July 28, 2009

An unhappy medium

Given the ongoing struggles against insurgents in Iraq and Afghanistan, it's perhaps a bit shocking that Red Faction: Guerilla ever got made. Although his cause embodies a different philosophy, the game's ironically-named hero Alec Mason adopts the same tactics and general approach as the Taliban and Al-Qaeda in Iraq. While the game rigorously penalizes the death of almost every civilian, Mason uses hit-and-run attacks, exploding vehicles, and ambushes to push an occupying force off Mars. The game certainly doesn't lack for fun, but it's inappropriately ambivalent about engaging its subject matter. Red Faction's weakly-constructed fiction is too flimsy to hold up a serious consideration of real guerilla war, but too strong and topical to dismiss those implications.

The weaknesses of the game's fiction become apparent very early on. Although there are relatively few housing facilities on this version of Mars, and these are fairly small, the surface is crawling with vehicles. They drive aimlessly around the various zones, never really seeming to arrive at or depart from anywhere. The many cargo vehicles are all empty, which is hardly a surprise given that so much ore is left just lying around the ground, in plain view of the road. The industrial facilities seem to have been imagined by somebody who saw a factory one time on TV; they're full of buildings that largely lack machinery, and smokestacks with no origin for the smoke. Some buildings that would certainly be critical for any real colony on Mars and would make natural points of emphasis for an occupying force — hydroponics, water purification — seem to be totally absent. Instead we have refineries (refining what?) and countless tanks of indeterminate, highly-explosive gas. Mining operations appear to be confined to a single pit in the Dust zone, clearly explaining why Mars cannot meet Earth's demand for metal.

The occupying army, the EDF, wants to improve productivity but apparently learned labor relations from George Pullman. Rather than squeezing efficiency by increasing automation or improving equipment (or possibly opening up another mine) they have chosen the tactic of brutally repressing and murdering the colonists they shipped across the solar system at enormous expense. Morally ambivalent approaches such as using their vast army as cheap labor or importing workers who are willing to tolerate worse treatment apparently did not occur to them. For their part, the Martians react not by going on strike (fair enough, since the EDF would shoot them), but by reforming their freedom-fighters, the Red Faction, and blowing up the irreplaceable equipment that is their only source of wealth and leverage.

Even though all of this seems like a set of caricatures, part of an easily discarded entertainment, Red Faction keeps pulling towards a more intelligent take. The terraforming effort uses reasonable tools (such as the mohole), and has made only slow progress, rather than turning Mars into a tropical paradise. The collusion between industry titans and the twisting of events by propaganda outlets is all believably presented. Red Faction doesn't feature some absurd sci-fi sexpot — instead, we get Samanya, a rarity among female video game characters in that she is smart, strong, and plausibly dressed. Many of the main missions feel quite believably like the actions of a small band of fighters taking on an overwhelming force, including a sharp and harrowing sequence in which we hear a woman who was mutilated by EDF soldiers torture one of her abusers nearly to death.

Yet, though many of the missions individually feel like plausible guerilla actions, this view seems to fall apart when they're considered as a whole. The player gets no sense of strategy or a larger war — instead, the missions (especially the seemingly incessant emergencies) give the player the impression that Mason is a one-man army fighting the EDF. Although "guerillas" often show up when you need a hand, nobody ever attacks a convoy or hijacks a truck without your assistance, this despite the EDF's tactic of regularly sending lightly-protected, high-value convoys to destroyed bases in territories it no longer controls. When the EDF abandons one of the Mars zones, it's rarely clear why; their "control" level can often be reduced to at or near zero with very little damage to their military facilities. Moreover, the "control" level for a given territory doesn't seem to have any impact on EDF behavior until the final mission is won. It's a binary system disguised as a continuous gradient.

The control in a zone is reduced by carrying out missions or destroying particular buildings. While many of these are military facilities, a nearly equal number are economic in nature. Given the narrative of plutocratic collusion with a corrupt occupying force, it's natural that power plants and industrial sites are protected by EDF troops. However, the people of Mars will eventually need those facilities, too. Red Faction rewards wanton destruction and mayhem without consideration for the long-term economic effects. The Red Faction wants a free Mars, but surely it desires a free Mars where everyone can make a living.

In a tactical sense the game also falters. One of the keys to guerilla warfare is to keep the enemy off-balance and out of position, but the game's conventionality removes this tool from the arsenal. EDF soldiers and vehicles spawn in rather obvious fashion, without changing their distributions elsewhere in the zone. Moreover, they arrive near-instantaneously, whether you're at the Martian capital or in the furthest corner of the Badlands. While this prompt arrival has the beneficial effect of encouraging classic guerilla hit-and-run tactics, you never get the sense that you're fighting a real army, one that can only get men and materiel into position by taking them from somewhere else and sending them along a real route of attack. The EDF clearly has an inexhaustible supply of soldiers and weapons, a concept that's difficult to swallow given the obvious sparseness of human settlement, and one that's inconsistent with the idea that the Red Faction could 'control' any region of Mars at all.

More troubling than its habit of glossing over strategy and tactics, the game generally refuses to philosophically engage the ugly side of insurgency. When "collaborators" are targeted, they are always plutocrats or crooked politicians, never ordinary Joes who go along with the EDF out of necessity, apathy, or fear. EDF-controlled industrial facilities have plenty of soldiers on guard, but apparently no civilians to run them who might get hurt in the blast. The Red Faction safehouses are loaded with explosives, but these never go off prematurely and kill innocents while they're being smuggled. Even though the Red Faction's leader, Hugo Davies, has a fanatic's devotion to kicking the EDF off Mars, the game never acknowledges the danger he poses to civilians. For the most part it is only the EDF's response to the Red Faction that harms Martians, not the deeds of the Faction itself. When the war moves into urban areas the risk to civilians stays very low, even though we all know that's not how insurgency really works. Nor does the game ever wrestle with the possibility of a lenient or even friendly EDF commander: would the Red Faction try to subvert such a man, or assassinate him to prevent a reconciliation?

Perhaps a more serious, considered attitude towards this subject matter is too much to expect from Volition, the makers of the notoriously raucous Saint's Row games. Red Faction treads a fine and uncomfortable line, however — realistic enough that it seems like it wants to be taken seriously, but too conventional and simplistic to live up to that promise. Because of its thinly-constructed fiction and shallow take on insurgency, Red Faction degenerates into little more than a tale of mayhem on Mars. Thanks to the engaging gameplay, that results in a compelling hoo-rah entertainment built around an innately troubling and relevant idea, which is less than that idea, or the gaming public, deserves.

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July 27, 2009

Capsule: Flower, Sun, and Rain

I finish, or get finished with, more games than I write long essays about here or elsewhere. Sometimes I'm just not inspired to write a detailed critique, other times I'm just not inspired at all. This being the internet, and me being a blogger, however, I thought I would try to put together a short, snappy format for conveying my thoughts on the games I'm done with.

Title: Flower, Sun and Rain

Final Status: Finished

Put this on your box: This game is some tedious, boring bullshit.

Most Intriguing Idea: By using the guidebook as the key to almost every puzzle, the game includes its own little GameFAQs.

Best Design Decision: This game contains no good design decisions.

Worst Design Decision: The walking. My god, the unending walking.

Summary: Flower, Sun and Rain is an adventure-style mystery game in which you walk and walk and walk and walk and walk and solve puzzles using an in-game guidebook and your brain, in the rare cases where your brain is of any help. In typical Suda fashion, it is about a weird secret conspiracy which has cleverly been hidden behind something even more bizarre, namely an island on which a single day seems to repeat. The characters speak in riddles and are generally insufferable asses, and the plot is obscure. The graphics, with the exception of the face portraits, are easily the worst I've seen on the DS. The game seems to be rather transparently commenting on how stupid adventure games are (unnecessary), how stupid the main character and this particular game are (uninteresting), and how stupid the player is for putting up with all of it (unwise).

If you can't say something nice... Fortunately, this game did not end Suda 51's career or destroy Grasshopper Manufacture.

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July 6, 2009

Alpha Centauri's narrative tension

I still remember reading the PC Gamer issue in which Sid Meier's Alpha Centauri received the highest rating that magazine had ever given, in which it was implied that this might be the greatest PC game of all time. An examination of subsequent "best of" lists shows that their prediction or their memories failed, but it's worth asking what about the game so captivated its players. I think that in part — and this is something you would not expect to say for a game of this kind — this was due to the story. Other games in this genre, including subsequent entries in its sibling Civilization series, have no greater narrative arc than a grand national romance. Alpha Centauri rises above this tradition with truly differentiated factions that imbue the different societies with real character, an explicit historical story, and a implicit but definite narrative embodied by its technology tree. When these elements work together, this interwoven narrative stands as one of the game's unique strengths. Yet these different influences can also create an unhappy tension with one another.

Alpha Centauri has an advantage over its cousins, the Civilization games, in that the different playable factions represent ideologies rather than nations. As Alex Galloway discusses in Gaming, the "civilizations" don't represent anything more than stand-ins for particular assemblies of AI traits. Unique units aside, the different "civilizations" have few differences, for gameplay reasons and because most real civilizations have adopted very similar patterns of success. In Alpha Centauri this is true to a certain extent, but by using each faction to represent an ideology, the distinction can be taken much farther.

The factions have material differences between them from the get-go, strengths and weaknesses that encourage divergent modes of play. The ecological handiness of the Gaians rewards a priority on interacting with Planet, but hinders population growth. The academic prowess of the University encourages technology-first gameplay, but forces the player to work diligently to protect his secrets from being stolen. While most of the game's "Secret Projects" can benefit any faction or style of play, certain ones become crucial for particular factions — denying them the ownership of these projects can be every bit as strategically important as obtaining the benefits for yourself. In this way each faction truly develops its own character, assisted in this by the recurrent voices of the faction leaders, whose writings and sayings provide context for many of the discoveries and projects.

These "characters" enter an overarching narrative of a fractured society landing on a new world (called "Chiron" or "Planet") already inhabited by a semi-sentient collective intelligence. The various factions are competing with one another for territory and resources, and with the alien life form for dominance of planet. Relationships between factions remain mostly antagonistic, but the game imposes an arc on the interaction between the player and the lifeforms of Planet. Certain events are triggered by the player to make an explicit arc, while the game's technology tree enforces its own narrative of cooperation. Scientific advancement relies on developing a further understanding of Planet, which in turn allows the cultivation of its lifeforms to produce the food, energy, and minerals necessary to survive or dominate. The apex of the scientific approach to victory is the fusing of human consciousness with the collective mind of Planet.

The problem is that this doesn't seem like an outcome that would sit well with every faction, and would appeal to some for very different reasons. The Gaians would happily join with Planet because this idea lies at the core of their civilization anyway. The collectivist Hive would also appreciate the idea, but Chairman Yang would mostly enjoy the power it gave him over all life. Surely a collective consciousness would be anathema to the capitalists of Morgan Enterprises or the Survivalists — though for these factions one could just choose to pursue the economic domination or world conquest victory conditions. That would not escape the fact that these societies are forced to pursue scientific goals at odds with their philosophies along the way.

And what of the Lord's Believers? To say nothing of the theological difficulty involved in acknowledging the existence of an intelligent lifeform not contemplated in scripture (and this would be socially important), the pursuit of immortality by giving up one's soul to an alien creature must surely be horrific to them. If you assume their ideals are honestly held (and in all fairness, the game does not), conquering their neighbors by the sword or filthy lucre would be just as bad.

Of course, the tech tree holds just as much offense for the Gaians as it does for the Believers — surely a bunch of tree-hugging environmentalists would hate to develop synthetic fossil fuels and pollute a whole new planet! And why should they? This is, after all, science fiction... instead of supercomputers, why not let the Gaians learn how to engineer Planet's xenofungus into a problem-solving neural net? Instead of learning to build tanks, why couldn't they biologically engineer armored monsters from Planet's mindworms and locusts? Of course, allowing truly varied alternative technology trees one creates a more difficult problem in terms of balancing, especially if some of the branches are mutually exclusive. However, Alpha Centauri would have benefited, in a narrative sense, from allowing tech trees that were more friendly or more inimical to Planet. An alternate endgame (perhaps one involving a new colonization effort?) might have been of benefit also.

This, then, is the respect in which Alpha Centauri's narrative falters. The technology tree creates an implicit story for every faction, and the problem with this is that it is the same story, for societies that are radically different. A more flexible and varied technology tree, with defined, exclusive routes towards more varied endgames and units, would have benefited the game by allowing each of its "characters" a destiny that fit, rather than contradicted, their principles.

Note: I played Alpha Centauri as part of the fun at Vintage Game Club. We're starting our next game, Majora's Mask (available via Ebay for N64 and Gamecube, and through Virtual Console on Wii), next Friday. If you're interested, we'd love to have you join in the discussion.

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