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Significant moments in gaming: 2010 edition
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Thursday, April 14, 2011
EDITOR'S NOTEfrom Jay Henningsen

Parker takes a look back at contributions made to gaming by titles released last year. Do you have anything to add to his list of significant concepts and features added in 2010?

(This article contains spoilers for Red Dead Redemption.)

Last year was a step forward for video games in hundreds of ways. Whether we forayed a little farther in our understanding of plot or environment or explored concepts like sex, violence, or guilt more fully, 2010 is not a year we should be ashamed of. In January, the Internet was rife with articles announcing games of the year and delineating the packages that satisfied us the most completely over the past 365 days. Although I could probably give you a unique viewpoint in that spectrum, it would probably get lost in the ether. Instead, here are a handful of significant experiences and ideas we touched on last year that are worth taking with us into 2011, 2012, and decades onward.


Red Dead Redemption and the fourth act

Red Dead Redemption

Any one part of Red Dead Redemption does not exude novelty. We’ve seen large open worlds, we’ve played third-person shooters, we’ve played poker, and we’ve definitely gotten sidetracked by needy strangers or random collectibles. It was really only once you took the sum of Red Dead‘s individual parts when it all started to become something more engrossing. The freedom to run around wherever you pleased was nothing new; the tone and holistic atmosphere were.

But Red Dead‘s accomplishments in tying all its elements together were, in the grand scheme of things, only incremental. As with Super Mario 64, Spiderman 2, Grand Theft Auto 4, and virtually every open world game to date, there will more than likely be something in the next couple of years that will make us look back at Red Dead Redemption and realize we’d only scratched the surface of what it means to explore a world.

What Red Dead Redemption gave us in 2010 was an act four: a stopping point beyond the epic boss battle. In Red Dead, as act three ends and John Marston kills his former friend and gang leader, he is released by the government back to his family. What seemed like a natural stopping point for the game was really only the penultimate falling action. The credits did not roll, there was no fade-out, and control was not relinquished to an elongated cutscene. Instead, Red Dead let John hug his family, take them back home, and attend to their modest ranch. The story had ostensibly climaxed and reached its resolution, and yet the game continued. Missions changed from dirty government work to herding cows, shooing crows, and teaching your son how to hunt deer.

 


And here you are.

This would not be so poignant were it not for the tradition of games to end abruptly. Truthfully, it was uncomfortably unfamiliar, but also one of the most rewarding things to ever be written into code. Act four does not last long and focuses mostly on the more menial tasks of ranching and family life, sort of a slice of daily life akin to Thornton Wilder’s Our Town. The focus is dialed down to the details of Marston’s life, which he, and you, the player, have won. It was an opportunity to wallow in the after effects of everything you’d been working towards. Red Dead Redemption provided not only an end goal, but also the ability to enjoy the reward that accompanied it in a fleeting, peaceful way. It lacked the action of the three acts that preceded it, but as the final few minutes before John Marston was shot to death on his own lawn, it was a satisfying goodbye to one of gaming’s most significant protagonists. Indeed, if Red Dead did anything unique, it was closure.


Heavy Rain and the dilemma of empowerment

Heavy Rain is the most fantastically depressing game I’ve ever played, and I don’t hold that against it. A story about a child’s impending death in which every playable character has the capacity to die is a grim prospect to spend six some-odd hours venturing through. Still, that doesn’t strip a single iota of validity from the experience.

We already knew it was artistically telling to venture through the sad as well as the happy. The real bold assertion of Heavy Rain this year was that gameplay predicated on emotion was as every bit as interesting and valid as gameplay surging with a fire hose of adrenaline. I can think of three instances in Heavy Rain where you can even hold a firearm capable of ending someone’s life, and the input to trigger those firearms has nothing to do with aligning crosshairs or “stopping and popping”: All that’s required to end someone’s life is the single push of a button.

This is the most indicative of everything Heavy Rain is about. Aiming a weapon at someone is incredibly empowering, but Heavy Rain isn’t about empowerment; it’s about the dilemma of empowerment. By removing all the clutter of cover and shot trajectory, Heavy Rain reorients the players focus from the mechanics of killing to the actual act of killing a person and what it might mean.


Dilemma.

If Heavy Rain gave us anything to take into the future, it was some morsel of rumination on the act of taking a life. Heavy Rain showed that shifting focus from how well we make a decision to the actual decision making, and all the mechanical intricacies that lead into it, can be as rewarding as the bloodiest of headshots.


Fallout: New Vegas and the human progress narrative

Fallout: New Vegas was an incremental increase in features over Fallout 3. Side by side, they have virtually equal amounts of content and area to explore, and it’s debatable which game is more interesting or successful. In the moment-to-moment experience, the two are extremely similar in almost every facet.

New Vegas differed from Fallout 3 in only one real major area, and that was the structure and purpose of the story. Fallout 3 had us venturing to save the world in a linear story mission with interesting diversions to follow on the sidelines for anyone who yearned for more adventure. New Vegas improved this aspect by creating strands of relationships tied together by one central character: you. The majority of side quests in New Vegas are not standalone bits of interactivity but loose strings of situations you may thread into the larger narrative as you see fit. The system for doing so was not the most elegant nor was it the most polished, but it exists.

Mike Thomsen called New Vegas a “human progress narrative,” and that may be my favorite moniker for its web of relationships. New Vegas indeed gives us a crudely cohesive narrative of human progression, one so huge and empty of anything meaningful but the relationships you forge with the people in it. It’s a game full of disappointments, but perhaps a better way of looking at it is as a vessel for ideas worth developing or a rough sketch for a masterpiece.


Just Cause 2 and the joy of existing

Video games may be the most gratuitous form of entertainment. By virtue of interactivity, games must account for a wide range of player actions. Action is popular, and the easiest way to show action is through violent conflict. Games allow you to kill hundreds upon hundreds of people, mixing up death death animations and complicating violence to elongate your entertainment.

It is refreshing then, to clean your palette amongst all this wanton destruction, especially in games like Just Cause 2, where the emphasis is on chaos itself. Although Just Cause 2 nearly always asks you to be killing people or attaching explosives to big red shiny things, its setting, if you can take the time to notice it, is one of the most expansively awesome (and I mean that in the sense that it inspires awe) places I’ve ever had the pleasure to visit, and the ridiculous traversal mechanics make it a joy to explore.


Because you can.

In between the mass murdering and playground terrorism, Just Cause 2 reinforces the notion, if only for minutes at a time, that an open world should be a joy to inhabit. This is nothing new. It was a joy to run around in Super Mario 64, and it was exhilarating to explore the anthropological dig of Fallout 3. With its inane grapple hook and parachute, Just Cause 2 was one of the easiest games to get lost in this year as you glided through treetops and went skydiving in sunsets just because it was fun.


What did you experience in 2010 that was worth revisiting and taking into the future? What would you like to see looked at more in future games?

 
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Comments (7)
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April 13, 2011

I liked Red Dead Redemption about as much as the next guy (i.e. I liked it a lot), but I was not a fan of the fourth act. For all intents and purposes, RDR ended 3 times. Once when Dutch dies, again when Marston dies, and finally when Ross dies. Though its nice that Rockstar didn't hold act 4 back as dlc, in terms of narrative, the 3 endings made the game feel a bit disjointed.

Photo3-web
April 13, 2011

I wasn't a big fan of Read Dead Redemption. The same wide open expanses (and endless riding sequences) that thrilled most critics bored me. Nor could I relate to John Marsden as a character. He faces the same conundrum as Niko Bellic--redemption through the brutal murder of hundreds (possibly thousands) of people. Both are seeking reformation, but both fall back on old habits. And yes, I realize that Marsden was working for the government—his deplorable acts make him less sympathetic as a protagonist.

Heavy Rain hooked me with its thick atmosphere, and propelled me forward with the foreknowledge that death is permanent and choices matter. This made every tender moment more poignant and each action scene a desperate struggle. My first playthrough, Madison ended up stuck in that mad doctor's basement. Recognizing that Madison could die (and easily) lent an extreme sense of urgency to the situation. Heavy Rain's accurate verisimilitude (and subsequent perversion of it) thrilled me, and compelled me to play through three separate times (including getting the "best" ending and the absolute "worst" ending).

Mass Effect 2 made a big impression on me in 2010. Like Star Trek, and the best Science Fiction, it conveys a feeling of comfort--this is a universe you wouldn't mind living in and exploring. The multilayered narrative is icing on the cake.

100media_imag0065
April 14, 2011

Honestly, I just hated Red Dead Redemption. The characters were lazy sterotypes and just badly written. The script was bland and ripped off just about every better western ever made (just because you borrow all your dialogue from movies to put in your video game doesn't mean the game is suddenly a work of art and should be taken seriously).

The story was bland as well, with absolutely nothing in it that hasn't been done before and better. The shooting felt like it should be in a last gen game. What is it with Rockstar and shooting mechanics? Why can games like Gears of War or even Vanquish has such smooth, easy third person shooting but Rockstar games feel like garbage? Why do I need a lock-on mechanic Rockstar? Why? Do you see all third person shooter games having to rely on lock-on to make the aiming work? No? Then you have no excuse.

The missions were boring as well, which is what really killed the game. It wasn't fun to do anything. Most missions felt exactly the same, with only a few showing any sort of originality. Your character controlled like crap all of the time as well, and trying to aim while riding a horse was just plain abysmal. Seriously Rockstar, have you played any game in the past 5 years? Any game at all?

And don't get me started on the graphics. The only redeeming thing about Red Dead Redemption was its soundtrack. One of the greatest mysteries of this gaming generation to me is how any reviewer can give GTA4 and RDR a good review. I think most reviewers are blinded by the Rockstar name, and don't honestly take into account how average everything is.

Not to mention, most reviewers would tear a game apart that was filled with as many glitches as Red Dead Redemption had...Yet, unsurprisingly, they all forgot to mention the game breaking bugs.

Photo3-web
April 14, 2011

I thought Red Dead was rather overrated. I guess most critics were wowed by the atmosphere, but I found it bland and lifeless (much like the real old West probably was). And Ed is correct: slavish imitation of another established artform--cinema in this case--does not a new artform make.

Photo_203
April 14, 2011

I actually really enjoyed how boring Red Dead's atmosphere was. There wasn't really all *that* much to do, but it felt appropriate. I really got into the hunting challenges, and since I would never go hunting in real life, the experience of slowly leading my horse through the snowy woods and shooting a deer was an exceptional imitation. For whatever reason, I appreciated it.

There184
April 15, 2011

I agree: (certain) games should be slow and atmospheric and should explore dilemma-solving rather than focus on action. Then again, I've been known to walk around slowly and look at sunsets in GTA4, so maybe I'm a weirdo.

I do wish they'd just set Heavy Rain in France, though. And that I could have trusted my horse to stay on a path while I shot behind me.

Photo_203
April 15, 2011

Yes, what really won Red Dead over for me was ambiance. The game was always good to let you spend time enjoying a winding basin trail. 

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