I've
been saying for a few years now that video games have the potential
to be one of the greatest mediums for storytelling around. With most
games taking a minimum of around eight hours to complete, I feel
developers are selling consumers short to not only give them an
enjoyable time, but also an EXPERIENCE. It's no secret that games
are getting more and more cinematic. Games like Halo 4, Grand Theft
Auto IV, and the entire Uncharted series, among numerous others,
rivaling blockbuster movies for grandiose scenes, are dropping jaws
on couches around the world. It makes me wonder if, as more and more
games come out with bigger and bigger explosions and larger waves of
nameless bad guys, aliens, monsters, zombies, or all at the same
time, to shoot through the head, that developers are viewing it as a
necessity to make games more gratuitous in their scale to sell
copies. Or if it has become the consumer's expectation, and/or
desire, to have their senses assaulted by fire and hails of bullets
at all times during a game's duration just to be satisfied during
their play through.
I'm
not here to make some gaudy proclamation that game violence needs to
cease and we need to make only games that will pull at the heart
strings of players, cough...David Cage...cough. If my aforementioned
speculations that developers are seeing that making games more
“bad-ass” as a necessity is correct, can you honestly blame them?
There has been and will always be a demographic for the over-the-top
shooters and insanely violent games out there. I can say that
confidently because I am a part of that demographic. Sometimes, I
enjoy nothing more than just blowing shit up. One of my favorite
gaming moments of all time is in Naughty Dog's Uncharted 2, where you
are being chased around by a enemy helicopter, across roofs, through
buildings mid-explosion, all culminating in your having to jump from
a building mid-collapse before ultimately blowing your bladed
adversary to kingdom come. It's pure gaming brilliance and the level
still gets my adrenaline going every time I play through it. That
was 2009 though, we've all grown up, developers and gamers alike.
We
have recently had an influx of games built more on making gamers feel
something during game play. thatgamecompany's 2012 release, Journey,
is really one of the best examples of this new wave of games built
around making a feeling in their players. Journey is maybe two hours
long, has no violence and no speaking between characters. It honestly
is a journey. An experience. As I played through it I came across
other online players that I was not able to chat with or even know
their PSN gamertag until after the credits, and based upon our
relationship in-game, I really felt a broad array of emotions. Early
on in the game I encountered other players that really wanted to help
me out on my Journey. We waited on each other when one of us lagged
behind and aided each other while trying to accomplish a similar
goal. It made me feel a sense of camaraderie and satisfaction.
Towards the last third of the game though, I encountered selfish
players who would just run off without me and there was hardly any
shared experiences and it made me mad. I wanted to know why we
couldn't do this together like my earlier buddies and I had. It was
beautiful to have a gaming experience that really made me feel
something inside. It was amazing to immerse myself in this world and
know that the people who made this game made it with the sole purpose
of each player having an individual experience and maybe through your
interactions and play, you might learn something about yourself.
Since
it's release in June, there has been much talk about The Last Of Us.
For good reason, it's phenomenal. But that's a conversation for a
different time. For this column, Last Of Us brings up an interesting
angle. Last Of Us is very violent, possibly the most violent game I
have ever played due to the intimacy and brutality of the violence.
But it is also one of the only games that has made me care about
characters to the point that I was teary-eyed during certain scenes
of characters struggling with their own personal problems. Joel and
Ellie, the main protagonists, have a relationship unlike any other
two video game characters I have ever seen. There's a chemistry
there, whether negative or positive, that truly shows their strife
and experience of surviving this situation they have been thrust
into. The violence and character interactions are meshed together
seamlessly at times as Ellie exclaims over some of the more
particularly brutal kills you can perform that really, at least for
this player, added a sense of weight to each kill and an
uncomfortable feeling that made me feel bad for what I had done to
this nameless adversary. Putting this relationship alongside the
brutality of the violence shows to me that we don't have to have two
extreme radicals in gaming: super violent block-buster and
emotionally driven games. You can have the two live comfortably
alongside each other in a game. It's an interesting concept that I
think with the critical and commercial success of The Last Of Us,
other developers will take note of and start to explore the idea with
their own games. How this will play out into the future of gaming,
especially with the dawn of next-gen upon us, has yet to be seen, but
I think that there will be more gamers really starting to view games
as a medium that can make them feel for these characters and their
struggle and possibly learn something from it. This is all
speculation at this point, but I am and anxious and excited to see
what the future of storytelling in games has to offer.
Side
note on The Last Of Us: PBG will be doing a video discussion soon
talking more on the themes mentioned above.
Blake
Hester
Editor
in Chief
parentsbasementgaming@gmail.com
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