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Showing posts with label Spec Ops. Show all posts
Showing posts with label Spec Ops. Show all posts

Tuesday, 14 May 2013

Imagination-Land

This post first appeared on readyplayertwo.co.uk.


The right Bioshock Cover
Playing so much Bioshock Infinite of late has led me to a rather surprising conclusion. The level to which I connect with a game is in almost direct correlation to how fantastical or unusual the setting is. Put it like this. What sounds more appealing? Grey first person shooter set in a gritty rendition of modern day northern Waziristan or primary coloured first person shooter set in a sunlight flooded flying city circa 1912. Of course, I'm talking about Battlefield 4 and Bioshock Infinite, and for me, since games are all about escapism, my natural choice would be the game set in the early twentieth century flying city. Let's try another one. A racer featuring real world cars racing on real world tracks or a supersonic hovership racer running on tight rollercoaster tracks set in a bright post scarcity future? Forza or WipeOut. I own and enjoy both, but I only utter the L word about one of those, and it's not the one with the real world cars.
 
Games have an ability, unique in pretty much all media, to immerse you in the impossible. Titles like Fez, WipeOut and Antichamber can even take you to places beyond what a layman like myself would accept to be the normal laws of physics, let alone beyond the average imagination. And while a mega budget 3D movie can show you the impossible, only games can let you experience it.
 
This shot sums up the mess that the Spec Ops
soldiers have gotten themselves in to.
It makes me sad when some games seem to squander the worlds they're built in. Take Gears of War as an example. It's set on what's assumed to be another planet, it's antagonists erupt from the ground and sink entire cities in their wake. Yet despite all this, it's still for the most part a gritty urban shooter in which you're surrounded by burned out cars, lumbering tanks, helicopters, crumbling neo gothic architecture and lots of brown. Take away the locust and it could be a war zone in any European city. All of the Gears games are great and I've enjoyed every one of them, particularly the third, but it says a lot about a series' sci fi setting when it's most memorable moment (at least for me personally) is also practically the only nakedly sci fi set piece of the entire series; the section in which you kill a giant city devouring worm from the inside out. It's easy to forget, during the moments you're not chainsawing Locust, that Gears is set on a different planet at all. Conversely I find, Spec Ops: The Line's gorgeous sun drenched rendering of Dubai really compelling. Spec Ops' developers took the usually mundane idea of a modern day city, drowned it with a sandstorm and then seemingly made every reflective surface out of gold. It's a look and a location that is pretty much unique in gaming at the moment. The result takes what should have been just another brown shooter and polishes the brown to a blinding sheen, which is what gives Spec Ops' realistic setting such a kick.
 
What I'm trying to get at here is that a game can be much more interesting if it's framed in a way that's not often seen. Admittedly, Gears' success did set the formula for the brown shooter, but I've seen so many brown shooters since, that when Spec Ops came along wrapped in sand, bathed in blinding sunlight and drizzled with gold it felt like a breath of fresh air.
 
One of the most iconic shots in Dishonored.
Thankfully, once you've pulled your eyes away from Call of Battlefield, you don't have to look too hard to find game worlds lavished with a wealth of creativity. It goes without saying that if you want to see the most creative and original games available at the moment, then you need to look at the Indies. Titles like Fez, Antichamber, Bastion, Dear Esther, Machinarium, To the Moon, Dust or even Minecraft are unlike almost anything you'll find in a box on the shelf of your local games shop. But even if for some strange reason you only limit yourself to boxed games, there is still a wealth of creativity out there. There's the aforementioned sun drenched turn of the century vintage futurism of Bioshock Infinite, or the deep-as-the-ocean green tinted decopunk of Rapture of that game's progenitors. Don’t want a dystopia in the sky? Then why not tour the bright yet totalitarian city in Mirror’s Edge. If you want to pass on dystopias altogether, then try a post apocalypse. If you think every end-of –the-world is the same, then might I point you in the direction of the criminally under rated, and exceptionally leafy, Enslaved or Naughty Dog's forthcoming The Last of Us. Alternatively if like your post apocalypse a little bit grimmer, yet still crave something that feels fresh, then may I present to you 4A Games' Metro; bleak and dark as the Moscow underground that shelters the last remnants of humanity in all its tunnels. Too dark? Perhaps we can lighten the mood in the collapsing laboratories of Portal 2. Too light, or not escapist enough? How about a visit to the charmingly English land of Albion in Fable, or the icy blue tundra of Skyrim. Too much fantasy? Then why not visit the crumbling, and entirely fictional, yet surprisingly plausible whalerpunk city of Dunwall, the place that accounts for at least seven tenths of what makes Dishonoured so great. If you're feeling more adventurous? If you haven't already, look no further than the Uncharted games, whose fabled lost cities, once they are revealed, dish out the most lavish and awe inspiring vistas of this generation. What if you want the fabled cities but less of the shooting and more of the journey? Obviously you want to visit the golden deserts and the desolately beautiful crumbling lost civilisation of the genuinely moving Journey. I could go on and on.
 
And I haven't even mentioned Final Fantasy yet, whose designers, Square, are the undisputed masters of creating richly imagined worlds. Worlds dense with culture, history and story, that feel lived in and are a pleasure to inhabit. Final Fantasy VII wouldn't have been the worshipped game it has become without that kind of imagination. It takes a special kind of mind to come up with a concept as out there as the Lifestream, but without it there would be no Mako, no Shin-Ra, no Soldier, no Materia, no Cloud, Sephiroth, Avalanche. The Ancients, with whom the Lifestream is intrinsically linked, would not have sprung from the mind of Yoshinori Kitase and with no Ancients, there would be no Aeris. Without the Lifestream, Aeris wouldn't have died, because she would never have existed, and a whole generation of gamers would not have experienced 'that' moment. You all know the one. Square still have that wealth of creativity. Say what you like about Final Fantasy XIII as a game, you can't deny that the twin worlds of Pulse and Cocoon make for one of the most compelling gameworlds of this generation.
 
Games are always better when game designers can let their imaginations run wild. That's why so many indie games are so great. With fewer concerns about shareholders or appealing to the mass market, indie devs can really cut loose. But there could be more of this sort of thing if the publishers were daring enough to indulge the experimentation of developers. Would it not be great if publishers weren't as commercially cautious? I like to think that if they weren't, we would begin to see fewer gritty modern world war games, less dystopian cyberpunk and less stone-faced post apocalypse. Of course, every now and then a game will appear that will turn your expectations on their head. Spec Ops' Dubai proves there is room for maneuver in the modern day shooter and the forthcoming Remember Me's Neo-Paris does some really interesting things with cyberpunk.
 

This is London on wheels, note St Pauls perched at the summit.
Personally, I'd like to see more of the punk suffix flying around. Bioshock-the-first may have been first out of the blocks with decopunk, but there's a lot more that can be done within the realms of 1920's art deco futurism. In fact there's more that can be done with retro futurism all round. For instance, who wouldn't love to see something based around Retropolis? Or how about an adaption of Philip Reeve's far future world of Mortal Engines? Whilst the novels are not strictly steampunk, their vaguely Victorian cast iron and brass aesthetics, rich back story, airships, unstoppable ancient warrior cyborgs and predatory mobile cities (yes, you read that right) could make for a pretty compelling experience. Steampunk has become almost a subculture in itself, and is pretty ubiquitous at a certain kind of real world convention, but I'm yet to see a full blown steampunk game. Dishonoured came close, but it wasn't quite there, which is why I knocked together whalerpunk to describe it instead.
 
If all that seems a bit overused already, then there is also dieselpunk and atompunk to check out too. The best way to describe these would be to tell you to watch Sky Captain and the World of Tomorrow and check out the Ratchet and Clank series' various robots. Or I could just say that it's futurism that respectively focuses on the aesthetics of the thirties and the fifties. Or you could check out the Wikipedia page here. I'm barely scratching the surface really.
 
Games tend to focus a lot on sci fi and fantasy, and all this punk stuff is just my own narrow vision. There are hundreds of talented game designers out there with incredible imaginations whose ideas are broader than mine will ever be, who can produce out-there concepts that I couldn't dream of. The games that come from that kind of imagination are the kind that I always love most. I’m hoping that the success of Bioshock Infinite can convince the cautious corporate sorts who have the say in the game industry that a triple A game doesn't have to be grey, brown or a combination of the two to be successful. Hopefully they'll begin to allow those designers to set their imaginations free. The results could really be spectacular if they do.
 

Wednesday, 13 March 2013

How to end the curse of Bad Game Movies

Despite the (perhaps contentious) exceptions of Prince of Persia and the first Silent Hill, it has become an accepted truth that movies of games are universally awful. You only need to clap eyes on the litany of failed adaptions to see that this is true. Illustrious names like Super Mario Bros, Doom, Max Payne, Final Fantasy, Hitman, Resident Evil, the entire output of the director Uwe Boll. All movies based on great games, all varying in quality from bad (Resident Evil), to so awful that the world is a slightly worse place due to their existence (the entire output of the director Uwe Boll).

I've come to realise it doesn't have to be this way. The way I got to this point is long and winding, a bit like the plot of the literary adaption that helped form this theory. But bear with me.

The Lord of the Rings. Three films. 654 minutes. Coming up to 11 hours. Far. Too. Damn. Long. For a film at least. I've famously bitched about this in real life many times before. There is way too much content in The Lord of the Rings novels to squeeze into three films with acceptable runtimes. It is however, the perfect runtime for a TV series. I only realised this after watching through the Death Note box set. It's a literary adaption that really benefits from the long form of a TV series. Now I'm not saying LotR would make for a good TV series, but HBO's recent mega budget adaption of Game of Thrones, which I've moved on to post Death Note, shows that a really sizable story can be successfully adapted to the small screen.

In separate, yet related events, a recent pub conversation quickly degenerated into the cartoons we watched as kids. Unconditional love and praise was lavished upon the Adventures of Sonic the Hedgehog and Earthworm Jim. There were also fond memories of the Super Mario World and Legend of Zelda cartoons that showed in the half term holidays while we were at school. Something along the lines of, "If they could get it right with these, why can't Hollywood get videogame movies right?" was said. There was some metaphorical beard stroking, then we shut up and got more beers in.

Whilst I was nursing the inevitable hangover, I had an epiphany.

This is where Hollywood has been going wrong with games. They're making movies. Think about it. A decent game is typically over ten hours long. If it's well written, the story will be designed to fit into that runtime. Far too much content to squeeze into a movie of respectable length. Videogame movies typically fail on story, either by compressing a story so much as to miss some of the key beats or by adapting a title with a plot so sparse that there's little in the way of structure holding the movie together. A long form adaption, such as a high budget TV series in the vein of Band of Brothers or Game of Thrones, or a miniseries such as the well received Dune would be the way to go.

So first of all the game you choose to adapt needs an exemplary story. Anything less won't work. A lot of game movies fall at the first hurdle with this. The story of the game is too sparse, so the script writers Make Shit Up to fill in the gaps, which inevitably ends in a disjointed film. Second, you need the original writer of the game in question on board. Part of the reason Game of Thrones works so well is because George RR Martin is involved in the production. It helps keep the adaption faithful to the novels, to realise the setting and makes sure that any changes in the story fit smoothly. Changes to certain in game events will be necessary to make a game's plot flow properly in a non interactive medium.

Let's take Spec Ops: The line as our hypothetical video game TV adaption. The following paragraph is highly idealised and probably in no way similar to the way a major TV production is brought about. But for the sake of this little thought experiment, let's say it is. By some miracle HBO have optioned the game for a series. They've given it a substantial budget, have the original writer on board and the production team behind a notable Iraqi war film. For the sake of example, let's use The Hurt Locker. The production team like the themes the game presents and want to remain as faithful as they can to the story of the game, but need to cut some of the many firefights to maintain the flow of the episode. However, cutting the firefights down to the major setpiece battles shortens the runtime of the final product, so that it doesn't fill it's projected ten episode run. So we need extra story, and here's where having the original author on board is important. Where a screenwriter coming from outside the original story would firmly be in Make Shit Up territory at this point, the original author would probably not be, having already made his shit up months or years in advance. He likely has some material cut from the game that elaborates on the motivations of the trio of factions that are battling in post apocalypse Dubai. So in place of the cut firefights, we now get scenes with the CIA working up the remaining civilian population and the private reaction of the Radioman to the carnage being caused all around him. The story is fleshed out, the situation for its protagonists gets even more FUBAR, the target runtime is reached and it hopefully knits together seamlessly because all of the additions have come from the mind of the person who conceived the story to begin with. All that remains is to film it. The production team decide to merge the formula of the seminal Band of Brothers with that of their own desert war movie and we have a series that might just work.

It's not a sure fire way to end the curse of the Bad Videogame Adaption, but it's perhaps the most feasible. And think of the possibilities it could unlock. Ponder for a moment, the potential of a series based on Mass Effect. While the intricacies of the choice based branching plot would have to be hammered out, it could still be the first worthwhile space opera on TV since Firefly was cancelled. Of course, if you like your sci-fi a bit nastier, there's always Dead Space, with it's dense unitology backstory and its clever combination of the aesthetics of The Thing and Aliens.

Or how about an adaption of Sly Cooper. The game itself is basically Hustle with animals. A hand animated series where each episode is a heist tied together by an overarching plot would work beautifully. It's got it all. Daring stunts, outlandish baddies, high tech gadgets, a great buddy dynamic, and the simmering attraction between Carmelita Fox and Sly. Stir in a splash of James Bond glamour and sprinkle liberally with the stolen essence of Aardman's ability to appeal to both adults and children and you have a surefire hit on your hands.

Bioshock could work nicely in both movie or TV format, depending on whether you wanted to film the first game, or the novel and both games. It would be expensive to implement and would need a bit of reworking but would be entirely worth it. On the surface, Bioshock is basically one man rampaging through a crumbling undersea city, listening to a voice on the radio, shooting the mad inhabitants and picking up audio logs. Not a very interesting concept for a TV show. Jack is a non character that only exists for the player to interact with the world, it's the story around him that makes Rapture so compelling a place to inhabit. So we make the story the focus. Instead of focussing on Jack, focus on the characters and the events that brought him to Rapture in the first place. Film the audio logs. Use an ensemble cast. Weave the resulting scenes together into a Pulp Fiction style tapestry bookended by Jack's arrival and departure from Rapture. Intersperse the tapestry with flashes of Jack being directed through Rapture by whoever has latched onto him at that segment of the story, Atlas, Ryan, whoever. It would be a difficult, yet absorbing picture, that would not only need the hand of Ken Levine, who recently killed a Bioshock movie project, but also a skilled and deft director to make sure the whole thing doesn't fall apart under the weight of its own ambition.

Hollywood execs rightly see the videogame world as ripe for movie adaptions, it's just a shame that most of the time they're the wrong people looking at them. TV execs that should be approaching the major game studios as well. In addition to this, the studios need to make sure that they retain creative control of the property being adapted, so that the vision of the original game isn't compromised by the transition to celluloid. This is something Ubisoft have already learned. They are about to make their first foray into feature film with Assassin's Creed, in which Michael Fassbender is rumoured to be starring. If I can see what needs to be done, then it really can't be that hard, can it?

Assassins Creed is another title I think would work better as TV series, given the scale of it's vision. But hopefully the powerhouse that is Ubisoft can end the curse of the Bad Game Movie and produce a good film. All the ingredients are there, and if they can't, then there's really no hope of ending the curse at all is there?