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Authors: Tom Bissell

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BOOK: Extra Lives
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I say this in full disclosure: The games that interest me the most are the games that choose to tell stories. Yes, video games have always told some form of story.
PLUMBER’S GIRLFRIEND CAPTURED BY APE!
is a story, but it is a rudimentary fairytale story without any of the proper fairytale’s evocative nuances and dreads. Games are often compared to films, which would seem to make sense, given their many apparent similarities (both are scored, both have actors, both are cinematographical, and so on). Upon close inspection the comparison falls leprously apart. In terms of storytelling, they could not be more different. Films favor a compressed type of storytelling and are able to do this because they have someone deciding where to point the camera. Games, on the other hand, contain more than most gamers can ever hope to see, and the person deciding where to point the camera is, in many cases, you—and you might never even see the “best part.” The best part of looking up at a night sky, after all, is not any one star but the
infinite possibility of what is between stars. Games often provide an approximation of this feeling, with the difference that you can find out what is out there. Teeming with secrets, hidden areas, and surprises that may pounce only on the second or third (or fourth) play-through—I still laugh to think of the time I made it to an isolated, hard-to-find corner of
Fallout 3
’s Wasteland and was greeted by the words
FUCK YOU
spray-painted on a rock—video games favor a form of storytelling that is, in many ways, completely unprecedented. The conventions of this form of storytelling are only a few decades old and were created in a formal vacuum by men and women who still walk among us. There are not many mediums whose Dantes and Homers one can ring up and talk to. With games, one can.

I am uninterested in whether games are better or worse than movies or novels or any other form of entertainment. More interesting to me is what games
can
do and how they make me feel while they are doing it. Comparing games to other forms of entertainment only serves as a reminder of what games are not. Storytelling, however, does not belong to film any more than it belongs to the novel. Film, novels, and video games are separate economies in which storytelling is the currency. The problem is that video-game storytelling, across a wide spectrum of games, too often feels counterfeit, and it is easy to tire of laundering the bills.

It should be said that
Fallout 3
gets much better as you play through it. A few of its set pieces (such as stealing the Declaration of Independence from a ruined National Archives, which is protected by a bewigged robot programmed to believe itself to be Button Gwinnett, the Declaration’s second signatory) are as gripping as any fiction I have come across. But it cannot be a coincidence that every scene involving human emotion (confronting a mind-wiped android who believes he is human, watching as a character close to you suffocates and dies) is at best unaffecting and at worst
risible. Can it really be a surprise that deeper human motivations remain beyond the reach of something that regards character as the assignation of numerical values to hypothetical abilities and characteristics?

Viewed as a whole,
Fallout 3
is a game of profound stylishness, sophistication, and intelligence—so much so that every example of Etch A Sketch characterization, every stone-shoed narrative pivot, pains me. When we say a game is sophisticated, are we grading on a distressingly steep curve? Or do we need a new curve altogether? Might we really mean that the game in question only occasionally insults one’s intelligence? Or is this kind of intelligence, at least when it comes to playing games, beside the point? How is it, finally, that I keep returning to a form of entertainment that I find so uniquely frustrating? To what part of me do games speak, and on which frequency?

TWO

S
o it begins here, in your stepfather’s darkened living room, with you hunched over, watching as a dateline title card—1998
JULY
—forcefully types itself across the television screen. “1998 July”? Why not “England, London”? Why not, “A time once upon”? A narrator debuts to describe something called Alpha Team’s in medias res search for something called Bravo Team’s downed chopper in what is mouthfully described as a “forest zone situated in the northwest of Raccoon City.” Okay. This is a Japanese game. That probably explains the year–date swappage. That also makes “Raccoon City” a valiant attempt at something idiomatically American-sounding, though it is about as convincing as an American-made game set in the Japanese metropolis of Port Sushi. You harbor affection for the products of Japan, from its cuisine to its girls to its video games—the medium Japanese game designers have made their own. To your mind, then, a certain amount of ineffable Nipponese weirditity is par for the course, even if the course in question has fifteen holes and every one is a par nine.

A live-action scene commences in which Alpha Team lands upon a foggy moor, finds Bravo Team’s crashed chopper, and is
attacked by Baskervillian hounds, but all you are privy to is the puppetry of snarling muzzles shot in artless close-up. To the canine puppeteers’ credit, the hounds are more convincing than the living actors, whose performances are miraculously unsuccessful. The cinematography, meanwhile, is a shaky-cam,
Evil
Dead–ish fugue minus any insinuation of talent, style, or coherence. Once the hellhound enfilade has taken the life of one Alpha Team member, the survivors retreat into a nearby mansion. You know that one of these survivors, following the load screen, will be yours to control. Given the majestic incompetence of the proceedings thus far, you check to see that the game’s receipt remains extant.

For most of your life you have played video games. You have owned, in turn, the Atari 2600, the Nintendo Entertainment System, the Sega Genesis, the Super Nintendo, and the Nintendo 64, and familiarized yourself with most of their marquee titles. The console you are playing now, the console you have only today purchased, is categorically different from its ancestors. It is called the Sony PlayStation. Its controllers are more ergonomic than those you have previously held and far more loaded with buttons, and its games are not plastic cartridges but compact discs. Previous consoles were silent but your new PlayStation zizzes and whirs in an unfamiliar way as its digital stylus scans and loads.

It is 1997. The PlayStation was released to the American market one year ago. You missed this, having been away, in the Peace Corps, teaching English, which service you terminated in a panic sixteen months short of your expected stay. Now you are back in your hometown, in the house you grew up in, feeling less directionless than mapless, compassless, in lack of any navigational tool at all. You are also bored. Hence the PlayStation.

The live-action sequence has given way to an animated indoor
tableau of surprising detail and stark loveliness—like no console game you have hitherto encountered. Three characters stand in the mansion foyer. There is Barry, a husky, ursine, ginger-bearded man; Wesker, enjoying the sunglasses and slicked-back hair of a coke fiend; and Jill, your character, a trim brunette looker in a beret. A brief conversation ensues about the necessity of finding Chris, your fellow Alpha Team member, who has somehow managed to go AWOL in the time it took to step across the threshold of the mansion’s entryway. Soon enough, a gunshot sounds from the next room. You and Barry are dispatched by Wesker to investigate.

The dialogue, bad enough as written (“Wow. What a mansion!”), is mesmerizing in performance. It is as though the actors have been encouraged to place emphasis on the least apposite word in every spoken line. Barry’s “He’s our old partner, you know,” to provide but one example, could have been read in any number of more or less appropriate ways, from “He’s our old partner, you know” to “He’s
our
old partner, you know” to “He’s our old
partner
, you know.” “He’s our
old
partner, you
know”
is the line reading of autistic miscalculation this game goes with.

Upon entry into the new room, you are finally granted control of Jill, but how the game has chosen to frame the mise-en-scène is a little strange. You are not looking through Jill’s eyes, and movement does not result in a scrolling, follow-along screen. Instead Jill stands in what appears to be a dining room, the in-game camera angled upon her in a way that annuls any wider field of vision. Plenty of games have given you spaces around which to wander, but they always took care to provide you with a maximal vantage point. This is not a maximal angle; this is not at all how your eye has been trained by video games to work. It as though you, the gamer, are an invisible, purposefully compromised presence within the gameworld.

The room’s only sound is a metronomically ticking grandfather clock. You step forward, experimenting with your controller’s (seventeen!) buttons and noting the responsiveness of the controls, which lend Jill’s movement a precision that is both impressive and a little creepy. Holding down one button allows Jill to run, for instance, and this is nicely animated. A pair of trigger buttons lie beneath each of your index fingers. Squeeze the left trigger and Jill lifts her pistol into firing position. Squeeze the right trigger and Jill fires, loudly, her pistol kicking up in response. All of this—from the preparatory prefiring mechanic to the unfamiliar sensation of consequence your single shot has been given—feels new to you. Every video-game gun you have previously fired did so at the push of a single button, the resultant physics no more palpable or significant than jumping or moving or any other in-game movement. Video-game armaments have always seemed to you a kind of voodoo. If you wanted some digital effigy to die, you simply lined it up and pushed in the requisite photonic pin. Here, however, there is no crosshair or reticule. You fire several more shots to verify this. How on earth do you aim?

As you explore the dining room something even more bizarre begins to occur. The in-game camera is
changing angles
. Depending on where you go, the camera sometimes frames your character in relative close-up and, other times, leaps back, reducing Jill to an apparent foreground afterthought. And yet no matter the angle from which you view Jill, the directional control schema, the precision of which you moments ago admired, remains the same. What this means is that, with every camera shift, your brain is forced to make a slight but bothersome spatial adjustment. The awkwardness of this baffles you. When you wanted Link or Mario to go left, you pushed left. That the character you controlled moved in accordance to his on-screen positioning, which in turn
corresponded to your joystick or directional pad, was an accepted convention of the form. Yes, you have experienced “mode shifts” in games before—that, too, is a convention—but never so inexplicably or so totally. So far, the game provides no compelling explanation as to why it has sundered every convention it comes across.

The dining room itself is stunning, though, reminding you of the flat lush realism of
Myst
, a personal computer game your girlfriend adores but that has always struck you as a warm-milk soporific. You have not played a tremendous number of PC games; it is simply not a style of gaming you respond to. You are a console gamer, for better or worse, even though you are aware of the generally higher quality of PC games. Anyone who claims allegiance to the recognizably inferior is in dire need of a compelling argument. Here is yours: The keyboard has one supreme purpose, and that is to create words. Swapping out keys for aspects of game control (J for “jump,” < for “switch weapon”) strikes you as frustrating and unwieldy, and almost every PC game does this or something like it. PC gamers themselves, meanwhile, have always seemed to you an unlikable fusion of tech geek and cult member—a kind of mad Scientologist.

You glance at the box in which this game came packaged.
Resident Evil
. What the hell does that even
mean?
You know this game is intended to be scary. You also know that zombies are somehow involved; the box art promises that much. The notion of a “scary game” is striking you as increasingly laughable. While nothing is more terrifying to you than zombies, calling a zombie-based game
Resident Evil
is a solecism probably born of failing to fully understand the zombie. Part of what makes zombies so frightening is that they are
not
evil. The zombie, a Caribbean borrowing, is in its North American guise a modern parable for…well, there you
go. Like all parables, zombies are both widely evocative and impossible to pin down. Part of the reason you purchased this game was because you were curious to see what the Japanese imagination had made of the zombie. This was a culture, after all, that had transformed its twentieth-century resident evil into a giant bipedal dinosaur.

On screen, Barry calls Jill over, where he kneels next to a pool of blood. (“I hope it’s not…
Chris
’s blood.”) He orders you to press on looking around while he completes his investigation. You are no criminologist, but gleaning the available information from a small, freestanding blood puddle would seem to you an undertaking of no more than three or four seconds. Barry, though, continues to ponder the hell out of that blood. You have two options. Leave the dining room to go back and explore the foyer, where Wesker presumably awaits your report, or go through a nearby side door. You take the side door. Anytime you go through a door in this game you are presented with a load screen of daunting literalness: the point of view reverts to an implied first-person, the door grows closer, the knob turns, the door opens, which is followed by the noise of it closing behind you. Considerable investment has been placed in a dramatic reproduction of this process: The knobs sound as though they were last oiled in the Cleveland administration, and the doors themselves slam shut as though they weigh five hundred pounds.

BOOK: Extra Lives
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