.

.
Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Wednesday, 14 November 2018

Red Dead Redemption's Weird Western World

The original Red Dead Redemption, released in 2010 by Rockstar Games for Xbox 360 and PlayStation 3, is considered by many to be a high-water mark in video gaming. Following the "open world" format of Rockstar's infamous Grand Theft Auto series, the mean streets of major modern metropoli were replaced with the Wild West of Italian cinema. Furthermore, the chain of events was given the compelling story of John Marston, a former outlaw who is forced to hunt down his old gang members across Mexico and the fictional State of New Austin after the government takes his family hostage. The game became a perfect example of the growing propensity for video games to transcend film as the art form of the 21st century. Beautifully rendered environments coupled with engaging storytelling and characters that literally involve the player for hours upon hours of entertainment. 

Red Dead Redemption release trailer.


Advances in technology have meant that no video game is truly complete. Indeed, the "day one update" phenomena has shown that most games aren't even fully debugged and ready to run when they are sold. But where there is extra money to make, downloadable content (DLC) is soon to follow. Picking up before Red Dead Redemption's epilogue, the Undead Nightmare DLC (2010) throws a supernatural curve into Marston's settled life. Just when he thought his family was safe, both his wife and son succumb to a zombie plague breaking out across the frontier. Naturally, it is up to the former outlaw to solve a mystery going back to ancient Aztec worship of the Sun. 

Along the way, Marston encounters even more strangeness. As the world is ripped asunder by a zombie apocalypse, the Four Horsemen's steeds roam the Earth. Marston has the option of taming War, Famine, Pestilence and Death, each with their own unique effects on the brain-eating hordes. Somewhere out there in the wilds is also a unicorn that trails a rainbow behind it as you ride. Joining him are jackalope and chupacabra, and a pathos-inspiring episode with Sasquatch. A new mythology for the zombies does not exactly utilize the creature's largely forgotten origins in Voodoo shamanism, but does draw the modern metaphor of cosmic nihilism and urban distress further back in that direction.  

Undead Nightmare trailer.


Undead Nightmare was criticized from some quarters upon its release, as a number of fans of the original game felt that it undermined Red Dead Redemption's realism to jump on the zombie bandwagon. On the one hand, this realism is overstated: the West was not nearly as wild and bloodthirsty as cinema has made it out to be. Red Dead is an interactive Western movie, pulling tropes and archetypes from Hollywood's gunslingers. A truly realistic Western game would involve an unrelenting tedium of plowing land, driving cattle, and months-long bounty hunts. Violent and gritty does not equate to realistic, and it's surprising to learn that anyone has thought that way since the 1990's. Rockstar already sacrificed realism for an entertaining product.

Apparently those critics were a minor voice, because the more recently released prequel Red Dead Redemption II (2018) for Xbox One and Playstation 4 goes much further in integrating elements of the Weird Western into their otherwise more realistic game. In this installment set in 1899, 13 years before Red Dead Redemption, you play Arthur Morgan, the enforcer of John Martson's old gang. After a robbery gone wrong, the gang is on the lam and trekking across the American landscape to avoid Pinkertons and bounty hunters. We see the gang both at the height of its power and through its fall into madness, despair, and death. 

Red Dead Redemption II release trailer.


The game pushes beyond the tropes of the Spaghetti Western to be a much more realistic take on true Western life. Opportunities for fastpaced, bloodthirsty gunplay are further between and resource management becomes a much more significant part of the game. You have to watch out for the well-being of the camp, your horse, and your character, meaning there is more hunting, crafting, bathing, feeding, and brushing going on. The world of Red Dead Redemption II is much more fully and beautifully realized as well. Its sprawling map is a microcosom of the United States, with regions identifiable to actual parts of the country. The city of Saint Denis is a stand-in for New Orleans, surrounded by bayous and neighbouring the red earth of the post-Civil War American South. North is "Roanoke", replicating the Appalachians and Hudson Valley. To the West are ranges of mountains reflecting the Sierra Nevadas and Canadian Rocky Mountains. Tucked in the midst of the mountains is a small tribute to the geyser basins of Yellowstone. In the middle of the map is the eerily accurate "Heartlands" that look exactly like what one would see driving through the grasslands and badlands of the prairies. New Austin returns as the equivalent of Texas.

Throughout this immense world are a plethora of sights and strangers that get weirder and weirder as the game progresses. The original game had its share of odd characters, eccentrics mostly. The only clearly supernatural figure in Red Dead Redemption was the mysterious Stranger, an unkillable, top-hatted gentleman who appears to know everything about John Marston's past... and future. It was a statement by him that provided the seed for Red Dead Redemption II's precipitating incident. Yet he is poorly defined and there is much speculation as to whether he is God, or Satan, or something else entirely. Much like the stranger in the Clint Eastwood film High Plains Drifter (1973), there are hints as to who this Stranger could be, but overall he is an encounter with the Unknown beyond human ken.

Compilation of scenes with the Stranger.


By contrast,  Red Dead Redemption II goes balls to the wall nuts at times. Extraterrestrial visitors appear at least three times in the sky, first above the ruined shack of a Heaven's Gate-style suicide cult. A ghost in the swamps outside Saint Denis eternally relives her tragic tale of lost love and suicide. Speaking of Saint Denis, what would a proxy of New Orleans be without a vampire? Sasquatch bones can be sighted in a mountain cave, a horrific Moreauesque experiment can be found in a deserted house, high in the hills is a witch's hovel with a cauldron brewing, and human sacrifices by pagan cults dot the landscape, as do ancient fossils, Viking burials, pirate wrecks, and crashed flying machines. A side mission has you searching for mysterious rock carvings of Zeppelins and atomic bomb explosions for a man who looks and talks like he is from the 1920's. Another mission has you performing tasks for a Tesla-like genius, culminating in the discovery of an automaton that looks like a cross between Boilerplate and Bender. 

The following videos by LegacyKillaHD showcase some the various Easter eggs and where to find them, though (more) spoilers ahead for those waiting to find them for themselves...


Wednesday, 16 May 2018

Sakura Taisen: the Blooming Spirit of Scientific Romance in the Taisho Period


Beginning with an innovative Sega Saturn video game in 1996, the Sakura Taisen franchise grew rapidly to become a Japanese mega-hit and a flawless study in how to make a creatively and commercially successful modern Scientific Romance. Unfortunately, the very things that made it such a creative and commercial success in Japan rendered it virtually incomprehensible abroad. The franchise floated across the Pacific in piecemeal fashion, tantalizing those lucky enough to discover it. 

My relationship with Sakura Taisen (also known as Sakura Wars) began in 1998, at the very first edition of my city's annual anime festival. It was the same year that I launched the very first incarnation of this blog, as a website on the long gone GeoCities server. I had recently discovered and fell in love with the genre of Scientific Romances, primarily as an interesting fusion of my love for Science Fiction with Gothic Romanticism. The Nineties and early-Noughts were an explosive time for modern Scientific Romances, with feature films like Wild Wild West (1999), Back to the Future Part III (1990), The City of Lost Children (1995) and Disney's Tarzan (1999), Atlantis: The Lost Empire (2001), and Treasure Planet (2002), comics like League of Extraordinary Gentlemen (1999), novels like The Difference Engine (1990), picture books like Dinotopia: A Land Apart from Time (1992) and its sequel Dinotopia: The World Beneath (1995), theme parks like Disneyland Paris' Discoveryland and Tokyo Disneysea's Mysterious Island, and television shows like The Secret Adventures of Jules Verne (2000) and The Adventures of Brisco County Jr. (1993). It was an embarrassment of riches that has never been matched since. At this anime festival, I was piqued by a new anime series entitled Sakura Wars, which ended abruptly with the fourth episode.

This anime series featured a group of girls in an alternate 1920's Tokyo where steam-power produced far more advanced technology than in our own world. This alternate Japan was recovering from a devastating "Demon War" that happened roughly around the same time as World War One in our history, and it seemed that the infernal hordes were massing once again. Keen to see the rest, I learned to my chagrin that this series was merely a four-episode Original Video Animation (OVA) prequel to the Sega Saturn video game Sakura Taisen released in 1996 in Japan and never imported to North America. Shortly thereafter a second Sakura Taisen OVA was imported, as the sequel to the second Sakura Taisen video game, released in Japan for the Sega Saturn in 1998. This was followed in succeeding years by the OVA prequel to Sakura Taisen 3 (2001, Sega Dreamcast) and a feature film taking place between Sakura Taisen 3 and 4 (2002, Sega Dreamcast), leaving me with plenty of prequels and sequels but no idea of what the actual story was! Eventually a Sakura Taisen television series was imported, ostensibly adapting the first video game, but which altered the story so significantly that even Japanese fans of the franchise found it revolting. Then an official manga adaptation of the first game was imported by Tokyo Pop, which published half of the series before the company went into bankruptcy. By now a decade had passed and I was so desperate that when I went to Japan in 2009, I broke down, found a used video game store, and bought a Japanese Sega Saturn and every possible Sakura Taisen game, fan disk, spin-off puzzle game, and branded piece of hardware available. When I finished the first game and finally saw the hero and heroine kiss, it was like a religious experience! 

What could encourage a torch to be held out for so long? What makes Sakura Taisen the epitome of everything that can and should be done with a modern Scientific Romance?

Boldly, it is not the steam-powered technology in itself that makes the franchise so appealing. Virtually any movie, TV show, comic book, or video game can have attractive Retro-Futuristic technology so long as it has a decently creative designer (though that is harder than it sounds, since there has certainly been no shortage of unattractive designs since 2006). Rather, its appeal lies in the same unapologetic Japaneseness that so easily dissuaded Sega from importing it to North America. Sakura Taisen is an intensive survey of the history, aesthetics, pop-culture, mythology, and geography of Japan... So much so that it is itself a crash course in Japanese culture. To review it is mainly to write an essay on Japan at the turn of the previous century, as I am about to do.



Wednesday, 12 July 2017

Nintendō no Meiji monogatari

Up to recently, the most antiquated piece of Nintendo technology in our home was the original Nintendo Entertainment System Deluxe Set that I've owned since 1986, with a more or less intact R.O.B. After that might be either my original Game Boy with its pea-green screen or a collection of Nintendo Power magazine going back to issue 6 (back when video games journalism was helpful things like maps and tips).

I'm currently working on miniaturizing my collection.
My original NES and R.O.B. meets the NES Classic Edition and R.O.B. amiibo.

Not that long ago, I added to my collection of Nintendo ephemera with the purchase of a lovely deck of Super Mario Bros. hanafuda cards. Though clearly of recent vintage - chock-a-block with references to Luigi's Mansion, Yoshi's Island, Super Mario 3D World, Super Mario Galaxy, and the Donkey Kong games as well as all the beloved characters - this edition of the classic Japanese card game hearkens back to the origins of the company in the misty but exciting days of the Meiji Era.


Friday, 7 July 2017

The Bioshock Infinite that Could Have Been

As readers of this weblog may have been able to glean by now, I have a bit of an obsession with Bioshock Infinite. Without reservation I can say that it is one of the finest video games I have ever played, transcending simple enjoyment of gaming itself to engage with a compelling story and setting. It ranks easily within my Top-10 of the whole genre of Retro-Victorian Scientific Romances, maybe even within my Top-5, for how it blends the human drama of guilt and redemption with a neat Sci-Fi premise with social commentary on conservatism and radicalism with an extremely well-researched and well-executed Victorian-Edwardian setting both aesthetically and historically rich.

For as fantastic as it is, Infinite is not flawless. Matt Lees of VideoGamerTV raised a very salient critique about how underused the premise of multiple realities truly is: "Why is it that the only thing Elizabeth ever really pulls in from another universe are gun turrets, and cover, and hooks? In an infinite universe of infinite possibilities, most people just end up building loads of freight hooks." The complexities of translating blue sky ideas into a functioning game can excuse Ken Levine and his team for a great deal. Concept art and early game demos provide us with a glimpse of what, in a parallel universe, could have been an even more ambitious game.

Monday, 3 July 2017

Bioshock Infinite



Bioshock Infinite, a 2013 first-person shooter style video game released by designer Irrational Games and publisher 2K, is both a stunning visual feast and a provocative reflection on both the Scientific Romances of the Victorian-Edwardian Era and the modern socio-political climate in the West. The first Bioshock game was heralded as an artistic masterpiece of modern gaming, marrying an astonishing setting with interesting philosophical concept. In the original game's case, it was a critique of Ayn Rand's economic theory in an Art Deco city under the ocean gone to rot... A survival horror set in a submarine Fountainhead, though ostensibly better written, which extended into a meta-reflection on the very nature of video gaming itself. Bioshock Infinite continues this legacy of using video games as a medium to dissect the nightmare of political and economic utopias by way of a Victorian floating city.