact that I'm female, and that it's highly unusual for women to join the Fellowship Spectres Grey Wardens. I've also had a lot of dialogue options say things like "Oh stop whining! I'm braver than you and I'm [just] a woman!".
I don't actually mind if a fictional world is presented as equal opportunity or not, because I think they can be a useful space for exploring issues. A strong female character in a society that doesn't always recognise it isn't automatically a terrible story. But you can't really have it both ways. I think this may be the result of them trying a bit too hard to prove they have catered dialogue to different kinds of characters.
Moving along, and we come to deciding between being a human, dwarf or elf. Sadly, the elves and dwarves really just look like differently-proportioned humans, and I much prefer my different races to look, well, different. When the elves in game have a hairstyle that covers their ears I often can't actually tell them apart from the humans. This is a large part of why I really like games that let me play more unusual races like orcs or lizardmen. It actually forces the designers to create something.
The male dwarves don't look too bad, and I think beards might help slightly to hide how plastic and expressionless these characters can be in the cut-scenes (Mass Effect wins slightly here over Dragon Age for at least allowing your character to speak). But my partner is going with the dwarf option, so I decided to stick with human.
Dragon Age made a big deal out of its character backgrounds, and getting to play through a short origin section. As a human rogue my only option was, of course, to come from a noble family (um... sure). I chose to ignore this when I was customising my character's appearance, and created the rangery character I actually wanted to play. She has relatively dark skin and hair, with facial henna tattoos and almost tribal-looking hair. I was then plonked into my mediaeval castle with my very pale English-looking parents discussing arranged marriages and such. I imagined I must be the product of an affair, which everyone pretends to ignore despite her different heritage being plainly visible. I don't think adoption is much of an option when everyone is going on about the age and importance of our family line.
So, I got some amusement out of all of that, but it really was not ideal. There will, I'm sure, be plenty of good points to this game now that I can settle into it properly and stop laughing at the ridiculousness of my starting point.
The gameplay leaves a bit to be desired, but that isn't always Bioware's strong point. The camera angles and cooldown management were done better in WoW, while the full-party management was better back in the Baldur's Gate days, or in Final Fantasy XII where the AI settings (gambits/tactics) were more intuitive and sophisticated. Dragon Age feels like it has tried to lump all of these games together, with mixed success. I can at least see the potential in what they tried to do, but I hope they work on it more for future games.
The story is incredibly generic so far, but that's what I knowingly signed up for, and most other games lack worlds and character interactions as complex and interesting, sadly (Demon's Souls, for example, has fantastic gameplay, but it doesn't even try to include a story worth a damn). I dream of Bioware one day making something that isn't playing things quite so safe, but in the meantime I guess I'll be busy trying to build an army for an epic battle against Sauron the Darkspawn.