The Insight: Beyond the See in Beyond: Two Souls

Here’s my review of Beyond: Two Souls, up at the NYVCC!

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“Quite exciting, this computer magic!”  – Viv Savage, This is Spinal Tap

“It’s such a fine line between stupid and clever.”  – David St. Hubbins, This is Spinal Tap

by Jeremy Voss

David Cage makes me feel many things, but mostly he makes me feel like a hypocrite.

Here I am, bemoaning all the mindless violence of today’s first-person shooters, the ever-present grays and browns of the Unreal Engine, the sexism and misogyny (however “unintentional”) that pervades our narratives. And here’s David Cage, presenting me with Beyond: Two Souls, a game that features astonishingly beautiful technology, a vibrant performance by a perfectly cast Ellen Page as the female protagonist, an ambitious narrative, a game that features many gorgeous moments of quietude and introspection. And he serves it all up as if to say, “Here’s everything you’re looking for, just like you said you wanted.”

And then I spend around…

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on Lester Bangs and the ethics of game journalism

There were a bunch of things I had intended to write about today – the Tiger Woods / EA split, the generally, startlingly positive reviews for Assassins Creed IV and if that was enough to push me back into a franchise that I’d all but sworn off, etc. – but in light of Lou Reed’s death*, and the subsequent discussions of his life and, specifically, his notoriously hostile relationships with music critics, especially with Lester Bangs (Exhibit A), I started thinking about the current state of game journalism.

Everyone (including me) talks about “the Citizen Kane of video games”, but back in 2006 Chuck Klosterman wrote, rather infamously, about the lack of a corresponding “Lester Bangs of Video Games“, and how the gaming press desperately needed one.  Some people suggested that Ben “Yahtzee” Croshaw and his Zero Punctuation series fit the bill; I’d argue, rather inevitably, that Tom Bissell, Leigh Alexander and maybe even Jim Sterling should be in the discussion, too, if we’re assuming that this particular discussion is “necessary”.

In this 2008 response, Kirk Battle (writing as L.B. Jeffries) broke down Klosterman’s agrument and wondered if Lester Bangs was the right person for game journalists to emulate.  There are pros and cons, but he ends the piece with this bit of insight:

What can the video game critic draw from the lessons of the critic of another medium? Stand up for the games that are critically panned for not fitting the mold. Criticize games that are stuck in boring molds and doing nothing but repeat what has already been done. Don’t get frustrated when things don’t change, because that isn’t your function. Like Johnson’s critic predicting the weather, talking about the games that are challenging and moving the medium forward is all one needs to do. These are all essential elements and represent what Bangs contributed to rock ‘n’ roll. Yet at the core of that is the idea of having an image about what that artistic medium should be doing and talking about the moments where that is happening. For every article or blog post about the failings of game criticism, there is an implicit idea about what video games should be doing and this defending or panning of a video game is what defines that vision.

This is all well and good, but there’s something larger at issue here, and that’s what I’m actually here to talk about.

Monday’s Scoops & the Wolf podcast talked in very vague terms about some sort of inside-baseball controversy that cropped up over the weekend; they succeeded in keeping it vague, so I’m not 100% sure I know what happened, but my impression is that certain high-profile journalists at certain high-profile outlets made certain vague tweets concerning… something that may or may not be related to the new console launches, and the console manufacturers being somewhat withholding, and the subsequent difficulty of those sites’ planned coverage for their launch events.  More to the point, Klepek mentioned something about how there’s a “tiered” system – certain outlets have “favored” status among publishers and therefore are afforded better and earlier access than others, and this strikes me, as an outsider, as deeply fucked up.

Here’s the relevant transcript snippet, edited for clarity – they start talking about this thing at 6:27, and the snippet below starts at 7:14:

PK: …Several members of the media over the weekend were tweeting vaguely about stuff (AN: “cryptic things”)… one of the things that people should keep in mind when we talk about console launches is that media outlets are bracketed, there is a tiered system, different outlets are treated differently; that turns into access, that turns into what they get ahead of time or how much they get of something ahead of time… the reasoning[ ] behind that, from what I understand, vary wildly; depends on – maybe they want to target a certain audience that they think that site is better suited for, maybe they’re targeting a more mainstream audience… and every outlet has different things that they use to cover or how they cover or why they cover; some outlets are very specific about wanting to have reviews of every game… The only [concern] that I will throw water on is this idea that publishers somehow have control over final review text… There is no way that is true, I’ve heard nothing to that, that is never something I have heard to be a legitimate or realistic [demand]…

I’d like to think that I’m not naive, and that I understand that the business of game journalism is first and foremost a business, and that there is, inevitably, some necessary degree of symbiosis between journalists and publishers, and that both sides do their best to sidestep whatever ethical weirdness such a relationship may entail.  But how can a professional game critic truly be objective if they’re writing for an outlet that has this sort of “preferred” status?

I understand that as objective as any professional game critic tries to be, they can’t truly be an independent voice.  I’m not suggesting that they can’t pan a tremendously hyped game if that game is deserving of a shitty review; but I am suggesting that tremendously hyped games might not get as objectively reviewed as they otherwise could, especially if the reviewer has had prior access.

This is why “preview events” seem so fucked up to me.  I understand why they exist – game companies want consumers to know about their upcoming games, and game outlets need things to write about – but the tremendous leverage that the game companies have over the outlets (i.e., embargoes) means that it’s very, very difficult for those previews to be truly objective – even if those writing the previews are desperately trying to remain objective.  There’s a very big difference between privately interviewing a game creator and going to a preview event where a publisher only shows a very tightly controlled “vertical gameplay slice”.

Rhetorical questions:  Do movies studios fly New York Times film critic Manohla Dargis to visit film sets and see dailies?  Did Lester Bangs get to watch Lou Reed write, rehearse and record his albums?  The music industry (and the outlets who cover it) is so tremendously fucked up these days that I’m not sure Lester Bangs could even exist anymore; I mean, Pitchfork used to be the vanguard of independent music criticism, and yet now they have an annual music festival featuring the same bands they claim to objectively review.

I’m not sure I know what the answer is.  (Or, at this point, what the question I’m asking is.)  I mean, I’m an aspiring journalist; I’m actively trying to become a cog in this same machine that I’m tearing down.  I’ve heard about “mock reviews” and how ethically horrible they are, but I’m not 100% sure I know the difference between a mock review and a prominently-featured preview article beyond where the paycheck came from.

And so I remain very much on the outside looking in, wondering just what the hell it is I’m looking at.

___________________________________

* I haven’t really talked about Lou Reed’s death yet, as it turns out.  Obviously, he is a mythic, titanic figure of rock and roll, a singular legendary figure on par with Dylan or Lennon or Bowie.  But I must confess I came to him too late for me to feel his loss personally.  It’s a failing on my part, to be sure; in my formative years, I was never introduced to those 4 VU albums, or Transformer, or any of the other many classics in his catalog.  I’m not sure I would’ve gotten into him, though, if I had; I was a prog-rock kid, who valued technical proficiency over all else, and so I probably would’ve heard 5 seconds of his singing and cringed and turned it off.  (Similarly, the primary reason why I got into The Smiths as heavily as I did in my high school years is in spite of Morrissey’s voice – it’s because of Johnny Marr’s guitar playing.  I wasn’t until much later that I appreciated Morrissey on his own terms.)  In recent years I’ve grown to appreciate the Velvets a great deal, and certainly in the last few days I’ve dived deep into Reed’s catalog on Spotify, but I’m not sure I’m ever going to be able to soak him in, the way that I used to, back when I had endless time and no distractions.

like spinning plates

I’m very scatterbrained this afternoon, so rather than trying to focus on one topic, I’m just going to move around as I see fit.

1.  In my last post I said I was glad that I didn’t have to review Beyond: Two Souls.  But as it turns out, I ended up finishing it on Wednesday, and now I’m reviewing it for the NYVCC, and so I’m hoping to get that turned in by early next week.  I’ll save my larger analysis for the review proper, but the key phrase in this paragraph is that I finished the game, which is more than I can say for Heavy Rain or Indigo Prophecy.  It’s easy to see why it’s divisive, and even though I liked it I can’t necessarily defend it.  I appreciate its ambition, even if I’m a little turned off by its pretentiousness.

2.  I meant to sit down and play a bit more Shadow Warrior last night, but I ended up getting sucked back into The Stanley Parable for around 3 hours.  I played the original mod and liked it very much; this new, “official” version is a spectacular remake.  As I did with the original version, my first playthrough was spent following all the narrator’s instructions, and then each subsequent playthrough was spent picking various spots to make detours, while keeping tabs on other spots to try next time.  It’s very funny and witty and smart, and it can be more than a little unnerving to see how the narrator is following along with your thought process as you attempt to break the game; and at times the game is genuinely, sincerely beautiful; and there’s one path in particular (the one where you answer the phone and get taken to your apartment) that hit me right square in the face.  I took a bunch of screenshots during my time with it last night, but I’m sorta reluctant to share them here, as they might be spoilery (even if they wouldn’t make much sense without the proper context).  So I’ll split the difference – if you want to see them, here’s the link to my Steam profile.

3.  All my love for The Stanley Parable should not indicate that I intend to neglect Shadow Warrior, though.  I finished the first chapter on Wednesday (as a palate cleanser after finishing Beyond) and it is fan-fucking-tastic.  Two quick observations:

  • I’ve played most of my games this year on the PC, but Shadow Warrior is the first time in years that I’ve played a first-person shooter with a mouse and keyboard, and it’s making me very nostalgic for my Quake 2 years.
  • The whole thing is very nostalgic and old school – lots of secret areas, incredibly fast action, a very goofy sense of humor (the game was co-written by my buddy Scott Alexander), and lots and lots of blood and gore.

I highly recommend it if you’re in the mood for this sort of thing; I didn’t realize that old-school shooters were an itch that needed scratching until I booted the game up, and I got hooked almost immediately.

4.  Meanwhile, my obsession with all things Picross has now found a home on iOS, thanks to Paint It Back.  It’s perhaps not as elegant to control as with a DS/3DS, but it gets the job done, and the puzzles are not without a certain sense of humor.  I’ve also found myself getting sucked into Angry Birds: Star Wars 2, which had been sitting on my phone untouched for no good reason.  Other recent iOS pickups worth mentioning are the gorgeous Type:Rider, a gorgeous platforming game that also teaches you about the history of typography; Pocket Titans, which is a hard-to-describe puzzle/combat hybrid that I’m still getting the hang of; and I also continue to be kinda disappointed by, but also compelled to stick with, Marvel Puzzle Quest.

5.  I’m also kinda getting into GTA V Online, though I’m still hesitant to really dive in full-bore.  I guess I kinda miss co-op stuff, like the gang hideouts in Red Dead.  Sure it’d be great to do heists, though I suspect they’ll add those in at a later date; but I’d be really disappointed if they are simply locking co-op missions for higher ranks.   The whole point of an online GTA, for me, is to explore the world and to do things with friends together; if I just wanted team deathmatch I’d go and play Call of Duty.

What are you playing this weekend?

GTA V: the conclusion, and what comes next

On Monday, I said that I wouldn’t write any more about GTA V until I finished it.

On Monday night, I finished it.   I pushed through the last 5 or 6 missions in one go, including the setting-up and execution of the last heist, and then finished the final tying up of loose ends.  The Social Club says I’m around 70% complete; I know I’ve still got Franklin’s assassination missions to do (and I’m glad I waited; it’ll be much more lucrative to mess with the stock market when I’ve got $20M in my account as opposed to $50K) and there’s a few strangers and freaks missions left – Trevor got a new one upon the game’s conclusion that, well… I’m curious to see where it goes, let’s put it that way.

Anyway, my original intention was to write about it yesterday – and I did get about 500 words into it –  but a situation arose; it would not be prudent to say much more in a public forum, as I’m still not 100% sure who reads this, but the short version is that I was not in the mood to write.  

I had to leave work early yesterday, as it happens, and I got to spend some much-needed time with my kid.  I was still in a highly agitated state when I left work, and I’d taken some prescription medication in an effort to calm down, but my kid managed to calm me down better than any pill ever has before.

That being said, even after this quality father/son time, I found myself still feeling a bit anxious and edgy, and so when I put him down to sleep I fired up GTA V again, purely because I needed to blow off some steam.  And so, finally freed from the constraint of narrative, I switched over to Trevor and did some of his Rampage missions.  Picked a fight with some soldiers outside an army base, grabbed a grenade launcher out of the back of their truck, and then just proceeded to blow the shit out of the ensuing jeeps, cargo trucks, and tanks.  I didn’t care if I died; I didn’t care about strategy; I didn’t even necessarily care about passing the mission.  I just needed to blow some shit up.

Of course, I needed to spend a few minutes driving there; and then, once I’d finally passed the mission, I needed to drive somewhere else, being that there wasn’t anything in the immediate vicinity to do.   I found myself missing Saints Row 4 just a little bit; what I wouldn’t have given to be able to zoom along at top speed and then jump a thousand feet into the air, gliding down from the desert back into the city.  

Speaking of which, I was listening to Monday’s alternate Bombcast (the one with Klepek and Navarro) and Patrick offered the insight (and I’m paraphrasing here – the moment comes at around 6:30 or so) that GTA V is at odds with itself; that the story and the main missions are so laser-focused that the game fails to take full advantage of, hands down, the greatest open world ever created.  And it occurred to me that this is the exact opposite problem that I had with Saints Row 4 – that SR4 takes incredible, mind-bending liberties with the sandbox but fails to make the sandbox itself all that interesting.

QUICK TANGENT

It’s funny – I’ve probably written close to 5000 words now about my experiences with GTA V and not once did I bring up Saints Row until just now, at the end, and I suppose it’s a little bit unfair, being that I couldn’t get through 2 sentences about anything Saints Row without comparing it to GTA.  To be fair, Saints Row 4 goes out of its way to compare itself to GTA before deciding to fly off the rails, whereas GTA has been willfully stubborn in acknowledging that other video games even exist (which is ironic, given that if you’re going to skewer and satirize American pop culture, you sorta have to acknowledge video games; and this is doubly ironic because GTA itself is seen as being largely responsible for all of the terribleness of today’s youth, if you ask Jack Thompson or Senator Leland Yee.)   Now, GTA V does include a few scenes of Michael’s asshole son playing video games; I seem to recall them being first-person-shooters, and indeed Jimmy does attempt to teabag a downed enemy in one of the last missions, so it’s not like Rockstar is totally in a bubble.  But it still is a bit weird.

END QUICK TANGENT, BEGIN NEW TANGENT

As long as we’re making comparisons, my perceived competitive relationship between GTA and Saints Row reminds me very much of my perceived competitive relationship between Gran Turismo (the gold standard) and Forza (the young up-and-comer).  Both Gran Turismo and GTA took several years between installments, and in that downtime both Saints Row and Forza went from hopeful clones to fully-qualified AAA titles in and of themselves.  I have no other insight into this comparison, other than to say that it’s been something I’ve been thinking about for a while, for no apparent reason.

END SECOND TANGENT

I’m still trying to figure out how I feel about GTA V.  I’ve played it almost every night since it came out, but I haven’t really thought about it all that much aside from the time I’ve spent writing these posts.  The world is, again, absolutely incredible; but the game itself can be tedious – when it’s not being in love with itself.  (The late-game heist mission that sees Michael mopping the floor was particularly egregious in this regard; on the one hand, I admire the balls they have for having you do something that ridiculous at that stage of the game.  But on the other hand, give me a fucking break.)

Honestly?  I think I prefer IV.  Ideally, I’d like to see the gameplay improvements in V placed back into IV – the combat, the regenerating health, the any-time quick-save option, the lessened penalties for mission failure/death.  IV’s narrative was dark, yes, but I also found it quite resonant and powerful, and I found Niko Bellic to be one of the most engaging player characters I’d ever seen.  V’s narrative is all over the place, and the characters are repugnant and repellant, and I found almost nothing to like about any of the people I was playing as or interacting with; there was no humanity to be found anywhere.  Perhaps they evaded “ludonarrative dissonance” by making these characters more likely to engage in the sorts of things they did, but that didn’t make them any more fun to be around.

And I also must admit to finding a lot of the game a bit tedious.  The first time you have a long drive to a mission, it’s legitimately interesting, because you’re experiencing the city and you’re engaged in the conversation along the way.  But towards the end of the game, it just dragged; if I started a mission and saw my GPS read anything over 3 or 4 miles, my heart sank a little bit.

That said, for the most part the missions themselves were pretty fun.  Driving to and from the missions could be annoying, but once I got to where I was going the action was satisfying and some of the grander set pieces were pretty spectacular.  I think they could’ve done a bit more with the heists – though I have a sneaking suspicion that more heists will arrive as paid DLC.

I haven’t mentioned the online portion of the game; to be honest, I haven’t played much of it.  I suppose I can admit now that I was part of the beta test, which was only up for around a week before the online part officially launched; if you thought the official launch was a technical disaster, well, the beta was even worse.  Connection problems, severe graphical glitches, all sorts of scripting problems; I was shocked to see that they were still going forward with the announced launch date, because I didn’t see how they’d be able to fix what was wrong in such a short amount of time.  

When I have gotten online, I’ve found the experience lacking.  Griefing is rampant and annoying; I got killed twice just trying to enter “passive” mode.  I haven’t played it with friends yet; I would hope that would be a lot more pleasant.  Doing co-op missions in Red Dead was some of the most fun I had online this generation; I think there are co-op missions in V, but I haven’t been motivated to look for them.

But I also kinda feel like I’ve had my fill, which is not something I ever thought I’d say this soon after any GTA’s release.  I may continue to poke and prod in the single-player game, trying to tidy up the side quests and maybe find a few more hidden collectibles, but I don’t feel myself drawn to it the way I have with past GTA games.  Maybe that’ll change now that the story’s over and I don’t need to hear these guys talk any more, and I can be free to see the world without all that nonsense.    

*     *     *

What comes next?  

That used to be my favorite game to play, trying to figure out how Rockstar would top the last title.  Being that we’ve all seen the enormous, unprecedented success of GTA V, it’s very safe to assume that there’ll be a GTA VI appearing on the new consoles, probably in at least 4-5 years; it’s also probably not a stretch to imagine that Rockstar will have already cut its teeth on the PS4 and the XBONE with the long-rumored sequel to Red Dead Redemption, given that the two franchises share a great deal of tech and DNA.  

But as for GTA VI itself?  I really have no idea.  I’ve been wrong every time I’ve tried to guess the city and the era.  (Though I still long to see them do mid-late 90s London, which – if nothing else – would have the best soundtrack of all time.)  They reinterpreted GTA3’s Liberty City in GTA IV, and they reinterpreted San Andreas in GTA V.  But I don’t think they’d revisit Vice City, because they seem to have moved away from period pieces; both IV and V are very much set in the present, and I’d be very surprised to seem them repeat themselves so obviously by going back to the 80s.  

Regardless, I find that guessing the city and era isn’t nearly as interesting to me anymore as it used to be.  Don’t get me wrong – I have no doubt that the world they’ll create will be astounding to behold, and that the graphical horsepower of the new consoles will allow them to do some truly remarkable things.  I am sure that the world of VI will make V seem as small and seemingly uninteresting as V has now made IV, and I do look forward to seeing it.

But my experience playing V has left me wanting.  The juvenile humor, the excessive vulgarity and profanity, the rampant misogyny and racism, the “satire” – I’m not prudish by any means, but these do not shock or titillate me anymore, nor do I find the satire all that amusing.  Indeed, the Daily Show packs more satirical insight about American culture in a single 30 minute show than in the entire 40+ hours I’ve already spent with V.  If we presume that VI would come out 5 years from now… well, I’ll be 43 by then.  I’m already feeling like I’m maybe a little bit too old for this franchise; I shudder to think how ancient I’ll feel if they’re still telling the same stupid dick jokes in 5 years.

Other Places – GTA V

I know I said I wasn’t going to post any more about GTA V until I finished the game, but this video is part of why the game remains so intoxicating.   (This video came out on 9/23, but I just found out about it about 5 minutes ago.)

Follow Other Places on tumblr for more greatness.

 

“the texture of the search itself”

“It’s all right,” dialogue boxes assure her, “it’s part of the experience, part of getting constructively lost.”
Before long, Maxine finds herself wandering around clicking on everything, faces, litter on the floor, labels on bottles behind the bar, after a while interested not so much in where she might get to than the texture of the search itself.
– Thomas Pynchon, “Bleeding Edge”

I’m 8 chapters into the new Pynchon book, and I am continually amazed at how such an famously reclusive author who is also, at this point, an old man, can still get it when it comes to popular culture.  The quote I pulled above describes a Second Life-esque game experience (the book takes place in 2001, 2 years before Second Life was officially released), but that phrase at the end – “the texture of the search itself” – is the thing that’s hitting me square in the solar plexus.  It’s precisely that feeling of pure exploration for exploration’s sake that makes games like Journey feel so utterly transcendent – or, likewise, of simply wandering around in Skyrim (or other Bethesda RPGs) and seeing what pops up along the way.

And it’s also very much why I’m still playing GTA V, despite my weariness of the game’s many faults; for as much as the game’s narrative can fly off the rails, and the characters are simply poorly motivated (when they’re not being actively repulsive), the world is so incredibly detailed that I tend to tune the other stuff out.  Kotaku’s been featuring some videos that highlight just how subtle some of these details really are (this one in particular is pretty amazing); my personal favorite thing that I’ve seen is how, after a head-on collision with an oncoming car, the driver of the other car will silently, but with great anger, flip you the bird.

Rockstar’s Social Club says that I’m 65% complete.  I’ve finished 59 of the game’s 69 missions, plus a few miscellaneous activities here and there.  I’m definitely in the home stretch, as it were; there’s “one last job” to pull off, though we haven’t started planning it yet.  The point I’m slow in getting to is that I’m probably not going to write any more about it until I’ve finished the main story, so that I can then try to put the whole thing together.

Other things that I’m hoping to write about this week include:

  • Beyond: Two Souls, which will probably arrive on Thursday or so from Gamefly;
  • Marvel Puzzle Quest, which came out on iOS last week and which I’m pretty disappointed with;
  • Cookie Clicker, which is currently running on my browser at home (I’m generating 4.5 billion cookies per second);
  • Picross titles that I just discovered are in the 3DS eshop (sadly, they are only 2D puzzles, which are not nearly as interesting or as fun to solve as Picross 3D (on the 2DS), but it’s still Picross, so…); and
  • Minerva’s Den, which I got for free when 2K upgraded everybody’s copy during the switch from GFWL to Steam.  I’d originally played Bioshock 2 on the 360 and was summarily disappointed by it, and so I’d sent it back before Minerva’s Den was released; I then picked up Bioshock 2 on the PC during a sale but couldn’t access Minerva’s Den, for some reason; now I have it, and it’s something I’ve always wanted to try, being that I’ve heard such amazing things about it.  I actually gave it a quick spin over the weekend and realized that I’d forgotten how to play the original Bioshock – and while the PC version offers controller support, they never re-wrote the in-game button prompts to tell you how to do things with the controller, so it might be a little while before I get the hang of it.

GTA V: the grind

I linked to Tom Bissell’s excellent piece about GTA V last week, and included a beautifully-written quote about how people who love video games – as well as any person who loves any medium enough to spend long, solitary hours with it – are “broken in some way.”  I thought this was a very astute observation, and I certainly related to it very deeply.

Towards the end of that piece, however, is the actual money quote regarding how he feels about the game itself, and I’m finding it equally astute and relatable:

One of GTA V‘s characters admits at the end of the game, “I’m getting too old for this nonsense.” And you know what? I felt the same thing numerous times while playing GTA V, even though I continue to admire the hell out of much of what it accomplishes. So if I sound ambivalent,… I think it’s because I’m part of a generation of gamers who just realized we’re no longer the intended audience of modern gaming’s most iconic franchise. Three steps past that realization, of course, is anticipation of one’s private, desperate hurtle into galactic heat death. I’m left wondering when I, or any of us, express a wish for GTA to grow up, what are we actually saying? What would it even mean for something like GTA to “grow up”? Our most satirically daring, adult-themed game is also our most defiantly puerile game. Maybe the biggest sin of the GTA games is the cheerful, spiteful way they rub our faces in what video games make us willing to do, in what video games are.

I’m so very much in tune with this quote that it kinda makes me want to not write about it any more.

I’m now around 30 hours into the game, give or take, and my save file indicates I’m a little under 50% completion.  I have no illusions about that number – I’ve never come anywhere close to getting 100% in any GTA game, and I’m certainly not going to start now, not with a baby in the house that I enjoy being around and a wife that I like to spend time with.  So I have already given up on finding all of the hidden collectible stuff (though I’ll still collect something if I happen to stumble across it), and I’ll probably stay away from some of the side missions and activities (i.e., I won’t do any more Assassination missions until I have enough money to make the stock market investment truly worthwhile).  

As far as the core story and missions are concerned, I am more or less entertained.  Some missions are better than others; indeed, some parts of missions are better than others.  A highlight was having Michael shoot down a plane with some sort of robotic gun, and then having Trevor chase after the downed plane on a motorbike; a lowlight was Trevor flying a cropduster into a cargo plane (even though that sounds amazing, it was actually quite frustrating).  I don’t know what it says about the game (or my enjoyment of it) that I happened to play these two missions back-to-back.

Funny thing; I’ve written so much about GTA V over the last 2 weeks or so and still haven’t brought up my biggest pet peeve.  It’s a small thing, but it’s driven me crazy ever since GTA III, and it continues to annoy me now.  Here it is, my biggest complaint of the GTA franchise… it’s not the violence or the language… it’s that the camera angle, when I’m driving, has always been just a tad too low to the ground for me to see the road as well as I’d like to.   This means that I can only really drive well if I’m keeping my right thumb angled down on the thumbstick.  Consequently, I don’t really go in for most of the race events, and the missions that require precision driving are always a bit more difficult than they should be because I’m trying to keep the camera at an appropriate angle while trying to avoid obstacles.

I am determined to at least see the story’s conclusion, and do a few more heists, and also see how the online aspect shakes out (we’ll all know tomorrow, and I’ll have more to say about that as well).  Despite my crabbiness I’m still enjoying the experience, even if it’s not what I’d hoped it would be.  (But let’s also state the obvious; the release calendar is pretty dry for the rest of the year; it’s not like there’s something else I’d be playing.)

Tom Bissell on GTA V

Not a GTA V post from me; instead, it’s Tom Bissell writing about GTAV for Grantland.  I’ve not even yet finished it, but this particular bit was worth reposting:

Almost everyone I know who loves video games — myself included — is broken in some fundamental way. With their ceaseless activity and risk-reward compulsion loops, games also soothe broken people. This is not a criticism. Fanatical readers tend to be broken people. The type of person who goes to see four movies a week alone is a broken person.Any medium that allows someone to spend monastic amounts of time by him- or herself, wandering the gloaming of imagination and reality, is doomed to be adored by lost, lonely people. But let’s be honest: Spending the weekend in bed reading the collected works of Joan Didion is doing different things to your mind than spending the weekend on the couch racing cars around Los Santos. Again, not a criticism. The human mind contains enough room for both types of experience. Unfortunately, the mental activity generated by playing games is not much valued by non-gamers; in fact, play is hardly ever valued within American culture, unless it involves a $13 million signing bonus. Solitary play can feel especially shameful, and we gamers have internalized that vaguely masturbatory shame, even those of us who’ve decided that solitary play can be profoundly meaningful. …I’ve thought about this a lot, and internalized residual shame is the best explanation I have to account for the cesspool of negativity that sits stagnating at the center of video-game culture, which right now seems worse than it’s ever been.

GTA V continued: now it gets interesting

[Previous spoiler warnings still apply; I try not to get into story spoilers, but talk about missions and characters are unavoidable.  Do not read if you’ve not yet played.]

[Also: I’d been working on this post all morning but then I got sidetracked with the SteamOS announcement, and so I have no idea what the hell this post is about any more.]

So, where was I….

Ah, yes.  In my last post, I was treading water, somewhat; I had not yet performed the first in-game heist, and I was kinda just messing around in the world, killing time until the last piece of the pre-heist puzzle was solved.  I was feeling a little bit lost, a little less enthused about the game than I’d hoped.

I am many more hours into GTA V now.  Its hooks are now firmly planted in my brain.  I am still a little put off by the relentless profanity for profanity’s sake, but I admit that could just be me and my changing attitudes towards that kind of thing.  The game itself now has a forward momentum that the early hours just didn’t have.

That forward momentum is, of course, personified by the game’s introduction of Trevor, the final member of the player’s trio.  He may yet be the least sympathetic character in the entire franchise; he is also the most appropriate.  He embodies the sociopathic nature of the franchise; he murders and destroys because it’s fun, and because he’s good at it.

But first, before I talk about Trevor, I need to get caught up.  I did finally finish that first heist.  All things considered, it was pretty satisfying to pull off – and the take was nice, too – though the post-heist escape was lifted straight out of Italian Job.  I haven’t seen the original film, so I’m not sure what’s referencing what, but the only real significant difference between the Mark Wahlberg remake and GTA V was the absence of Mini Coopers.  There are times when I wish GTA wasn’t so reliant on pop culture references; things feel familiar when they shouldn’t, which ends up spoiling the surprise.  It’s one thing for film references to help put you in the right frame of mind (i.e., Scarface/Vice City), but sometimes it feels as if the mission designers would rather ape something tried-and-true than come up with something original.  This is something the entire GTA franchise has been guilty of since at least III; I’m just noting it here because it seemed particularly egregious.

(I’m not totally against references, mind you; I just get ornery when it feels like a missed opportunity to do something unique.  That said, there is a post-heist Franklin mission that takes place in what might as well have been CJ’s house and cul-de-sac in San Andreas, and that one gave me goose bumps.  That reference works, though, because it’s (a) subtle, and (b) earned.)

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Quick tangent: having never been to Los Angeles – or California, or the West Coast – the verisimilitude of Los Santos is something I can’t necessarily appreciate in the way that I, as a native New Yorker, could with Liberty City.  But I did play L.A. Noire, and San Andreas, and I’ve certainly seen lots of movies that are set out there, and so there’s quite a lot of stuff that I recognize, and everything certainly feels true, which is pretty amazing.  And yet: it’s the stuff north of the city that really knocks my socks off…

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But yeah, once the game shifts gears and introduces Trevor… wow.  He’s a really tough character to watch.  People complain that GTA IV was too dark and gritty for its own good, but Trevor is even darker, more menacing, and completely insane – and also maybe a little bit silly, which is off-putting, to say the least.  Are we supposed to laugh at him?  with him?  Is he meant to be entertaining?

We are introduced to him mid-coitus, as he discovers that Michael (his old thieving partner) is not actually dead.  5 minutes later, he’s more or less killed a biker with his bare hands.  It’s hard to know whether what happens over his first set of missions is a continuation of earlier events or simply Trevor’s id exploding with rage, but it almost doesn’t matter; everything goes batshit insane immediately, and without warning, and so the narrative context is made irrelevant.  (This may or may not be a good thing; it’s hard to tell.)  Trevor’s personality is so dynamic and dominant and spontaneous that it’s entirely possible that he just decides to take over all meth operations in that part of town, blowing the hell out of everything in his way in the process – it’s not a culmination of months-long planning, it’s just a thing that he chooses to do, right then and there.

And so suddenly the game is no longer about social issues or class warfare or the financial crisis; it’s about blowing shit up and causing maximum amounts of chaos… which is kinda what the game has always been about.  The franchise just never had a protagonist who enjoys this sort of work with the glee and gusto of a true psychotic sociopath.  Trevor wouldn’t be out of place in Saints Row, frankly, except that the cast of Saints Row aren’t this dangerous; they’re wacky-ha-ha, not wacky-holy-shit-look-out.

On the flip side of the coin, being introduced to Trevor also introduces us to the northern half of the map, which I can’t even describe without completely losing my train of thought. I knew the game would eventually take me up there, but I was too wrapped up in the early missions to really go exploring.  Once I was up there, though… it’s truly breathtaking, what Rockstar’s managed to create.  For all the vulgarity and the racism and sexism and ugliness of the narrative, the world itself is mindblowing.  I mean, the city of Los Santos is as incredibly detailed as anything I’ve ever seen in a game, but once you get out of the city it somehow gets taken to a whole new level.  Honestly?  There’s a part of me that kinda wants to finish the story as quickly as possible just so I can get it out of the way and have the freedom to explore every nook and cranny of that map.

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Tangent, part 2:  If I were to interview Rockstar – and specifically the guys in charge of the gameplay experience, however that’s delegated – I think the main question I’d want to ask is how they balance the need for narrative urgency to complete the next story mission against allowing total freedom to do whatever the player wants, or if that’s even something they worry about anymore.  GTA3 took the idea of non-linear, emergent gameplay and made it the centerpiece of the game experience; with each subsequent game they expanded the number of toys you could play with, while also making their narratives larger and more ambitious.  Here in GTA V, they’ve gone and given you THREE different main characters to play as, and yet they’ve also given you the largest and most pliable sandbox ever created.  (This is to say nothing of the online component.)  So, then:  is the story even necessary?  

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This post is now running very long and is probably long past being coherent, so let me try to run down some things that are working for me, as well as some things that are not.

Things that work:  The stock market.  I’m really impressed with how this system works, and it’s only because I’m an idiot that I didn’t truly make the most of the first two assassination missions that could’ve given me millions.  Even in spite of my stupidity (wherein, as Franklin, I immediately spent most of my post-heist take on buying a taxi dispatcher business, which meant I had less than $50,000 to play with), I made over $160,000 by buying up the cheap stock that was set to explode because of each mission.  And it’s only now occurring to me that I’ve done two of these missions now and never bothered to switch over to Michael or Trevor so that they could take part in the action as well.  *sigh*

Things that don’t work:  Franklin’s dog.  And not just because the iFruit app is completely useless right now.  Thankfully, this doesn’t seem to be that big a deal so far, and so I’ve been content to ignore it, but it’s a needless distraction in a game already full of distractions.

And speaking of Franklin, I’ve been spending most of my time playing as Franklin at this stage in the game; he’s certainly the most sympathetic character of the three, and his special driving ability is a lot of fun to play with, and his new house in the hills is sweet… but it also needs to be said that his character is not written all that well.   I don’t really understand why he was willing to follow Michael so blindly at the beginning; similarly, nearly all of his side missions are taken with great reluctance  (i.e., the paparazzi dude, the legalize-weed dude).   He gets pushed around and agrees to do things for no good reason other than the game makes him, which is kind of dumb.  It makes him look weak, and I’m not sure the game intends for him to look weak.