Monday, 7 June 2010

Are Video Games 'Art'?

This question gets bandied around a lot in the video game industry, and it's a question that many people have attempted to answer. Today, I will chime in my two cents in the hopes that maybe, just maybe, we can be that little bit closer to deciding on the verdict.

See, when video games were in their infancy as a media, one would've been hard-pushed to make the argument that video games were anything more than a hobby, and for the most part an annoying one at that. The graphics weren't amazing, the stories weren't great and the sound was something of an abomination. Now that may sound like hindsight, and frankly it is, but go back and listen to those old 8-bit soundtracks again and evaluate them in the modern-day perspective. Anyone would be forgiven for thinking that the old ones just don't have that same magic they used to.

THE CASE FOR: ALAN WAKE


This game has been out around a month and a half, and has the protagonist, Mr Wake, trying to navigate a terrifying world ruled by a dark presence in order to save his wife. In the game, light becomes Wake's weapon, as the flashlight removes the dark presence from the townsfolk allowing him to shoot them with conventional weapons. The game is set out over six chapters, each ending on a cliffhanger and ending as if it were an episode of a television show, with developer Remedy (the people behind Max Payne, another game with a cinematic story - so much so they made a film of it, in fact) keen to emphasise that this is a design choice to allow for future expansion through downloadable content.

What's great about this game, and the reason it stands up so well to artistic scrutiny, is the format itself: Six TV-style episodes, with each episode recapped with "Previously on Alan Wake" preceding a short cinematic re-telling of the events leading up to that chapter. It's incredibly slick and plays out really well. Remedy have obviously taken into account a lot of influences when making this game, but not necessarily from the sources you might think: Rather than looking at game influences, like Resident Evil, they have instead added an element of the surreal through TV shows such as Twin Peaks or the works of Stephen King. There are plenty of homages to that sort of thing in the game, and they've obviously thought very hard about this decision during the few years that this game was in development.

Games like this, with the developers thinking so hard about such details, illustrate the potential for video games as an artistic medium. Games like Alan Wake and Bioshock, with deep and engaging storylines and rich complex characters are certainly capable of standing up on their own as great examples of the medium. Characters like Alan Wake aren't just engaging, they're deep, with their own strengths and weaknesses and character flaws. The level of character development is such that the characters are well-written by literary standards, with characters demonstrating the kind of depth that some of these 'Paranormal Romance' novels would do well to attempt to emulate.

THE CASE AGAINST

"All bad art is the result of good intentions" - Oscar Wilde.

The logical extension to this argument is simple: If you consider games like Alan Wake to be art, then this conversely means that any and all video games are art, including the aforementioned retro games as well as every derivative action game that has ever been released, because let's face it: not every game is a great game. This means that some of the following games would be considered art:

Ecco The Dolphin - Or as I like to call it 'Ecco the Loner Dolphin tries to save his friends from the Poorly Rendered Tornado of Probable Doom!'

Shaq Fu - a fighting game for SEGA Mega Drive starring basketball legend Shaquille O'Neal as a playable character. Stuff like this was considered marketing genius by someone at some point.

Most damningly of all, this assertion would place the game Infernal: Hell's Vengeance in the category of 'art'.


Regular readers will be familiar with my opinion of the game, but for those who are new to the site I will sum up as best I can: Infernal: Hell's Vengeance was reviewed by myself for the site, and scored a 2/10 on a few key failings, most notably a distinct lack of direction and voice acting talent, as well as the absence of an autosave function. That's right, a game released in this console generation did not allow you the basic ability to save your game automatically as you went along.

This said, one has to consider that this is true of many art forms. Art such as paintings and what's known as 'Modern Art' can be considerably more divisive on its range of opinions than video games can even at their best, mainly because video games seem to be judged far more often on a technical level than art itself. You rarely hear someone exclaim in an art gallery that 'This painting's completely technically broken!'

Music and movies, too, can be a source of great debate. Ask most Guns N' Roses fans what they thought of Chinese Democracy, and they'd probably say that they didn't care for it, or that it didn't feel enough like G N' R to justify carrying the band's name. That's one of those things that's always puzzled me, as an aside. Maybe it's the widespread appeal of things like blogs and social networking sites (and yes, I'm more than aware of the irony), but it seems like quite a few people's opinions seem to be worth a lot more in their own heads since the blog scene really took off. What differentiates me from them, you ask? Well, without meaning to sound arrogant, I like to think that I'm pretty bright, and am pretty damn adept at standing on my own two feet where my opinion's concerned. Plus I can put sentences together: visit Lamebook for examples of why that's a good thing!

CONCLUSION

Video games are art. There, I said I'd be venturing forth a definitive opinion, and there it is. My reasoning is simple: Much like art, there are games that can inspire you with their brilliance. They have the power to move, the power to annoy and frustrate, and the power to fill people with joy by finishing a complicated boss or section and thus understanding the game better. Yes, there are crap video games, both on an uninspiring level and a technically broken level (Video games on levels! See what I did there? Do ya?). However, this is true of movies, books, music and art. If you don't believe me, there are plenty of examples of crap art in our review archives!

Thus, my message to video gamers goes as follows: Enjoy the games in their entirety. Take in the graphics, enjoy the music and sound, play the game through as much as you concievably can and experience every last bit of gameplay that the game has to offer. Because what they've done is a labour of love. They love you, and they want you to enjoy yourself.

Infernal: So let me see...this means that the company that developed me had love in mind?
Rob: *sighs* I guess it does...I've never had any beef with the people who developed you, it was more you that I had a problem with.
Infernal: Me? What did I do?
Rob: ...Suck.
Infernal: He...he...he...

Saturday, 5 June 2010

DVD Reviews


Not Of This Earth
Director: Roger Corman
Starring: Paul Birch, Beverly Garland, Morgan Jones
In2Film
Review by Rob Wade

Created in 1957, and remade three times since this original incarnation produced and directed by Roger Corman, Not Of This Earth sees an emotionless alien vampire on the prowl in LA seeking a suitable blood source to save his dying race back home...

We're all familiar with the concept of movies that are so bad they're good. Many is the time that I've spent a fun evening at the house of Ian and Lynn Harmer, Brad's mum and dad (not in that order) watching utterly terrible movies for the sake of amusement. Take Plan 9 From Outer Space, which isn't a bad analogy for this film in actual fact, as they are very similar in terms of quality.

The film's protagonist, Paul Johnson, is played by a mono-syllabic Paul Birch. The draw of this character is that he could destroy anyone by looking them directly in the eye with his pupil-less alien eyes, and burning them through all the way through to the back of the skull, brain and all. He would then devour their blood for sustenance, as he was trying to offset the destruction of his people.

The problem with this film ultimately is that it is frankly shockingly bad at times. The special effects are almost null and void, and they re-use action scenes unapologetically over and over, in the same scene. Take, for instance:

"Look into my eyes. They are alien...Look into my eyes, look at me, look at me."
A bit more driving, incidentally the same drive re-used...
"Look into my eyes. They are alien...Look into my eyes, look at me, look at me."

It's just poor, frankly. The film clocks in at SIXTY-EIGHT MINUTES (which for added insult runs around the same amount of runtime as The Jonas Brothers Movie in 3D. Just over an hour, and they have the audacity to use scenes over and over again, as well as waste time in dialogue repeating the dialogue between characters.
"Stage One will begin with research."
"Stage One is research."
Just in case you didn't get that...

The Emotionally Fourteen Rating
Violence: No actual violence, but lots of implied brain-burning.
Sex/Nudity: 1950s nudity, a stockinged leg and a particularly frumpy swimming costume.
Swearing: None.
Summary: Definitely a quality film for a group piss-taking session, but not a great film by any stretch of the imagination. 2/10



Whilst documenting his life as a lowly intern, James Parker uncovers the long forgotten film, The Street Walker. Desperate to make a mark on the film industry and to prove his ever-doubting parents wrong, James endeavours to complete the unfinished horror movie, resulting in a murderous obsession. Delving into the past world of ‘snuff movies’ and the modern trials and tribulations of internships and making it big, James’ genius and madness is captured on tape by friend and documentary maker Marcus.

Unbeknown to those around him James declines so far in to the fantasy world of Street Walker that he is unable to untangle himself from the mystery he uncovers whilst resurrecting the film relic. For James, the there is only one way out, and for some there is no escape...

Thanks to our friends at Kaleidoscope Home Entertainment, we've got five copies of Resurrecting the Street Walker to give away! For your chance of winning one, send us an e-mail to resurrectinggiveaway@yahoo.co.uk with your name and postal address before midday on Saturday 12th June (UK time). The first five names drawn out of the electronic hat will win a free copy!

Friday, 4 June 2010

Dickass DM

Remember good, old-fashioned gamebooks? They promised all the fun of a role-playing game, with none of the social interaction - what more could an teenage boy desire? The thing is, that while the gamebook became a great gaming experience in its own right, the only RPG it could possibly have simulated was one being GM'd by Satan himself. 90% of decisions led to certain death, and combat was often fatal.

Satan wasn't available, so Brad will be GMing Rob through an RPG based on the classic Ian Livingstone Fighting Fantasy gamebook Armies of Death.

Previously on Armies of Death: Rich and stupid adventurer General Braggart has raised an army to march forward and destroy the forces of Shagglax the Shadow SDemon. They have taken passage aboard the stupidly named ship Flying Toucan, and picked up a Viking/pro-wrestling journalist along the way. Attacked by pirates, the brave General orders his troops to disemback and fight on land!

Brad is the GM, and Rob plays his character, General Braggart.

Read Part One Here

Brad: You see the pirate captain examining your troops through his telescopy and you smile, satisfied that he will be surprised to encounter such a strong force.

General Braggart: Wait, have they got guns?

Brad: Your plan works; the pirate captain shouts out new orders to his men, and you watch the pirate ship sail past the Flying Toucan, downriver and out of sight.
Rob: Sweet.

General Braggart: Right, so for reference men, just offering out the first pirate captain we came across worked wonders.


Brad: Captain Barnock begins to cheer loudly, until a coughing fit overtakes him and he has to sit down to recover.

Cripps the Barbarian: Hah. Fail.

Brad: We appear to have discovered the Ace Rimmer incarnation of Braggart. He's doing rather well. Too well.
Rob: It'll all come crashing down shortly. Don't you worry about that.
Brad: In less than half an hour, all your troops and baggage are aboard the Flying Toucan once more, and you set sail upriver for Zengis. It is late in the afternoon when the towers and rooftops of Zengis come into view.
Rob: Baggage? I figured that people would be smart enough not to go back for possessions, apparently not.
Brad: Captain Barnock appears to relax a little, knowing that he will soon be moored up in the safety of the town jetty.

Captain Barnock: Arrr. I be a terrible pansy.
General Braggart: Yep, with no concept of grammar it seems.

Brad: Before going ashore, you appoint a warrior as your second-in-command. Who will you pick?
Rob: Who are my choices?
Brad: Sir McSpindle, Omer the Viking, Cripps the Barbarian and anyone else you want to make up.
Rob: Omer the Viking.
Brad: Clank the Donkey, I guess.
Rob: I'm fairly sure McS was imagined in my head. No?
Brad: Who can keep track? We don't go big on consistency here. (cf. Starship Traveller). You tell Omer to lead your men to a field outside the town walls and to pitch camp there; you don't want them getting into trouble, and you want them well fed and rested for the next day's march.

Sir McSpindle: So...he's the second in command - with pay rise - and I still have to accompany you everywhere, even into the jaws of death? This blows.
General Braggart: Quiet, you!

Brad: You tell Omer that you will spend the night in Zengis in order to recruit more troops and perhaps find out some rumours about Shagglax the Shadow Sdemon.
Rob: Sounds Sgood
Brad: As your troops march down the gangplank of the Flying Toucan, you bid farewell to Captain Barnock.


Omer: Farewell, strangely cowardly captain!
Captain Barnock: Farewell, strangely attractive second-in-command!

Brad: You walk through the main gates of the town and decide to head for the nearest tavern, a place where you might expect to find both warriors and rumours. **Fleetwood Mac joke**
Rob: Why a Fleetwood Mac joke? In this book I can't go my own way...go my own waaaay...
Brad: As you walk down the narrow street between the old wooden houses, you suddenly catch sight of a gold ring lying in the gutter.
Rob: I pick it up.

Sir McSpindle: A discarded ring in a fantasy story? Is that wise?
General Braggart: Are you still here?

Brad: You examine the ring and see that it is enscribed with the number 45. Suddenly you feel a tap on your shoulder; whirling round, you are confronted by a huge bald man, looking angrily at you.

General Braggart: Stone Cold?!
Cripps the Barbarian: That ring must belong to Butterbean!

Brad: An ugly scar runs across his face from above his left ear to the bottom of his right cheek. His bulging muscles stretch his black leather tunic, and you are quick to notice that he is brandishing a battle-axe. Which is why we mentioned it last. Ahem. A throwing axe is strapped to his leg. He points an accusing finger into your face.

Ugly Man: That's my ring, stranger. Give it to me, or die.
General Braggart: What?

Brad: You notice that his fat fingers are far too big for the ring and decide that obviously he is lying.
Rob: Fight him.

Sir McSpindle: Good luck with that.
General Braggart: He's a bully, it's the only way to stand up to him.


Brad: The axeman stands back, cutting a figure-of-eight through the air with the battle axe which he wields in both hands.

Sir McSpindle: I'm pretty sure that's spiders you're thinking of.
General Braggart: No, that's to pull legs of...just fuck off, will you?

--Combat--


You pull his leg off, to prove a point.

Rob: Wow, that must have been a critical hit.


You exchange blows.

General Braggart: I'm not gay!


You remove his appendix.

General Braggart: Not necessary, but it'll slow him down...


You set his MS Word dictionary to "English (United States)".

General Braggart: Again, this is just to slow him.


You tread on his bollock.

Rob: Nice.
Brad: The axeman is defeated. Whilst taking his axe, you spot a leather pouch on the axeman's belt; before you have time to open it, however, you see two town guards running up the street towards you.
Rob: Run off.
Brad: The guards call out for you to stop, but you run on as fast as you can, keeping an eye out for a tavern into which to dash. Two minutes later, you see a crooked wooden sign hanging over the door of an old wooden building.

Cripps the Barbarian: For Sale?
General Braggart: Do you reckon they accept rings?

Brad: A crude drawing of a dragon is painted on it, above the words "The Black Dragon". How crude, I wonder? So crude it actually more resembled a hard-drive?
There is much shouting and laughter coming from inside the tavern and you decide to enter at once. You climb a few well-worn stone steps and push open the heavy oak door.
Rob: Are there light oak doors?
Brad: Very thin ones, I guess. Even though it is daytime, the tavern is dark inside and candles are burning as the small grubby windows let in virtually no daylight.


Cripps the Barbarian: Is this a vampire pub?
General Braggart: Let's see, anyone sparkling? Yes, it's a vampire pub.

Brad: From the doorway you see that the tavern is bustling with life, although none of it looks too savoury.
Rob: Sweet only then. Fair enough.
Brad: Groups of cloaked vagabonds are huddled together in dark corners, while boisterous rogues, much the worse for the ale they have already drunk, sit in the middle of the tavern, insulting all who pass by them, including the harrassed barmaids who have to squeeze between the tables carrying their loaded trays.

Barman: We don't serve their kind here!
General Braggart: Who, my human friends? Good luck with that.
Barman: Your knight and your barbarian. They'll have to wait outside. We don't want them here.
McSpindle: Listen, why don't we wait out by the speeder? We don't want any trouble.
Cripps the Barbarian: I heartily agree with you, sir.
General Braggart: Suit yourself, queer.

Brad: You look from table to table and decide where to sit. You could sit at the bar, sit with a drunken rogue, or sit with three vagabonds?

General Braggart: This drunk looks like fun.


Brad: Don't let her touch you. You sit down at the table and greet the man sitting there; he is dressed in dark-brown leather armour over black robes. Oh. That kind of Rogue.
Rob: Nice.
Brad: But the man remains silent, the vacant expression on his face unchanged. His staring eyes remain fixed on the door as he raises his mug to his lips and gulps down his ale.

General Braggart: Well, this is the worst speed dating ever. What’s your name?
Rogue: I'm not interested in talking. Now shut up and go away.

Rob: Continue talking. I know a plot hook when I see one.
Brad: History says you don't. Remember Wisneyland?
Rob: I'm trying to learn.

Rogue: I said, go away!
Brad: The Rogue pushes the table back and stands up.

Rogue: You must either be deaf or stupid.
General Braggart: Can’t it be both?
Rogue: Maybe you can understand this!

Brad: He draws his sword. You respond in a similar fashion.
Rob: I draw his sword?
Brad: I said "similar". You draw your axe.

--Combat--


You give him a wedgie.
He makes you proof read his dissertation.

Rob: Urgh.


You get him a job at Cineworld.

Rob: That'll show him.


You get him a job as a door to door salesman.
You get him a job in a call-centre.
He is defeated.

Brad: The crowd of people who watched the fight inside the tavern do not look pleased at the outcome.
Rob: He's much weaker than me then, I did all those jobs and am still alive. Well, bollocks to him, he couldn't hack call centre hours.
Brad: You decide to make a dash for the door before they turn nasty. You run into the street, slamming the tavern door behind you, and carry on without stopping.

General Braggart: Sorry about the mess.

Brad: After passing a row of old wooden houses you come across a curious shop. A bi-curious shop. There is nothing displayed in the window except straw and an empty birdcage.
Rob: Hunh, that's odd.


General Braggart: Someone ate the bird, I assume.
Sir McSpindle: This must be Crazy Old Yoko's art gallery.

Brad: Brown paint is flaking off the window-frame and also the door, above which is a sign which reads: "Pets - Normal and Unnatural"
Rob: I go in.
Brad: As you open the door, a small brass bell tinkles above your head.

General Braggart: Gross!
Sir McSpindle: Gah! It's in my hair! Why do I follow you?

Brad: A thin, bearded old man is sitting on a stool behind a wooden counter talking to a large crow, perched on his hand.
Rob: I thought that said "cow" for a second.

TO BE CONTINUED...