The First Few Hours: Uncharted 4

Current Status: beginning of Chapter 14, 9:42 hours in, 362 enemies killed, a whole bunch of screenshots taken.

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Note to self:  When the inevitable “everything sucks, there’s nothing good out” mope-fest happens later this year, remind yourself that in one 4-day span in May, Captain America: Civil War came out and kicked ass, Radiohead put out a new excellent album that kicked ass (albeit in a quiet, elegiac way), and that Uncharted 4 did what Uncharted 4 does, which is to kick ass all over the goddamned place.

whee

I don’t know where to begin with this post, which is OK, since it’s not a proper review.  I mean, I could talk about a million different things – the extraordinary presentation (not just graphically – the audio is just as spectacular), the dramatic changes to the combat (i.e., it doesn’t feel as endless as it used to, and enemies are far less bullet-spongey than before), the fantastic writing and voice acting (and facial animation, too).

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The best thing about the game so far, though, is the pacing.  My biggest fear for Uncharted 4 was that it would be all combat, all the time, with a minimal emphasis on exploration and traversal and puzzle solving; as it happens, I was completely and utterly wrong on all counts.  This game is all about exploration and traversal and puzzle solving; indeed, as you progress you’ll find that there are multiple paths to your eventual destination, which means that if, like me, you’re hungry for finding hidden collectibles, you will drive yourself completely insane trying to make sure you’ve covered every possible square inch before moving on to the next area.

 

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The game is very content to take its time – or, rather, to let you take your time.  Chapter 4 is perhaps the best example of this so far, as it starts with Nathan exploring his attic.  The attention to detail in this chapter is simply staggering; every pixel has been placed with care and attention, and I’m not sure I’ve ever enjoyed wandering around a digital house before.  Every detail tells a story, and in these details you learn about Nate’s domestic life: the quality of his marriage, the disappointment and regret he feels in the life he’s walked away from, the rut he’s fallen into.  Nate is no longer a freelance treasure hunter; he is a shadow of his former self, and everyone around him knows it better than he does.

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Apparently there’s still quite a bit of game left.  As I noted above, I’m a little less than 10 hours into it, and I thought I was nearing the end, but apparently the game is closer to 20 hours.  And in retrospect, I can see that there are still some significant story beats that need to get tied up; if this is the definitive, capital-E END of Naughty Dog’s involvement in the Nathan Drake saga, and Naughty Dog has made it explicitly clear that the end of this game is it as far as they’re concerned, then there’s quite a bit more to deal with beyond simply getting to the treasure.

I am happy that there’s quite a bit more to deal with.

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Civil War! Radiohead!

Here’s hoping you all had as lovely a weekend as I did.

First thing’s first:  normally I’m very late to the party when it comes to seeing big blockbuster movies in a timely fashion.  I spent 20 years dealing with the insanity of seeing big movies on opening weekend in NYC, a process that, among other things, entailed getting to the theater at least 90 minutes before showtime to ensure getting even a halfway decent seat, and this eventually wore on my nerves.  So between that and our weird reluctance to hire a babysitter, my wife and I don’t often get to go to the movies together, and certainly not for big big movies like Captain America: Civil War.  (Or, for that matter, Star Wars: The Force Awakens.  My wife and I both saw it separately, and it wasn’t until the movie had been out for several weeks that we were able to see it together.)

But somehow we were able to see it yesterday.

I don’t know how valuable my opinion is when it comes to evaluating Marvel movies.  I’m not a comic book guy, and so my primary exposure to anything involving superheroes is through film – and film will always be different than the source material.  My wife, on the other hand, is a Marvel girl through-and-through, and she devoured the Civil War run when it was in print – indeed, I think the primary reason she was excited about the idea of an Avengers movie in the first place is that it might eventually lead to a film of the Civil War.

My understanding is that the film’s Civil War and the comic book run couldn’t be more different, even if they had a number of common similarities.  Obviously, the comic wasn’t constrained by all the various legal issues that have split up the various Marvel franchises among rival film studios – my wife is an X-Men fan, and so their absence in this Captain America film is rather strongly felt.  The comic was also, if I understand it correctly, spread out over a long-ish period of time; the movie, on the other hand, appears to take place within a 72-hour period, and the one big superhero battle is rather self-contained, all things considered.  It’s more of a grudge match than a capital-W War, like when a fight breaks out between teammates on the bench during a baseball game.

But this is all besides the point; I didn’t read the comics, so it makes no sense for me to look at it from that perspective.  As far as the films themselves, I’ve enjoyed the Marvel Cinematic Universe, for the most part; some films work better than others, to be sure, but all the heroes are well cast and the films possess a buoyant energy – far more so than the DC films.*

Anyway:  of all the MCU films, this Civil War film is almost certainly the best one.  For an ensemble action movie – with an absolutely gigantic ensemble – it’s remarkable how well-paced it is, how every character gets enough space to have their requisite emotional beats, and especially how both Captain America and Iron Man have compelling and valid points of view.

And the action sequences are similarly remarkably well-framed.  Unlike other recent action movies I could name, you can always tell what’s going on, who’s punching who, and there’s none of the motion sickness that seems to be part and parcel with these sorts of set pieces.  There’s one chase sequence in particular involving Winter Soldier, Black Panther and Captain America that is absolutely fantastic, specifically because the stuntwork is excellent and is shot in such a way that you can actually see what the hell is going on.  (The shot of Winter Soldier grabbing the motorcycle is arguably the most exciting shot in the entirety of the MCU thus far.)

It’s been noted by better critics than me that if this movie has one downside, it’s that the villain isn’t particularly memorable, and also that the movie makes up for this by not really needing a villain in the first place.  The Cap’n and Iron Man have been getting under each other’s skin for several films by now, and this film’s conflict is less about current ideological differences and more about, as Tony Stark says, simply “wanting to punch you in your perfect teeth.”

I want to say more, but I don’t want to spoil anything; I just hope I get another chance to see it on the big screen before too long.

*  *  *

The other big cultural event of the weekend: the new Radiohead album, “A Moon Shaped Pool”, was released on Sunday.  I didn’t get a chance to listen to it until late last night, and even then I was being an idiot and struggling with the admittedly ridiculous decision as to how I should get it – iTunes? Amazon mp3? or hope for it to appear on Spotify before too long?

I’ll need a few dozen more listens before I can write about it with any authority, of course.  But even just on first glance it’s clear that this is a gorgeous album, with haunting melodies and Jonny Greenwood’s otherworldly string arrangements doing freakish things to my brain.  The thing about Radiohead albums – for me, at any rate – is that the production is always interesting, even on their lesser tunes, and on this album there are some rather startling and intimate sounds; the ones that got me in particular are how you can hear the piano’s hammers strike each string, as if the microphone was placed an inch away from the piano’s heart.  (I’m reminded of a Flaming Lips lyric – each press of a piano key is like “the softest bullet ever shot”).

It’s perhaps not the grand return to form I might’ve hoped for after the rather limp King of Limbs – I can’t help but wish there were a few more uptempo songs, though I feel certain that “Ful Stop” will absolutely destroy in a live setting – but this is definitely an improvement.  It’s hard to know what I expect from a Radiohead album anymore; the 1-2 knockout punches of OK Computer and Kid A will probably cloud everyone’s judgement on that score, not just mine.  But in terms of pure sonic beauty, this one’s a keeper.

*  *  *

Nothing to report on the games front; my digital copy of Uncharted 4 is already pre-loaded and that’s pretty much where I’ll be for the foreseeable future.

As for books – I finished re-reading Justin Cronin’s The Passage and am about halfway through my re-read of The Twelve, all so that I can get caught up for The City of Mirrors, which comes out in 2 weeks.  Those books are still great!


* I still wish that Edgar Wright had been allowed to make the Ant-Man film that he wanted to make; I bet it would’ve been spectacular.  But I suspect that his directorial vision would’ve been too idiosyncratic with the rest of the MCU; the final film feels constrained and reigned in, and it’s not nearly as joyous and charming as it wants to be.

 

Mirror’s Edge: Catalyst beta impressions

(I would’ve written about this earlier, except I was under the impression that there was an NDA for closed-beta members.  However, Kotaku just opened up a thread about the beta, and someone there told me that there was no NDA and that EA was actively promoting player streams on Twitter, so: my mistake!)

Unlike other betas in which it’s obvious that the developers are stress-testing their multiplayer servers and getting a feel for how players are reacting to weapons and such, I’m not sure what the purpose of the Mirror’s Edge beta was for, beyond giving franchise fans a sneak peak of this long-awaited sequel.  To be fair, I only had the chance to play it for an hour or so and so I didn’t run across (sorry) any multiplayer options; I suspect there would be some sort of leaderboard for time trials, but that isn’t necessarily something that needs stress-testing.

As someone who admired the first game for its relative strengths but didn’t finish it because the combat was overwhelmingly stupid and awful, I can’t necessarily articulate what it is that I’d want from a sequel – beyond getting rid of the gunplay.  I don’t remember much of the larger narrative from the first game; all I do remember, frankly, is the incredible visual style and the often-exhilarating parkour.

To that end, I’m not sure that Catalyst delivers.  The graphics are not as pristine as I’d expect them to be – but then, this is a beta, and I’m sure there’s quite a bit more spit and polish left before the game goes gold.  The free-running feels essentially the same, even if the control scheme isn’t quite as intuitive as I’d like (lots of L1 and L2 on the PS4 controller, with the face buttons used for hand-to-hand combat).

My biggest issue with the game, though, is that it feels very much like it’s trying to be an Assassin’s Creed clone, and not a particularly interesting one at that.  It has that same quasi-open-world feel and the same skill-tree system of upgrades, but it feels clumsy in my hands.  More to the point, the writing is awful.  Everybody is annoying, uninteresting, speaking the same cliched game-dialogue we’ve all heard for years.  The first person Faith meets when she gets out of [prison?] is the same annoying-new-guy stock character we’ve seen a million times.  I have no idea why I’m doing anything, nor do I know why I have to do it so quickly.  The mission designs, at least the few that I played through, are all standard cookie-cutter missions – collect a bunch of things, deliver them to point A, evade your pursuers.  The time trial stuff is fun in principle, though it’s silly from a narrative point – I understand the need to tutorialize for the new player, but if Faith is this legendary free-runner, why does she need to prove herself to anybody – even if she was in prison?

I’d like to say I’m still cautiously optimistic, but I’m not sure that the problems I’m seeing here are the sorts of things that can be fixed by June.

On The Ethics of Game Criticism

[This is an IM conversation between me and my buddy Greg, regarding Arthur Gies’ non-review of Star Fox Zero over at Polygon.]

G:  in other news, arthur gies continues to be
a bit of a pretentious tool (by refusing to review star fox

J:is that good/bad, re star fox?
from everything else i’ve read, it’s a bit of a shitshow

G:  it’s essentially a bad review that has no score
and claims not to be a review.
i.e. it’s such a mess i can’t even be bothered to
finish it to review it (even though that’s
my job and the game is maybe 5 hours long)

“It is, to be blunt, a miserable experience, and
the idea of playing more fills me with the kind of
deep, existential dread I can’t really justify.”
i mean, jesus howard christ, that is quite a thing
to write about playing a janky video game
to complete a work assignment.
J:  at least he’s not mincing words

we’ve all played games that shitty
G: sure
J: for it to be a big-name exclusive for an ailing system,
and for it to be a terrible game – well, one can make
the argument that keeping the piece as is
is a good way to get page views and get nerds all angry

but
G: but i think he needs to suck up
his existential dread, push through the
last two hours of the game and put a number on it.
J: what difference would that make, though?
G: i see it as more of a way to feed gies’s ego.

well for one thing, it would pull down
the metacritic average of a game that advertises on their site.
like, ok, his piece is essentially a scathing review.
but then why go through this whole charade about
refusing to review it on some kind of purportedly
principled basis of how it is offensive to his immortal soul
that nintendo might have expected him to finish the game?
the game has a 71 on metacritic. gies could have
sucked it up instead of making an arbitrary stand here.
i should mention that i have often liked gies’s writing
and podcast musings in the past, but he occasionally
lets his brash egotism show too much, and i think
this may be the flagship instance of that.
J: i don’t know, though. for one thing, fuck metacritic.
for another, if a flagship title is going to suck that badly,
why not stick to your guns? there is nothing that will be gained
by his finishing a piece of shit. the idea that
his opinion can only be “complete”
once he puts a number next to it bothers me.
G: i hear you, but i also think polygon has put in place
certain standards and procedures – including putting
numbers on games which, while admittedly sometimes
arbitrary and always reductive – as part of
the core content they provide to their readers.
J: i agree that not finishing a thing for an assignment is dicey.
you don’t often hear movie reviewers walk out of a film,
a food critic walk out of a meal,
a music critic walk out of a concert / turn off an album.
G: while i think he should have finished the game
and written a review, i’d also have preferred if he
put a number on it without having finished it,
which i think in instances like this is totally fair.
the score would reflect that the game is so bad that
the first couple of hours extinguish any desire to
finish the rest, i.e. even if the last two hours
was ingenious the game would be a 2.
I don’t think reviews have to have numbers, but
where you’re the reviews editor at a site that does it,
then it seems very prima donna to be all
“ugh, finishing this 4 hour game that
has an invincibility mode is beneath me”
[Simultaneously:]
J: that being said, there is no other popular medium
i can think of where *not* finishing a thing is par for the course.
G: well, this is also one of the only mediums where
most of the actual consumers also don’t finish.
J: right, exactly.
i guess i’m less inclined to be bent out of shape over it
because i simply don’t give a shit about Nintendo right now.
i can’t even update my 3DS system software, which is
the only Nintendo product I still own –
i’d been thinking about getting Bravely Second,
but I’m not sure I can even buy it if I can’t update the firmware.
G: right, i don’t care about nintendo or star fox,
so am not really bent out of shape about it…
but the story has pushed me over into
the “arthur gies is a douchebag” camp.
was it FF12 or 13 that had like 15 hours of
corridor battles and then opened up?
games like that illustrate the insufficiency of a single number score.
see also gies’s review of bayonetta 2 which dinged it
for its over sexualized character design.
in those cases i don’t really care what the number score is
as long as the objections to the game are spelled out in the text.
J: I think FF13 is the one that you’re thinking of.
but of course, FF13 also had a part 2 and a part 3 as separate releases

so if Gies’ objections to Starfox are spelled out
in his non-review, why are you giving him
a hard time this time? because he didn’t finish it?
(i’ve not yet read his piece.)
G:  because i think it was very ego-driven.
poor me, i’m not going to follow our site’s standard policy
because i have existential dread about… playing this video game.

it’s obviously a very small deal in the scheme of things…
but polygon is a video game website, at which
he is the reviews editor. their readers have
certain reasonable expectations, and i see
very little reason other than self-indulgence
that he needed to write it up this way.
J:  if he forbids anyone else on staff to play it to completion,
that’s one thing. if he (and the rest of the staff) feels
that his statement speaks well enough to not
need a rebuttal, that’s another thing.

i used to get bent out of shape at Pitchfork all the time;
their numbers were so completely arbitrary, and
reviewers would purposefully be hyperbolic
if only because that’s what the readers expected.
they ruined more than a few careers with some “0.0” scores, frankly.
and lots of really positive-sounding reviews only got stuck in the upper 6s, low 7s
and in the early days, their writing was far more
obtuse and pretentious – reviews written as one-act plays,
dialogues between people, etc.
i can’t necessarily get bent out of shape at Gies
for taking a stand here. maybe he has a
particular fondness for Star Fox from his childhood
and this game was making him so miserable
and unhappy that he decided it wasn’t worth it to continue.
i guarantee that in a month, nobody will even remember this happened.
G: sure, this will come and go quickly and again is not at all a big deal.
but i’m not so forgiving of gies refusing to do his job.
or, doing his job (posting what is basically a negative review)
under the guise of some grand offense to his integrity
as a gamer having been committed by this game.
[At this point, I finally read the piece in question, and skimmed through the comments, and saw that this same exact conversation was more or less taking place over there already.  Also I had some day-job work to attend to, and at this point I decided I wanted to post this conversation here.]
J:  Ultimately, yes, in the grand scheme of things it’s not that big a deal.
but i guess I’m finding myself surprisingly OK with him
leaving it as-is. I have little-to-no time these days,
and if I’m playing a game that sucks, I feel little-to-no
obligation to finish it. Granted, if I write about it,
I’m writing for an audience of maybe 20 people
and I’m not getting paid, nor are my opinions affecting
people’s salaries and bonuses because I affected a Metacritic average.
but as it is, i barely have time to finish the games that i actually DO enjoy, too.
G:  but i think the fact that you are not
a professional game reviewer – much less the head
game reviewer at a leading gaming site –
makes that much, much more excusable.

it’s a little silly to speak of the “rights” of polygon readers
to a full, scored review, but NO one could suggest any of
your readers has a right to expect certain specific content from you.
it just seems to me that instead of doing what
polygon does, gies decided, OKAY, I’M GOING TO MAKE A “STATEMENT”!
J: yeah, but i think that’s his right as a critic to say “fuck this.”
G: i wish he had either (a) just shut up, or
(b) recognized that his non-review was as much
a review as any numbered piece on their site.
instead, i saw this as him preening.
J: i remember flipping through (I think) an issue of Rolling Stone
back in high school, and they were reviewing
Billy Ray Cyrus’ “Some Gave All”, and the entirety of
the one-star review was “Some don’t give a shit.”

this sounds more like you v. Gies.
if it was anybody else, do you think you’d be this aggravated?
or, rather, what if this was Gerstmann?
[Editor’s Note:  Greg does not care for Jeff Gerstmann.]
G:  i would generally agree that it’s his right
as a critic to say “fuck this”… if he weren’t
the reviews editor at a major site that has
certain requirements about reviews.
what do you think gies would have said to
a freelancer who came back to him and said
“sorry dude, i can’t finish this cuz existential dread.”

see, that’s the thing. giant bomb is irreverent
and that’s part of their schtick.
polygon tends to take itself more seriously,
which is fine and even generally laudable.
i just don’t see how this was necessary or fits into their content model.
i’m not reflexively anti-gies. i often find him
interesting and, e.g., appreciated the issues he raised
about the design of the bayonetta character in his B2 review.
but if you’re going to have standards,
however arbitrary they may be, then be
consistent enough to stick with them.
it just doesn’t add up for me.
he says their general review policy is that
a reviewer must have finished a game or
made a good faith effort to do so in order to review it.
it’s one thing if the game was so awful or had
such impenetrable difficulty spikes that this
represented a real “good faith effort” to finish it.
but in that case, they should have published his piece as a “review”.
otherwise it’s just him excepting himself
from the standards he helped create and oversees.
i’m coming off as caring about this much more than i actually do.
J:  yeah, but it makes for an interesting perspective.
i.e., what is it that we, as gamers and readers
of critical opinions, expect out of the reviews we read?
most reviewers i’ve talked to HATE the fact that
they have to put a number next to what they write at all.
G:  it seems to me the options available to him
based on polygon’s policies were (a) acknowledge
that you made a good faith effort but found the game
so offensive that you couldn’t finish it, and
review it on that basis, (b) push through the
additional TWO HOURS and then review it,
(c) if there was some personal issue that made you
decide you couldn’t finish/review the game,
assign it to someone else, or
(d) shut up about journalistic standards in general.

i agree [about putting numbers next to a review],
BUT POLYGON HAS CHOSEN TO DO SO.
it’s not about whether numbered reviews are a good thing.
i expect different things from different outlets.
from SFTC, i expect to get whatever it is you feel
compelled to write, in whatever form, on whatever topic, etc.
for polygon, a site that links to its ethics policy
on every review and has a fair amount to say
on the topic of gaming journalism as a profession,
i expect them not to toss their policies and standards
over their shoulders to indulge their reviews editor’s
egotistical need to whine about the existential dread
a short, bad game caused him to feel.
J: I agree with you in principle, and yet I still feel
like it’s OK for him to have abandoned those principles
in this specific case. I might be chalking that up to
my own feelings about Nintendo, of course;
if he wrote this about something that I
actually cared about, I might feel differently.

it is odd, in any event, to feel any particular way
at all when you see a specific name attached to an article.
i didn’t used to feel this way.
If this is the beginning of a larger trend of
“fuck it, i’m out” at Polygon, that might be something
to consider. but then i’d expect them to
address it a bit more formally.
G:  it’s not that i can’t imagine a circumstance
where he could have taken this approach.
it would have made far more sense for FF13,
e.g. but this is a 4-5 hour game with an invincibility mode.

i think it would be totally fair to write of FF13:
“however wonderful this game may get after 15 hours,
it is unreasonable to expect gamers to slog through
that much mediocre content to get to
the rewarding stuff. i gave up before i got there. 6/10”
J: yes, BUT: when you review games professionally,
you do it in a vacuum; you wouldn’t necessarily know
about the game opening up after 15 hours if you gave up at 14:59.
G: ok… but he gave up after a couple of hours.
if one of his employees had done that, i would expect him/her to be fired.
J: well, but we’ve all given up after a couple of hours.
i’ve given up after 5 minutes.
G: totally different context tho from a professional reviewer.
it’s not like this game has a 22 on metacritic.
however much the control scheme may have
been a failed experiment, it’s not “broken”.
I don’t see how a few hours in he gets to
throw his hands up on a game he’s been assigned
to review for work and instead write a piece about existential dread.
i get how work can fill one with dread and anxiety,
as i know you do. i don’t see how that comes from
a couple of hours of playing a bad game.
and if i went to my boss and said “i’m sorry,
i couldn’t draft this contract any more because
it was filling me with existential dread”, i would
expect either to be fired or sent on
short term disability leave on the spot.
J: I think it’s slightly different here, though.
because in the piece he is very specific about
what he hates, and what makes him miserable, and
why he refuses to finish it, and why his refusal
to finish it constitutes his personal opinion about it.
writing up a legal contract is not a matter of
expressing one’s personal opinion. the inability to
finish a shitty game because the game is so shitty…
that kinda speaks for itself.
G: but then why isn’t that a “good faith effort”
to finish the game and why isn’t the piece a review?
J: i agree with you in that it is not becoming of
a professional writer to give up on an assignment,
and then hand that assignment in anyway.
G: it’s weird that he let himself off the hook
for writing a review, then wrote a review anyway.
J: and i would agree that i’ve never really seen
this kind of thing from a major games site before.
even Alex Navarro’s infamous “Big Rigs” review – he did try.

[Gies] is careful to say that it’s a non-review.
he might’ve filed it in the “reviews” section for it
to be properly located, but he says it’s not a review,
and acknowledges that he can’t give it an actual score.
it’s more of an opinion piece than a review.
which i fully acknowledge is a sentence that doesn’t make any sense.
G:  exactly. especially because at polygon,
the review-writer does not choose the number score.

they write the text, then their review editor panel
agrees on a number.
and it would seem he’s written enough
for them to have done that in this case.
and it would seem he’s written enough for them
to have done that in this case.
(for context, i care not a whit about star fox games,
having no wii u and having never played a single
minute of any star fox game that preceded this one.)
J: i’m right with you on that last statement;
i’ve never played Star Fox, never owned a WiiU,
have no Nintendo feelings whatsoever.
G:  i have nintendo feelings, even if
they’re currently in hibernation.

i never played too much wii, but goddamn
if their mario games weren’t fucking stellar.
i am hoping the NX delivers because when
nintendo is on their game no one can touch them.
J:  it should also be noted that i’m not sure
anybody had any strong feelings about this
particular title leading up to its release.
i don’t recall reading any super-exciting preview coverage of it.
which is to say: he’s not shitting on Uncharted 4.
not saying that Uncharted 4 might not deserve it! who knows?
G: well, it’s a pretty venerable franchise.
i’m not sure how big its following is, but
i’d bet that there’s a very passionate core of star foxers.
J: but rather that this isn’t necessarily AS big
a deal as it might seem, even if he’s shitting
on a first-party Nintendo game.
G:  no i agree, it doesn’t seem like a big deal at all.

to me.
just made me roll my eyes pretty damn hard.

The First Few Hours: Ratchet and Clank (ps4)

[Note:  I will be on vacation next week, but unlike last week this is a for-real vacation, in a warm and sunny climate with beach access and a full Kindle and nothing on my to-do list.]

After dozens and dozens of hours in The Division‘s freezing wasteland of post-apocalyptic NYC, and a few more hours in the sci-fi nonsense of Quantum Break, I can’t help but note how refreshing it is to be playing the new Ratchet and Clank, a game where there’s more color in one scene than there is in both of those other games combined.

I have a very soft spot for action platformers, is the thing.  Even in the absence of a Nintendo-filled childhood, I am an avid fan of the genre.  Give me your Crash Bandicoot, your Rayman (2), even your Voodoo Vince.  There is a lack of self-seriousness in these games that is so goddamned refreshing; yes, you might have to kill some monsters here and there, but it’s never upsetting in the way that shooting is.  In R&C, I can fire up a disco ball that gets all my enemies dancing, and then I can blast them with my Pixelator gun, turning them all into dozens of 8-bit sprites that brilliantly explode into hundreds of nuts and bolts upon a solid whack of Ratchet’s wrench.  It is endlessly satisfying.

I’m not sure I’ve ever played an R&C game before, to be honest.  I think there might’ve been a PS3 title that I rented for a few hours, but I might be confusing that with a Jak and Daxter game:  in any event, I am given to understand that this new R&C game is a complete re-building/re-booting of the original, much in the same way that Oddworld rebuilt Abe’s Oddysee into New & Tasty.  As such, I suppose I can see that there are certain elements of the game’s design that might feel a bit antiquated, but I can forgive those sorts of things very easily; beyond the game’s ridiculous good looks (I’ve heard R&C games feel like “playing a Pixar movie”, and even after only a few hours I totally get it), it’s just a joy to play.  And it does feel very much like “play”; it does not feel like “work”.  Even going back to earlier areas to find hidden stuff with newly-acquired gadgetry doesn’t feel like grinding; I’m just happy to be out and about.

 

On The Division, Quantum Break, and self-awareness

My original intent with this post was to simply recap my experiences upon finishing both The Division and Quantum Break.  But having played two third-person shooters back-to-back – games which couldn’t be more radically different from each other despite existing in the same genre and coming out within weeks of each other – I think there’s something to be said for exploring the two, specifically with regards to their respective levels of self-awareness.

Still, in the interest of clarity, let me get my QB thoughts out of the way, given that I’ve already spent several posts and several thousand words talking about The Division.

The first thing that is immediately apparent is that QB is perhaps the most impressive-looking game on the Xbox One.  Character models are remarkably accurate and I never once felt the effects of the uncanny valley; nearly every combat sequence is spectacular to look at, especially since, as the game progresses, every enemy you kill dies frozen within time and space, often hurtling backward as frozen arcs of blood spurt forth.  There are also a few platforming sequences amidst collapsing environments that recall some of the more surreal dreamscapes in DmC, too; it’s rather astonishing stuff.  If you own an Xbox One and want to show it off to a friend, this is without question the game you want them to see.

The second thing that is apparent, especially just after sinking 50 hours into The Division’s bullet sponges, is that QB’s gunplay is far more streamlined: most enemies go down with a few accurately placed shots, but by the time you’re halfway through the game the bullets are really just there to augment all the super-time-manipulative powers you gain access to.  It’s almost reminiscent of Bulletstorm, in that you’re encouraged to be creative with your methods of enemy disposal; you can freeze them in a time bubble and then pour hundreds of bullets into them, you can throw a time burst at them and they basically just explode, you can even sort-of teleport around the environment and circle enemies and pick them off before they even know you’ve moved.

But the most important thing – the story – is where the game pretty much falls apart.  Not because time machines are an overused trope, but rather because none of the characters are interesting.  The big-name movie stars certainly provide adequate performances, I guess, though I couldn’t ever get over the feeling that the bigger names received paychecks with enough zeroes on them that they simply couldn’t refuse.  I’m not accusing Lance Reddick, Aiden Gillen or Shawn Ashmore of phoning anything in, as I would of Peter Dinklage in Destiny – but their dialogue is nearly impossible for them to be emotionally invested in.  And the TV Show half of the game really just feels like a low-budget version of Fringe, mostly featuring ancillary characters to the game’s story that I simply never cared about and was anxious to fast-forward through.  And the option to make timeline-altering decisions never felt particularly empowering, since everything ultimately winds up in the same place, and I’m certainly not interested in “seeing what happens” to play it twice and make all the opposite choices.

The game takes its story so incredibly seriously that its version of The Division’s collectibles – i.e., environmental doo-dads that you have to look for that provide varying levels of interesting backstory – are actually called “Narrative Objects”.  (And yet, despite the game’s self-seriousness, there is a bit of unintentional hilarity in that everyone – both good guys and bad – uses Microsoft phones and tablets; this is a very obvious bit of corporate synergy and it doesn’t break the fourth wall so much as it simply obliterates it.)

All this aside, it was really, really nice to have an excuse to use the XB1’s Elite Controller again; that thing is no joke.


So, back to the original premise of this post, which is about the relative levels of self-awareness in both The Division and Quantum Break.

To wit:  The Division is not at all self-aware, even when it’s being cheeky (like putting one of the safehouses in an abandoned Ubisoft office).  The Division is Ubisoft’s attempt at investment in a long-term product; having seen bits and pieces of the endgame, it is very clearly putting its own spin on Bungie’s Destiny.  (Ironically, though, my 50+ hours playing through the campaign reminded me much more of my experience soloing my way through the first 40 levels of Star Wars: The Old Republic; I did engage in a few PvP things here and there, and did some co-op raids and such, but mostly I kept to myself, and both games (to their immense credit) didn’t seem to mind all that much.)

That said, now that I’m a few days removed from it, I can’t honestly remember why I was doing what I was doing beyond certain mechanical rewards, like getting better gear and weapons and upgrading my base and the like.  The writing is incredibly blunt – which is odd, given that the narrative itself is rather thin.  (It doesn’t help that the voice actors who feed you context through your radio about each mission you undertake are the dumbest and most obvious NYC stereotypes you can think of – the nagging Jewish mother, the effeminate floofy dog owner, the reformed ex-mobster, the egomaniacal actor – and I stopped paying attention to their inane yammering as soon as I realized that nothing they were saying was particularly important.)  Nobody is spending hundreds of hours playing The Division for that game’s story, or even really exploring the abandoned city; after a while, the act of entering random apartment buildings and rummaging through apartments felt less of a violation and instead simply felt repetitive, especially as there’s only a few apartment models and once you’ve seen one, you’ve seen them all.    The hundreds of collectibles that justify their existence by containing backstory are poorly written and poorly voice acted and once I hit level 20 (or so) I saw no tangible value, not even in XP, in bothering to pick them up.  Combat is the main focus here, and most enemies are bullet sponges, so your battles are tactical and slow, almost never even approaching something you’d call “explosive”, even if there’s a lot of grenades.

Quantum Break, on the other hand, is VERY MUCH aware it’s a game.  More to the point, it’s self-aware that it is a much-publicized experiment in synthesizing videogames with a television show, and it’s even more self-aware that it’s a Remedy game, with more than a few references to Alan Wake and Max Payne and such.  (In a parallel irony with The Division above, QB also reminds me, more than anything else, of David Cage’s games – Heavy Rain and Beyond: Two Souls especially – in their character-driven focus and narrative heavy-handedness.)

It also might be self-aware enough to know that Microsoft would really really really like it if it could also look spectacular and expensive and show gamers that the XB1 can be as graphically impressive as the PS4.  To me, though, QB’s stunt casting looks more and more like a large, easy paycheck if they can just get through a scene and exert a little energy.  (which could also explain while the filmed elements are almost entirely focused on this sub-plot and these characters that have almost nothing to do with the player character’s journey.)  As noted above, the collectibles in Quantum Break that justify their existence as containing backstory are referred to as “Narrative Objects”, which never stops sounding like a really weird thing to call something that is utterly disposable, even if some of them are actually and surprisingly interesting to read (even if doing so completely disrupts the game’s rhythm).  Combat is not the main reason you’re playing, but it is almost always the way you get from point A to point B.

It’s bewildering to spend so much time with two games that occupy the same genre – sci-fi third-person shooter – and have them turn out to be so radically different on every possible level.  This is neither a good nor bad thing; it’s simply an observation.  I don’t know that I’d call either of these games “successful”, but it’s interesting to see that there’s still a lot of room to maneuver within this specific space.


In case it wasn’t already apparent, I’m done with The Division.  Or, rather, I’ve done all I care to do.  I hit level 30, I fully upgraded my base, I visited every safe house, I visited where my day job should be, I finished all the side missions.  The Dark Zone is not my scene, and the rest of the single-player offers no loot worth grabbing.  Diablo 3 never needed PvP for me to stay engaged; there was always better loot just for doing what I was doing.  Not so in the Division; all the really good stuff is in the DZ, and I just don’t give a shit.  The few times I went in there I got ganked, either by real-life trolls or by elite AI squads.  You can’t go in there alone, it would seem, and I don’t have the patience to make the necessary friends.


Finally: dude, Rocket League?  Still awesome.  Hadn’t played it in months, but I gave it a go with my buddy earlier this week and it’s STILL SO GOOD.  I’ve gotten better at not totally sucking at it, which is always a plus.  There is nothing quite like the feeling of jumping for a ball and completely missing it and then just floating there in space, far away from the action, knowing that your miss has directly led to the opposing team scoring a goal.  There is also nothing quite like the feeling of being perfectly placed and nailing a shot into an empty net (because almost nobody plays defense).  The best?  Scoring in sudden-death overtime.  THE BEST, I say.

tidying up before a brief intermission

Just a note that I’m going to be pretty quiet this week, if I post here at all; the wife is going to be out of town, and so I’m going to be at home, working on music and hanging out with my kid and, yeah, probably just finishing up the various odds and ends in The Division.  If I post at all, it’s going to be elsewhere.*

Regarding The Division:  last week I wrote that I was struggling to stay motivated, and also that I will eventually need this game to end.  I kept assigning various goalposts to reach, just to give myself something to look forward to, and I’ve pretty much ticked off all the items on the to-do list:  I’ve seen where my office is supposed to be (as I expected, it bears absolutely no resemblance to the real thing); I hit level 30; I’m almost done with all the main story missions (I wiped out on the final boss in the final mission a few too many times last night, and it got too frustrating and the hour grew late, and so I turned it off).  All I plan to do now is to get all the wings in my main base up to 100%, which most likely means I just have to finish all the side missions and encounters (since I finished all of the main missions, save that last one).  I might screw around in the Dark Zone, too, but I don’t particularly care for PvP, which is not news to anyone.

I’m about halfway through Matt Ruff’s “Lovecraft Country“.  It’s got an interesting structure; it’s less of a novel and more of a connected set of short stories that are arranged in chronological order and contain the same characters, though each story is from a different POV.  With a title like Lovecraft Country, you’d expect there to be a fair amount of dreadful, otherworldly weirdness – and there certainly is, though it pales in comparison to the real, true horror that is American Racism.  I get far more terrified by that stuff than I do the occult business, and I suppose that’s because (a) the racism stuff is true, and feels very real, and as such (b) it works much better than the Lovecraftian stuff that exists within it.  Again – I’m only halfway through, and so I’m still not quite sure where it’s going.  But I’m enjoying it quite a bit.

Finally:  even though we bought the BluRay, we couldn’t help ourselves; and so, because our families were in town this weekend for our son’s 3rd birthday party, we watched the digital download version of Star Wars: The Force Awakens, and GODDAMN I will never get tired of that movie.  I don’t care that it’s basically A New Hope retold, because it’s done so goddamned well.  (And if you haven’t already seen this shot-for-shot comparison of Eps 4 and 7, well, you should fix that.)

EDIT:  I knew I was forgetting something:  I played that Final Fantasy XV demo this weekend, and… was it supposed to be totally underwhelming and janky and kinda shitty?  Because it was totally underwhelming and super-janky and definitely kinda shitty.

Also downloaded the Doom beta, and attempted to get into a match (which took about 10 minutes just to find a lobby), but then I remembered I don’t give a shit about multiplayer, and so I deleted it, and that’s that.


 

* I started a new, personal, private blog last week.  I’m not going out of my way to publicize it, though I suppose even mentioning it here is doing the exact opposite of not publicizing it, but, I mean, look: blogging is weird.  If you want to read it, contact me privately and I’ll email you an invitation; no hard feelings if you’re not interested, though.

 

the end of things

1. Whether we like it or not, all things must eventually come to an end.  We’ve all had that experience where we’re reading a book that we love so much that we never want to put it down, or a song that we can’t stop listening to… but eventually we do, and we have to, because we don’t want to ruin the thing that we love by wearing it out.

This is why it’s sometimes hard for me to stay engaged with a game once it’s outstayed its welcome, and especially when the game in question doesn’t actually have an official finish line.  I’ve put in probably close to 30 hours in The Division by this point; I’m level 23, I’ve only got a few more main missions to go before my Penn Station base is completely finished, but I’m starting to grow weary of the game’s repetitiveness.  The side missions and encounters and diversions are all identical except that tougher enemies take more bullets.  I’m no longer wandering the streets looking for collectibles, since I know that once I finish all the side missions they’ll automatically pop up on my map anyway.  I was hoping I’d stay engaged long enough to hit level 30 and do a little cursory exploration of the Dark Zone, even though I don’t care about PvP; now my goal is simply to make it to 41st Street, between 2nd and 3rd Avenues, to see if my day job’s location is accurately portrayed.  (Spoiler alert – it most likely isn’t; with a few exceptions here and there, the NYC that’s portrayed in this game bears little resemblance to the actual NYC.  I’ve already glanced at the map and immediately noticed that there’s no exit/side-street for the Queens-Midtown Tunnel, which bisects 4-5 blocks between 2nd and 3rd Avenues; then again, the game also features a 2nd Avenue subway, so perhaps this near-future Manhattan has done away with the tunnel altogether.)

This is not to say that I think The Division is a bad game; frankly, compared to Ubisoft’s other recent offerings, it’s a hell of a lot more enjoyable to play, and in many ways it reminds me of what Watch Dogs could’ve been.  But I find myself turning my brain off the longer I go; I ignore cutscenes and narrative beats because they’re meaningless at this point.  I finish a mission and they show me recovered video of atrocities committed by the game’s “enemies”, but I find it hard to care considering that I just killed hundreds of people single-handedly.  All I’m doing is moving from waypoint to waypoint, mowing people down, hoping they drop something useful.  This was fun for the first dozen hours, but it’s growing monotonous; there’s no depth.  I continue to hide behind cover and pop off shots here and there, the same way I did 30 hours ago, but now I have a portable turret.  I spend too much time agonizing over the relative merits and statistical improvements of different kneepads.  Do I sell?  Do I deconstruct?  Is there any point in engaging with the Advanced Weapons Dealer in the Ops Base before hitting level 30?

I need more co-op time, I guess.  That made the game a lot more fun to play, because suddenly I could think tactically instead of simply rushing from cover to cover; my friend and I could consider locational positioning, and work on flanking and suppressing.  Granted, this too eventually gets repetitive, but at least we can still talk to each other instead of simply listening to the horrible, horrible stereotypical New Yorker voice acting of each safe house’s side-mission giver.

Then again, I’m not necessarily in any rush to get it out of my house; if my rental Q is to be believed, I still have more than a week before Quantum Break and DiRT Rally show up.  But I do need to put it away, soon, because otherwise I’ll just feel like I’m wasting time.

2.  Oculus Rift reviews are dropping all over the place, and they all seem to be saying the same thing:  “a key to a new era of entertainment“, “like nothing you’ve ever experienced before“, “It [has] changed how we think of games.”  I guess this is good?  That hopefully this isn’t a fad?  I have no stake in this tech one way or the other; I think I’ve said this already, but in case I haven’t, right now the only VR set that I’ve got any eyes on is the PSVR, because my gaming PC is more or less busted and I can’t afford a new one right now, much less a new one AND a Rift.  I’m curious, I suppose, but until I actually experience it I will remain skeptical.  (I also wear glasses, and I suspect that wearing glasses underneath a VR headset is problematic.)

I’m also a little skeptical of Sony’s ability to make their VR unit compelling for more than, say, the initial launch quarter.  Considering the horrendous support that the PSP and the Vita have gotten, it’s hard to have faith that PSVR will be worth the investment – especially since it sounds like any PS4 owner would have to upgrade to the PS4.5 in order to get the most out of the VR setup.  As someone who’s owned multiple iterations of iPhones, of course I’m going to upgrade to a more powerful PS4, irrespective of my decision to jump on the VR bandwagon, but not everyone can make the same jump, and the more I think about it, the more of a mess it becomes.

3.  Regarding the aforementioned “all things must end”: I’m currently reading Anthony Marra’s “A Constellation of Vital Phenomena” and it is slow-going; it’s beautifully written but there’s tragedy on every page, and it’s the sort of thing where I have trouble sticking with it, if only because there’s only so much Chechen atrocity I can handle in one sitting.  (There is a section describing the plight of teenaged refugees being kidnapped and executed, and the remaining family members asking for portraits of their missing loved ones; and while it is poetic and beautiful to read, it’s also gut-wrenchingly devastating; I was reading this on the evening commute, and it was all I could do to keep from bursting out in sobs.)

4.  I finally got around to seeing Quentin Tarantino’s “The Hateful Eight” over the weekend.  I’m… I’m not sure how I feel about it.  It’s impossible to discuss without spoiling it, so I might make a separate post about it.  I’m glad I saw it, and I’m sure it would make one hell of a play, but I’m also wondering if I’m starting to get a bit weary of QT’s tics and mannerisms.  (It also didn’t help that the film’s opening credits introduce the film as “The Eighth Film from Quentin Tarantino”.)

5.  I was going to wrap this post up by talking a bit about Corey Feldman’s IndieGoGo campaign, but I don’t feel like mocking him.  I mean, if you click on that link, most of the mocking is already done for you; you will cringe and recoil in horror involuntarily, whether or not I prepare you for what you see.  Frankly, I have no business making fun of him; I have an album of my own that I’m trying to finish, and while I’d love to raise some funds to be able to hire my friends to play on it and have it recorded and mixed by a guy who actually knows what he’s doing instead of me simply dicking around on my Macbook, I’d be lucky to get even half of the pitiful amount he’s raised.  If you’re making art, and you’re sincere in your desire to make something that you believe is important and beautiful, I don’t want to make fun of you.  I’d rather be angry at myself for not working as hard as I should, because I at least have some measure of control over it.

So instead, let me leave you with maybe the best remembrance (of many) of the late, great Garry Shandling.

“Make the spiritual search more important than the problem,” he told me once. Better than anyone I know, he understood that the search was the destination, that messiness was better than tidiness, that the complexity that makes us suffer also is the source of all beauty.

Weekend Recap: Dividing Together

1. I believe I’ve said this already about a million times, but on the off-chance that this is your first visit to this site (welcome!) it bears repeating if only so that this post makes sense:  I have been making an effort to not buy so many full-price games this year.  Barring some surprise announcements at E3, there’s not a whole hell of a lot that I feel compelled to own, and certainly nothing that I need to pre-order.

That being said, I did kinda sorta end up buying Hitman over the weekend, and I’m still not sure why.  I have never been very good at Hitman games; while I can certainly appreciate how free-form they are and how they encourage creativity and improvisation – there’s any number of ways you can take out your target and all that ultimately matters is that you escape – I always feel like I’m missing a crucial piece of the game’s vocabulary when I sit down and play.  I came to the series late, I guess, and maybe that’s why it doesn’t occur to me to try all sorts of things; I tend to be very basic, which means my schemes are generally somewhat rudimentary, and so when I pull off a hit successfully I don’t feel any particular satisfaction.  But then I’ll hear or read about or watch some spectacular methods of assassination, and I’ll once again realize that I’ve barely scratched the surface.

I did enjoy Hitman Sniper on iOS, though, which is maybe why I’m predisposed to giving this new Hitman a shot.  Specifically, the iPhone Sniper game (which is itself an iteration of Hitman Sniper Challenge on PC, which was a sort-of demo that came with Absolution) was simply one level, which you played a zillion times, but each time you had different targets and challenges; with each successive playthrough, you’d begin to recognize guard patterns, and with each new challenge you’d learn certain tricks you could perform – as an example, you could lure a cluster of targets near a furnace, which you could then explode with a well-aimed shot; you could wait for a few minutes for a target to lean against a glass railing, which you could then shoot out and have the body fall off the cliffside below – and so even though the game fundamentally remained one of endless repetition, you’d begin to dive deep and develop a microscopic understanding of the level’s design.

So the idea that the new Hitman game would be episodic, and that each level would have these similar abstractions that you could explore, so that you’d never be replaying the same level the same way – well, I understand the appeal of that in a way that I definitely would not have, had I not spent a significant amount of time with those sniper challenges.

I finished the first tutorial level, but only once, and I didn’t do such a great job of it, and I’m anxious to give it several more tries before moving on to the next level; while the game has gotten somewhat mixed reviews, the people who like it really like it and even if I’m coming at the game from a completely different perspective, I think I can understand the appeal of this game and, specifically, the way it’s being delivered.

2.  I also finally got to do some online co-op in The Division, and that is definitely how this game should be played.  I continue to enjoy the single-player experience (if only because I’m content to play it mindlessly, instead of actually paying attention to how seriously fucked up it is), but playing with a friend is infinitely more fun and engaging.  My character is around 10 levels higher than my buddy’s, so we were able to pretty much wreck havoc and managed to unlock all three wings of his Ops Base relatively quickly, and so even though I’d already played these missions before, and even though none of the gear that dropped for me was useful, it was still fun to strategize and call out enemy locations while also experimenting with new abilities and talents (since only one of us needed to use Pulse, I started playing around with the medic abilities, which ended up coming in handy, actually).

Side note: I’ve been debating whether or not to buy my rental copy of The Division.  On the one hand, it’s only $45 to keep my copy; on the other hand, there’s the lazy-ass part of me that’s gotten used to the idea of not having discs, even though my PS4’s hard drive was filled up many months ago.  Speaking of which, my co-op buddy recently upgraded his PS4’s hard drive to 2TB, which I was also tempted to do… and then, literally the next day, Kotaku reported that there might be a PS4.5.  I’m already trying to figure out if I’m going to get the PSVR bundle… if there’s a VR bundle that comes out alongside the PS4.5?  Can I trade my PS4 in towards the new one?  Do I even need a 4K TV?

3.  I’d whined a little while ago that Spotify’s weekly discovery playlists felt a bit lackluster this year, at least compared to last year; this week’s playlist, though, is among the best I’ve ever received.  I keep a separate playlist of my faves from each week; usually I’ll keep one or two, but I think kept, like, 8 or 9 from this week’s list.  (Should you be interested, my 2016 list is here, and also should be in the sidebar to the right.)

I was hoping to write a bit more here – about some of the new Irish whiskey I bought over the weekend, and a little about books and such – but it’s suddenly gotten a little bananas over here at work, so I’m gonna put this up while I still have a second.

The Division: HOT TAKES

On the one hand, Gareth Martin for KillScreen has a rather remarkable and thought-provoking analysis of The Division, taking it to task specifically for its “perverse and and misanthropic politics”:

It’s always been a quirk of videogames that they succeed in depicting believable environments over believable people. The Division feels like the ultimate realization of this trait. The section of Manhattan island that the game takes as a setting is an artful work of digital craft. It takes a detailed one-to-one replica of the existing city as its starting point and covers it with layer after layer of enviromental detail. Every surface is creased, worn, scratched and marked, then plastered with trash, water, notes, graffiti, and greasy footprints. There is an obsession with garbage that tells the story of the breakdown of the systems of society so effectively. Bags of it lie in great drifts across roads, it fills stairways and alleys, piling up in cavernous sewers. It is an image that speaks so strongly to the supposed knife-edge the game wishes to depict society as resting on. It defines a society of endless consumption brought to its knees. When combined with the Christmas imagery that comes with the games’ “Black Friday” timescale—wrapped trees lined up on the streets, fairy lights twinkling above burnt out cars—it starts to feel like a visual interrogation of late Capitalism. And when the precisely simulated snow drifts in, and you are stalking down an empty city street surrounded by refuse, The Division seems to make sense, it seems to say something. But before long, out of the swirling flakes will come a jerky citizen, who will congratulate you for your efforts, and then ask you for a soda. And all at once, that something is lost.

The Division has a serious representation problem. Despite the complexity of its world, and its bleak sophistication, it fails miserably to represent the culture within it. Its crude depiction of a society divided entirely into “us and them” feels like the ugliest of conceits. “Citizens” are classified as those friendly-looking, passive idiots that wander up and down streets looking for a hand-out. “Enemies” include anyone who might take their own survival into their own hands. Within the first five minutes of the game you’ll gun down some guys rooting around in the bins, presumably for “looting” or carrying a firearm. Later you’ll kill some more who are occupying an electronics store and then proceed to loot the place yourself, an act made legal by the badge on your shoulder. Even the game’s “echoes,” 3D visualizations of previous events, seem designed to criminalize the populace, usually annotating them with their name and the crimes they have committed. This totalitarian atmosphere pervades everything—even down to a mission where you harvest a refugee camp for samples of virus variation, treating victims like petri dishes. Developer Ubisoft Massive runs merrily through any complexity and shades of grey in these acts, in what seems like a vain attempt to mask the fact that you are shooting citizens because they are “looters,” constantly prioritizing property and assets over human life.

* * *

This is the paranoid fantasy of the right-wing brought into disturbing actualization by The Division. Look at the three gangs that form the main antagonists of the game: The “Rikers” are the prisoners of Rikers island prison that lies off the coast of The Bronx. They are the most obvious member of what The Division presents as societies’ dangerous underclass—known criminals. The “Cleaners” are former sanitation workers, who have decided that the solution to the virus is to burn it out of the city. A gang of blue-collar garbage men and janitors equipped with flamethrowers, they represent the lowest rung of the working class. The third gang are the “Rioters,” a majority black, generic street gang, decked in hoodies and caps that spend their time looting electronics stores and dead bodies. Perhaps the laziest and most repugnant of all the game’s representations, the Rioters might have been clipped from the one-sided and inaccuratemedia coverage of disasters like Hurricane Katrina. Their collective name even seeks to mark anybody who resists the dominant regime for execution. Together, these gangs present a trinity of soft political targets, those that can be killed with little social guilt or questioning. The Division mercilessly uses these skewed representations to justify its political violence.

It’s a perverse idea of society, one where the government and its agents are the only thing standing between the average man and a host of violent sociopaths that surround him; from the “hoods” hanging on his street corner to the janitor at his office. They want what he has, the man thinks, because it is what they lack. They want to take what he has earned—to destroy what he has built. It comes from a deep seated place of ignorance and selfishness, one that doesn’t seek to understand the world but to divide it up into property and power. This ideology is nothing short of poisonous and yet The Division uses it as the fuel for its world. It borrows, word-for-word, the rhetoric of the New Orleans police department command who after Hurricane Katrina gave the order to “take the city back” and “shoot looters.” It presents those disenfranchised by society as its greatest enemies. It follows neo-liberal dogma so blindly that in one bizarre mission it actually sends the player to turn the adverts of Times Square back on, as if those airbrushed faces and glimmering products were the true heart of New York City, shining down like angels on the bodies of the dead among the trash.

And on the other hand, I completely agree with these series of tweets from Josiah Renaudin:

Neither of these viewpoints are wrong.  I was taken aback by Gareth Martin’s political analysis if only because, like Josiah, I simply haven’t felt obligated to pay much attention to why I’m doing anything in The Division; I’ve been playing for over 12 hours now and I still don’t 100% know who I am, or why I’m here, or what I’m doing.  That hasn’t stopped me from enjoying myself, even if I do wish I felt a stronger connection to the game; it wouldn’t stop me from wanting to continue, but as it is I have absolutely zero emotional involvement with what it is I’m doing.  And that’s fine as far as my gaming habits are concerned, most of the time.

But yeah, after a dozen hours of this shooty shooty bang bang business, I do start to question the ethics of why my digital avatar is behaving in this way.  It makes no sense to be ordered (by the game’s enemy-location radar) to shoot looters dead in the street, and then walk up to them and literally loot their corpse – or, more often than not, to walk away disappointed that they didn’t drop anything good enough to pick up.  I especially don’t know why I’m shooting the guys with flamethrowers, who presumably are setting virus-ridden things on fire, and so aren’t necessarily the enemy, per se.

The premise of The Division – a deadly virus contaminates New York City and you, as a member of The Division, are tasked with restoring law and order to a lawless wasteland of a city – is certainly rich enough that it ought to be able to carry some narrative momentum in and of itself, but that’s not what the game is really about; your real impetus to carry forward (and a very strong impetus it is, believe me) is the loot chase.  Very few games manage to make the chase compelling enough without being overwhelming and/or annoying; one might even make the argument that a game like Borderlands goes too far on the loot side of things.  The Division’s loot chase is very finely balanced and well-tuned; I don’t often get what I need but when I do, I’m very, very happy.

But in the same way that eating potato chips out of the garbage in order to regain health felt a little weird in Bioshock, or that in order to catch a serial killer in Condemned you end up killing more people than the serial killer you’re chasing, and often in gruesome and horrifying ways, it’s starting to become weird that I, as a member of The Division, am advancing the cause of liberty and freedom by shooting stragglers to death, and mostly in the head in order to get an XP bonus.

EDIT, POSTSCRIPT:  As I was writing all this down, another insightful essay popped up by Robert Rath on ZAM.