Pages

Friday, February 25, 2011

Interview with Austin Grossman



For a while now I've been conducting interviews with ex-members of Looking Glass Studios. Looking Glass (1990-2000) was, of course, the developer of such influential (though not always recognized) games as Ultima Underworld, System Shock, and Thief. They basically wrote the book on 3D first-person narrative game design throughout the 90s, and I've been tracking them down in an effort to get them to share their memories -- the challenges, the regrets, the triumphs -- of how this process unfolded.

Podcast 1 features Austin Grossman, writer and designer on Ultima Underworld II and System Shock, as well as Andrew Grant, who worked with Austin on his (infamous) post-Looking Glass Dreamworks project Trespasser, and Sara Verrilli, Lead QA on System Shock. The discussion focuses mostly on where the "environmental narrative" conventions System Shock famously pioneered (which later influenced everything from Half-Life to Deus Ex to Bioshock) came from, and how they evolved and manifested even in Austin's post-Looking Glass work.

If you want to know why Bioshock would never have existed if you hadn't been able to throw fish at people in Ultima Underworld by all means do not miss this podcast.

Sunday, February 13, 2011

2010 Retrospective - Part 4: Pigs, Premonitions, Paganism



Aside from Deadly PremonitionShalom was probably the most original, bizarre, and funny game I played last year. The third game in the Knightmare series, it was never released outside Japan, and it's easy to see why. It's a truly weird creation. Not quite an RPG, not quite an adventure game, and nothing like its predecessors (the first was a shooter, the second a platformer) Shalom is one of the weirdest games from that wild era when game sequels often threw out everything and started from scratch: a rollicking, self-reflexive genre mash-up with a bonkers sense of humor.

Shalom begins in the "real world" where your girlfriend buys you Shalom. (Yes, really.) After some Japanese dating sim-style interactions where you can try to avoid kissing her, you are sucked through your MSX screen and into the game, where you find yourself saddled with a talking pig. While it looks like a top-down RPG there is virtually no combat. You just explore and talk to people, often with hilarious results. The goofy English translation, based on a Portuguese fan-translation, feels like a plus here, enhancing the manic state everyone seems to be in. (NPC: I don't see anything weird here. YOU: The only weird thing here is your face!)

I didn't finish Shalom, but it's not for lack of trying. The game is so obscure I couldn't find a walkthrough anywhere, which made the experience truly "retro". Before game magazines or the Internet you really were at the mercy of whatever esoteric bullshit designers threw at you. Shalom reminded me what it was like to be stuck in a game and not care  to walk around for hours, not knowing what to do, but be so thrilled by a game's weirdness you love it all the same.


I managed to avoid writing about Deadly Premonition all year, mostly because it was my favorite game of the year and I couldn't begin to imagine what I'd say about it without tripping all over myself. The game is utterly fucking brilliant, so much so that its genuinely bad aspects (interface design, technical visuals, combat) barely register after the first hour. What's left are some great characters, great dialogue, great music, wonderful simulation-based world design, and the single most ingenious conceit for dealing with player/avatar dissonance I've ever seen. Deadly Premonition may be an obvious rip-off of Twin Peaks, but not since Snatcher has a Japanese developer justified their shameless plagiarism with such clever application to the digital medium. It marks Hidetaka "SWERY" Suehiro as a genuine auteur, and perhaps one of the five or six people in the game industry who knows a goddamn thing about movies... or at least what Roger Corman was doing in the early 80s. Right Zach?


Lords of Shadow is a game I reluctantly picked up after a friend of mine made a convincing case that it was really about the pagan roots of Catholic mysticism. He isn't entirely wrong, but the game doesn't seem able to make these ideas as interesting as they should be, opting for a cloying Hollywood style that's not only cheesy (Patrick Stewert nearly sinks the whole game with his patronizing delivery) but disappointing coming from a European developer.

I didn't finish Lords of Shadow, but I got about 80% through it. I warmed up to the game somewhat when I realized it does have actual glimmers of Castlevania in it, primarily in terms of how it handles backtracking and false linearity within levels, a la Rondo of Blood. The rest is rote God of War imitation... which isn't badly done but rather misguided given I never felt God of War was very similar to Castlevania at all. (Castlevania was never a brawler.) Ironically Other M, in which combat is the spice and exploration the meat, was a much better contemporary approximation of Castlevania to me.


Epic Mickey was a game I played because of its association with Warren Spector, a childhood hero of mine and collaborator on some of my favorite games (Ultima VII, System Shock, etc.) Epic Mickey was seen by many as the long awaited follow-up to his critically acclaimed Deus Ex over a decade ago. In an upcoming post I will discuss how Epic Mickey relates to this legacy, specifically in how it deals with so-called "player-driven" narrative, so here I'll just give my other major impression about the game: that it is one of the most reverent bits of Disney fan adoration I've ever seen. While not surprising (the developer is owned by Disney) it does render the game's supposed darkness  its willingness to take risks with the iconic IP   rather insincere. And I'm not speaking of the fact that the original concept art, which was far more apocalyptic and disturbing, was toned way down in the final game. I am speaking of the Stalin-like reverence with which Epic Mickey treats Walt Disney himself: as the paternal god of our collective imagination who is ever-wise, ever-loving, and beyond all reproach. "Dark" my ass.


Spy Fiction  was the last game I played in 2010. I picked it up when I heard it was by the same developer as Deadly Premonition, hoping to find some of the same originality and cleverness buried under its Metal Gear-lite exterior. Once you get past the misleading combat-intensive tutorial level, the game quickly begins to live up to its title. Its disguise mechanic, which allows you to "steal" the identities of literally any NPC by secretly taking snapshots of them, is one of the best I've seen, better in some ways than Hitman's in how it encourages and rewards experimentation. The core game, which involves finding the right disguise to eavesdrop on the right conversation, is actually built around this mechanic, making Spy Fiction one of the few espionage games that involves actual spying as its primary activity. This alone makes it worth playing, even if it lacks the clever dialogue and quirky humanity of its successor.

Saturday, February 5, 2011

2010 Retrospective - Part 3: Taxidermy, Porn, Politics



Another of 2010's critical darlings, Amnesia is a game I felt I had to play given my interest in horror. It's certainly good, but the sheer amount of praise it's gotten alarms me. It has been called the first great survival horror game in years, one of the scariest games ever made, etc. It isn't any of these things. What it is is a polished, well-made, extremely reverent fan work... so reverent it borders on fetishism. The makers of Amnesia clearly love survival horror. A bit too much.

Amnesia cannot be a "great" horror game to me because it does not possess an imagination of its own, like Silent Hill or Resident Evil once did. Outside of its clever interface design (and an admittedly phenomenal encounter with an invisible monster) it brings little new to the genre... unless mid-90s point-and-click horror games are so old they qualify as new again. I understand that people lament the death of survival horror, of the days before action gameplay creep reduced the genre to a thematic subset of third-person shooters. But I've played plenty of games recently that evoke those lost tensions and manage to be original. Demon's Souls, Deadly Premonition, and Hell Night were all superior "survival horror" experiences to me. Compared to such fresh experiments, Amnesia's strictly lock-and-key puzzle design and effective-yet-monotonous atmosphere feel like calculated exercises in fanboy taxidermy. It enshrines, rather than reinvents, the genre.

Postscript - added 10/06/11 - I just attended a conference where I meet and got to know Thomas Grip, the designer of Amnesia. One thing he mentioned was that many puzzles do, in fact, have multiple solutions, which they added as the result of playtesting. He said he wished they had constrained the player even less, and that in the future they are looking for even more ways to make solutions and progression more emergent. He is one of the more intelligent and savvy indies I've spoken to, so I thought I should mention that here. Though Amnesia wasn't the revelatory horror experience for me it was for other people, I'm happy people like Grip are around, and the fact that he considers Amnesia an evolution towards something better is encouraging.


Other M is a game I liked quite a lot, in spite of its gag-inducing gender politics. It's a bit unfair how the game design itself drew criticism from a lot of people, who seemed loath to consider its gameplay and story separately, heaping them both into the same sour judgement. In a world of God of War clones, Other M's novel 3D gameplay was refreshing to me, re-capturing the excitement of mid-90s 3D experimentation. The story though was rightfully considered shit by almost everybody. I am not the sort who demands Japanese games conform to an American liberal standard of what women should be (Celes is still one of my favorite game characters), but Other M had me choking with disgust.

Samus relationship with Adam, her former commanding officer, had been explored in Metroid Fusion, and Other M hits virtually all the same story beats, even though it is supposedly a prequel. Really it's just a thinly veiled remake of Fusion (right down to the reappearance of certain bosses) only with the melodrama cranked up so high it could shatter glass. Metroid was never exactly a feminist manifesto, but it also never portrayed Samus's gender as a point of weakness. Other M does, saddling her with a band of macho marines that call her "princess" and — I swear to fucking god — have to save her when her suit (her only source of power, apparently) luridly evaporates off her naked body any time she suffers a crisis of confidence. It's like a porn-parody of Iron Man.

Raging fans tended to blame Team Ninja, given their penchant for bimbo characters. As far as I know though, they were mostly tapped for visual design of Other M, which may explain why all the women in the story (not just Samus) look like 9-year-olds who've just found their mother's make-up case. The writer of the actual plot was still long-time series helmer Yoshio Sakamoto, and I'm sure this was his honest attempt to "humanize" a character he felt responsible for.

It's a shame because, after the macho (read: American) militarism of Metroid Prime 3, I was keen to see the series given back to a Japanese developer, who have always treated the militaristic aspects of the mythology with more ambivalence (the military turn out to be the villains in Fusion). The medieval sexism of Other M however had me missing Prime 3, a game where the military seems to A) employ women and B) allow them to wear normal clothes. Between the two games, Metroid has the worst aspects of both cultures covered. Maybe the next game should be Swedish.


Silent Debuggers is a game I had never heard of until last year. It was on a list of overlooked Turbografix-16 games, and the description intrigued me. It is, in fact, one of the better variations on the film Alien I've ever seen in a video game, nailing a lot of elements that later variations failed to get right.

Especially good is the game's modeling of the motion-tracker from the film, which emits an audio pulse when a creature is close. Because of the game's primitive "fake 3D" approach, which is just a bunch of static 2D images of 3D corridors that it flips through as you move, it creates the impression that each move is a "step". Hearing the motion-tracker go berserk when you take a single step into a room and hearing it instantly go silent when you step back out achieves a clarity of cause-and-effect that even the Alien vs. Predator games didn't really have.

I also really liked how the game, which came out in 1991, prefigures the brutal resource management of survival horror, forcing you to constantly ration ammo and health, both of which can only be replenished from finite supplies located in the core "safe" section of the ship. (Use them up and you're fucked.) This, combined with the fact that the whole game is on a single timer, and you must find a way to escape before the ship explodes, creates a surprisingly tense experience, in some ways akin to the white-knuckled thrill of System Shock 1's final sections.

I didn't finish Silent Debuggers, because it got rather hard and repetitive after a while, but that didn't diminish my impression of just how effectively it captured a particular kind of suspense, a kind many games try for but few achieve.


I played Bethesda's Fallout 3 like everyone else, and enjoyed it like everyone else, but it still felt like a watered-down version of Fallout to methe bloated Hollywood remake to Black Isle's lean, sassy original. This could be seen primarily in terms of the writing, which was cartoony and obvious compared to the sharp satire of Fallout 1 and 2, and in terms of the game's general moral view, which was much more binary.

Fallout 3 was definitely a post-KOTOR Fallout, tending to view the wasteland much more in terms of obvious heroes and villains. (Thanks Three-Dog, for letting me know which ghouls are "okay" to kill.) New Vegas, thankfully, is a return to the more murky moral universe of the original games, and not coincidentally given that Obsidian is partially made up of refugees from Black Isle. To my mind this makes New Vegas a more "legitimate" Fallout sequel, with a stronger continuity of tone and attitude.

I didn't even come close to finishing New Vegas, but I didn't have to to feel refreshed by its less jokey, more complex take on post-apocalyptic politics. Its faction system, while more "top down" than I'd prefer (I don't like how factions magically know you killed their members, even if no witnesses survive), presented an intriguing tangle of opposing world views, all of which seem to have their own logic and potential for corruption. One person's hero was always another person's villain, and the way New Vegas repeatedly asks you to make political decisions based on incomplete or distorted information is commendable. Like Alpha Protocol, it insists on seeing the world in more complex terms than the majority of triple A games do... and that's easily worth the price of a few bugs.


I have a longer post about Shinobido waiting in the wings, so I will not go into great detail about the game here, aside from saying it was a game I'm very glad I played. Released outside Japan only in PAL regions, it was an obscure and original alternative to the Tenchu series, made by Aquire after they lost the Tenchu license to From Software. For anyone who's a fan of stealth, non-linear narrative, or faction-based politics Shinobido is a must-play, if only to see a relatively fresh take on these ideas.

Up Last!
Shalom: Knightmare III
Deadly Premonition
Castlevania: Lords of Shadow
Epic Mickey
Spy Fiction