Vampire the Masquerade – the cat’s particulars – part 1.

Was it a dangerous night? The Kościuszko Plaza in Łódź was quite empty on 2 A.M. Of course there was some people there, doing late shifts or returning from discos. The usual rabble, the denizens of the night. Not that anyone from these people could pose any danger to Franek.

It was a dangerous night, but not because of some brigands. It was dangerous because of Franek.

He had lived  in that city for more than 150 years now. He stalked and hunted around the place since then. He remembered the very place built from a village to become a 1 million city. He was there when Izrael Poznański opened his textile empire, and he was there we Germans invaded 1939 and renamed the city to Litzmannstadt. He remembered the time when communists chaned it into the city of workers.

He still remembered the sweet blood of that SS-men beating up the little Jewish girl in the Litzmannstadt Ghetto. Oh how liberating it was to release the internal Beast back then. Sweet irony, the vampiric Beast became an angel of salvation, a punisher of human beasts.  He still felt the anger of the moment. But right after the anger a feeling of warmth mixed with sadness followed because he made sure the orphan girl survived.  He used all power and contacts he had to keep her alive and healthy. She has become a daughter to him for some time. He succeeded, she lived.

She died last year in Jerusalem, 77 years old.

Perhaps he should have Embraced her into the Childer of Caine

Franek felt peckish. He stood there, observing people leaving the night club, when he noticed two loud neo-nazis. He grinned. 

In fact, the hunt and the war never ended.

That’s one of the ways to start an RPG session in Vampire the Masquerade. I have written before on the World of Darkness setting, and this is my favourite subsystem of it. VtM is an RPG that changed my life, without exaggeration.

As a teenager sunk into fin-de-siecle literature, fantasy and sci-fi books and games, I was bombarded by a magnitude of contradicting pictures and visions. The western world produced hip-hop and consumptionist lifestyle,, that was enchanting, yet we lived for decades in Poland without the consuptionist spirit and we were quite happy. There were always drugs here, but the amount of drugs on the market rose exponentially after the fall of Iron Curtain. Even the young generations bear the trauma of 20th century wars – we see their marks everywhere to this day, so we are naturally reluctant and reserved when it comes to foreign politics. Cynism and cautious behavior are a norm.

Fantasy systems from the West seemed to ideal, to perfect. I couldn’t immerse myself into those except for the darker ones.

And then I found Vampire the Masquerade.

We know vampires from pop culture and folk culture. We know it from books like Anne Rice’s books (Interview with the Vampire”. “Queen of the Damned”) and the movies (“Lost Boys”). We know them from literature (“Dracula”) and folk tales (the word vampyre is a form of slavic “upiór”/”upyr”, which often means “the undead”). And we often tend to think about them either as a cheap gore horror elements or a hillarious/love story storytelling entities. One of course can use them in VtM in a similatr manner, but the Wolrd of Darkness setting is a far deeper one. The player is bombarded with a questions from the very start: what are vampires?  What is the meaning of this unlife? What makes one a monster – is it the hideous, undead look? Is it the rotten heart?

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The metaplot is huge and contains a lot of signature characters….

Players receive a powerful dark storytelling tool with VtM (and other WoD subsystems). From the very start fledgling vampires are sunk in the world of an undead intrigue and politics, dark magics and dark secrets. First of all, vampires don’t want to be discovered, they want to hunt and plot from the shadows (hence the Masquerade). They are fear embodied, nocturnal beings that were human but are human no more. Yet they do feel fear themselves – fear of far nastier and more ancient entities World of Darkness is populated with. This is a game of horror allright – be the horror and feel your personal horror.

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…Including Vampirearcheologist Beckett..

Storytelling capabilities of VtM are enormous. Just think about the reminescence mechanics we know very well from “The Highlander” movie (in fact the Highlander fits so well into WoD there is an unnoficial subsystem incorporating McLeods & co into WoD…). On many occasions one of the vampires during my sessions started telling the story that happened 100 years before, allowing skipping from contemporary era to victorian ages… With suplements on the market as Vampire: The Dark Ages, Victorian Age Vampire ,etc, possibilities are countless.

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Wearing a cape is so 19th century…

 

The internal vampire politics turn around clans & bloodlines (blood strains have various powers, as vampiric mythology  explains – coming from Caine the First Murderer – there’s 13 base clans and many more bloodlines) and sects (Camarilla, Sabbat, the Anarchs and Independents) – political orders representing different viewpoints on how to be a vampire and how to defend against the ancient vampiric and other powers.

And so the Jyhad, the war of the immortals (or rather – the undying), continues.

We touched but a tip of an iceberg with this post. To be continued.

 

 

 

 

 

Davey Wreden’s marvels: the “Stanley Parable”

 

Sometimes during browsing for a game or a book, an item catches one’s immediate attention. Such was the case with “Stanley Parable”. I think it was the screenshot with a man sitting next to his computer in a darkened office room that kept me instantly interested. Oh, I know that picture all too well – sitting in a dark room, doing work rapidly because of some deadline, or because some software failure. It happens very seldom in my life these days, as I became better and better (and more careful) of what I am doing with age, but I do remember sleepless hours. There was a point in my life (20 years ago, when I was just starting my career) where I had a sleeping bag ready in the server room in case I needed to stay at work for a very long time. The feeling of insecurity, tired, automated performance of the job that should be everything but repetitive (coding is a creative process) causes some minor traumas and makes people very stressed at the slightest possibility of the situation happening again. So, by looking at the screenshot I felt also stress. I needed to investigate.

This is story about a man named Stanley, whose job is to press buttons whenever they appear on screen. Yes. Not the other way around. One day though, commands stop displaying on screen. What did Stanley feel at the moment of leaving the corporate grinder? This is a question a player must answer because at that very moment player becomes Stanley.  The quest for answer what actually is freedom, and what are its limitations begin.

Stanley is not alone though. He’s accompanied by the brilliant Narrator. Narrator tells the story of Stanley, urging him to go the predestined route of the story. Stanley (the Player) does not say anything in return but can act. The dispute against the Narrator expectations starts. Narrator tells Stanley to go through a door, but Player may actually never leave the room in a complete act of defiance not only against the Narrator but the game itself! Again, I find no words how brilliant it is. Should one decide to go against Narrator’s wishes with silly behaviour and childish (sometimes) acts of defiance it will always result in Narrator’s comment or riposte. And lead to unforeseen consequences. Free will can lead to bad results after all, it does not guarantee success nor happiness. Following one’s “destiny” though may actually fulfill that destiny, only leaving that person with a feeling of complete disappointment, emptiness and striving for more, even though Narrator summarizes it as “happily ever after” ending. The act of the ordered storytelling becomes boring, and the whole story about Stanley becomes a story about what makes the story (or life for that matter – the most personalized story of them all) interesting.

The answer for that question is not an easy one and open for an interpretation for tens of thousands of years, of course.

For me the answer is: chaos. The ultimate creator of diversity.

Chaos surrounds us, defines all matter and energy and thus life and intelligence itself. And as above so beyond: the stories, whenever they become ordered they become dull. Yet again , entropy is at work here. The more ordered the system, the less happens inside that system, be that thermodynamics or telling tales. In Stanley Parable, player starts to feel obligated to raise the entropy of the system by the childlike “trial and error” and “lets see what happens when I stick the nail into the power socket” attitudes. Narrator scolds these acts of defiance and takes this personally, and , although sometimes it is hilarious to defy him to see what he’s going to say next, the Narrator is not the nemesis here.

The world is. The universe, biology and its outcome: society, are. Systems that shaped us with deterministic fates (not very nice but accurate title of one of the records I’ve listened to in my life sums it up: mate, feed, kill, repeat. ) We, as humans, tend to think we are masters of our destinies, that we are above all that, but are we really? We are born, go to school, go to work, get married, have families, get old and die. With some deviations – this rule applies to every human on the planet.

In the globalized world of corporate cultures, this life has become unbearable for some.

Stanley Parable is a philosophical discourse, recursively focused on the player asking and giving the answers. It’s not possible to play this game without thinking about what culture and the way we are being raised, does to us. At one point Narrator, in genuine act of care…draws a yellow line on the floor to lead us to the happy ending. Isn’t that what parents do for us? Isn’t that what we rebel against as teenagers?

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Narrator wants to help us…

 

Our acts of defiance and urge to explore the world around us sometimes fails. Narrator then restarts the game. The story stops. It is death, in game’s internal language. But after continuing we start to see that it is actually not the end. The world changes which each trial a little. If we decide to enter the broom closet too many times, against Narrator’s wishes, we will find the broom closet door being barred and nailed down after the restart. This makes each trial a part of a one big story.

The game is hilarious (actually, best philosophers of the XX century, according to me , Pratchett and Adams, also chose comedy to share their point of view). Narrator has his own feelings, and with showing those, he gives a player a great feedback on undertaken actions, effectively breaking the walls between reality and the game and the nature of games.

Oh dear, life is a game…

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At some point Narrator forces us to play “other people’s” game….

 

Davey Wreden is a very talented game developer. Even if he stopped developing games – he already took his place in the hall of fame…The goal I am still trying to reach, and probably will never succeed (although I am trying pretty hard, I hope to release my first game this year). I’ll get back to Davey and his second title, equally brilliant, soon.

About trailers. Below I am posting the two trailers of the game. The second, called the Raphael Trailer, is a response to a letter sent by a player, a young teenager probably with ill misconceptions about women,  criticizing game for not having enough feels 🙂 A brilliant response, with Narrator’s voice!

Launch Trailer:

 

Rapahel Trailer:

 

“The Riftwar Saga” by Raymond E. Feist

Fantasy genre… A very problematic subject these days. We are long past the freshness of the theme that was one of the most important literary milestones of the last century. With the revival of the mythological storytelling J.R.R. Tolkien and C.S.Lewis initiated, a huge amount of works followed. Some of them created new, compelling worlds, and some of them went into oblivion. With those on the market, a number of fantasy RPG systems followed, and evolved along new fantastical prose releases.

Soon, they begun to intertwine with the newly begoten feedback loop.

Well, it’s not that the loop’s cause-and-effect thing was new. From the beginning of humankind the stories made people to invent new stories, which in turn affected the source. Think about minnesängers for a moment. The court tradition of giving entertainment with courtly love songs shaped the courtly love of the western medieval times, which in turn shaped the expectations of the content created and performed by minnesängers. This effect is visible is every human activities there, because human brains are highly susceptible to become a meme transmiters (by the way, it’s really telling if the person understand a meme with it’s original meaning or thinks about cat pictures instead. It really is.).

In the memetic chaos of the transmitted fantasy stories it is really hard to pick those that are not just a waste of times. How many times did we, readers, start a novel to understand this is again about some new type of elves and dragons, in the postmodernistic, combinatoric new flavours we could invent on our own while commuting to school or work? How many times the cross-product of those fantasy flavours tried to hide the shallow plot, pathethic world building and force us to focus only on the facades of protagonists? I am not saying that knowing to what brood of Quendi Elwë Singollo (“Silmarillion” – we’ll get there, in time…)  belonged to is not important – it is,  but only because it serves the higher purpose of storytelling. There’s a deep reason why it’s there and why it is important for the readed to learn the lore.

Majority of fantasy however is estranged from the idea and therefore, a waste of reader’s time.

It seems however, some publications never aspired to the higher literature and followed the road of combinatorics, just to become something better in the process.

The “Riftwar Saga” is one of those. Imagine, that 40+ years ago, a group of students, fantasy genre fans from California, started playing a Dungeons&Dragons RPG game. Filled with RPG creativity, they started to shape the world of their adventures. That’s how Midkemia, the continent and one of the worlds of the saga,  was born. Gradually they filled it with characters, events and a backstory that at one point caused one of the players to write about it in a form of a novel – Raymond E. Feist.

I must say this: Riftwar is guilty of reusing the existing tropes, like elf kind combinatorics (to the point where names are actually taken from Tolkien’s works: e.g. “moredhel” is Sindarin for “dark/black elf”..), adding dragons and princesses, kings and squires, magicians and impending world dooms. There is not fancy language there, or brilliant rethoric forms. I know people that were cast off in the beginning by this saga beacause of the naivety of style and story at the beginning. One can see how author developed as a writer over decades since publishing the first book, and the change of style is really flashy.

But in the end, mr Feist did the job. And he did it magnificently.

I mentioned the stories being social programming before. We, as humankind, tend to repeat story patterns over and over again to be able to actually tell something new with the old elements. Again, I can see similarities to information technology – stories told anew are new revisions of the same program. Updates if you will. And it really does matter how the story is told and what new info it contains, rather than what elements it is using to produce that new meaning For example, one can say a story about Cinderella in a classic way, or making her a vampire that lives with humans  and masquerading as a poor girl to prey on their blood.

What Riftwar Saga does is telling a story of epic proportions. It extends in time for more than one lifetime (meaning some characters will be born, grow old and die before one finishes the books…), it contains multiple metaplots on a cosmic scale, played along the main storyline. It has epic battles and unexpected turns. That are elements that many other stories have.

What it does have than not many other products doesn’t have is how it produces emotions. I don’t know many more examples of books that made be stuck with the book and not wanting to let go until I read everything published. And I do include the fantasy sagas written over 6 last decades – I read probably majority of those. So I stuck with Riftwar for the feels…

In the first book we get to know our Pug the orphan, who becomes the magician, and his friend Tomas, who finds a dragon and an ancient armour. A simple, cliche start. But then the war starts. A rift between the world of Kelewan and Midkemia is opened and Tsuranni war parties invade through it. Midkemia is engulfed by flames of war, Pug is being enslaved and taken to Tsurannuani Empire and the war is almost lost.

But Pug is special. Special in ways beating Harry Potter tenfold. He becomes THE mage. The reader follows Pug in his ventures to learn that the invation is but a tip of an iceberg, because the ancient, sinister legacy of the Old Entities, the Valheru, is still alive. And there are other beings in other planes involved as well.

The story spawns another story (a fractal again!) in and RPG manner, yet in a convincing and consistent way. Feist also adds new heroes, but always retains the balance – he always has a point there (unline George R.R. Martin, who just adds characters irrelevant to the story just to kill them), always retaining the quantity and readers focus. It starts with a war and ends with a war, there are epic deeds and battles, dragonriders and romance, politics and vengeance. All baked to an unforgettable experience.

Then there are multiple worlds and civilizations, each completely different from the other. The feeling and the culture of the Empire books are absolutely different from the feeling of the stories placed in Midkemia. But these are human empires. I couldn’t tell you how alien elves feel in this saga.  Rich, rich, amazing worlds.

Another thing is how I learned about it. With an RPG videogame. “Betrayal at Krondor” is to this day one of the best cRPG games I have ever played.  Feist sanctified its story writing a book based on a game based on his books. As he did with “The return to Krondor” game.   BoK allows player to explore the world and characters in an interesting plot, intertwining with the main plot of the saga. Moreover, one story arc (the Crawler) introduced by devs and taken up later by Feist is one of the most interesting plots in the whoe series.

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BoK’s narrative is formed in a form of a book. Yummy.

The story starts with the Pug and ends with the Pug’s end.  But it never ended for me.

You know what? I think I’ll re-read it this year.

Last but not least, the chronological reading order that you should read the saga with:

Magician
Jimmy the Hand (Starts During Magician)
Honoured Enemy (During Magician)
Murder in LaMut (During Magician)
Daughter of the Empire (starts During Magician)
Silverthorn
A Darkness at Sethanon
Servant of the Empire
Krondor the Betrayal
Mistress of the Empire
Krondor the Assassins
Krondor Tear of the Gods
Jimmy and the Crawler
Prince of the Blood
The Kings Buccaneer
Shadow of a Dark Queen
Rise of a Merchant Prince
Rage of a Demon King
Shards of a Broken Crown
Talon of the Silver Hawk
King of Foxes
Exiles Return
Flight of the Nighthawks
Into a Dark Realm
Wrath of a Mad God
Rides a Dread Legion
At the Gates of Darkness
A Kingdom Besieged
A Crown Imperiled
Magicians End

 

 

 

Fran Bow – mental problems in videogames part 2.

There’s a number of games there on the market, touching the sensitive subject of mental disorders and social angst. Some time ago it started to be a general rule that the plot has to be treated with an extreme care if someone even tries to do something around this subject. It’s not only because someone could feel offended, but also because the reason of telling such stories is not to make the ingame observations entertaining (“adventure game voyeurism” – my personal term to depict it), but often to deal with the problem itself, doesn’t matter how futile or hard that problem seems. There’s a sense of mission in these games, a quest for wellbeing, a fight against social rejection and indifference, an uprising against inner deamons, both developer’s and player’s.

A shining example of how to approach the subject is Fran Bow, made by a couple of Swedish developers, Natalia and Izak Martinsson. They hold a special place in my mind and heart, beacause as a subscriber to their Facebook page, Twitter account and videos I am continously impressed by them and their ventures, which in turn gives me a heckton of inspiration.

Fran Bow is a girl living in an asylum. She looks pretty normal, “kawaii” one would say after the Japanese, but there’s something unsettling about her from the very start. Maybe that’s how she reminds me of the Beetlejuice and Lydia Deetz? The deeper concern for the character appeared after she received her medication. The simple mechanic of hallucinating after taking a pill to unravel the whole new world with its scary denizens makes one go deeper and deeper the rabbit hole. Fran is traumatized by a loss of her parents, that, according to an intro scene, were brutally murdered, but the more one delves into the story, the more one realizes that the real past, the truth, is obscured. It is obscured by memory and the thin barrier between what is real and what is not in Fran’s mind. It is obscured by self-centered denial, and the justification of acts performed by seeing herself in the light of blissful innocence. Finally,  there’s this strong perception  of Fran being a victim, not only in her own eyes, but also the player’s. Asylum is a bad place and the alternative world is sometimes worse. Sometimes it is the opposite though – the alternative world gives much more option, friendly interactions and the false feeling of security.

Because there’s Remor out there, an immensely scary entity who toys with her and haunts her. The first time Remor appeared onscreen, even I was startled.

Fran is a victim of many things, but what was depicted greatly by game’s creators is how Fran additionally self-victimizes herself in an inescapable loop, going deeper and deeper to the black abyss of despair and lack of self-confidence, as she wanted to punish herself additionally. But there’s part of her there that is still fighting. That part becomes strongest in the alternative world of medication pills, but even there deamons lurk that make her helpless and weak. At one point she’s made completely unable to act, being only at the mercy of the things she cannot control. This is a true art of storytelling – because the only idea how that feels like I have in my life comes from games like this one. I have never been struggling with PTSD, I know myself enough to withstand some difficult things and I understand a lot, but I have not a slightest idea how an orphan, whose parents were brutally murdered, or a gravely hurt girl (physically or mentally) for that instance, feel like. In us, consumers of adventure games (and storytelling in general), there often is this dark urge to go farther on the lane of empathy and be able to feel things a regular person wants to escape from. Some of those disguise themselves as such with a sinusoid of the presentation of contradicting emotions (cheap TV series these days…), but this story is different.

It really gets you to walk a walk in Fran’s shoes.

 

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Fran meets some very interesting characters. Even more questions arise…

And there’s that thing – as Fran delves deeper into her own story, there’s no way to tell which of the worlds is the real one. The border gets thinner and thinner, and even player has a problem of determining what is real and what is not. This schizophrenic uncertainty is followed by a weird feeling of stillness, that again, brings Beetlejuice to my mind. Is Fran even alive..?

Following Fran’s steps the player is exposed to the immense lore and a gallery of bizarre characters of the protagonist’s world. Here comes another layer of the problem – an addiction to exploration of that everchanging place with it’s own rules and rulers. Even if ego, id and superego are somewhere there to find and bind together as a solid personality, there’s so much more distractions in there, providing the false feeling of coziness and socialization with others. A mind trap.

Walk a mile in this girl’s shoes if you dare.

 

Gilgamesh, Dupin and Holmes – the genesis of the modern superhero archetype.

X-Men, Batman, Spiderman…. There’s a long list of stories told about superheroes to this day. Countless new hybrids emerge every day, as a true post-modernistic kaleidoscope of blends – hillarious, serious, cliche….In videogames we stumble often upon a hero that saves the world, often matching exactly to the same archetype. What makes it so compelling to the public that people still need the same archetype and the same story retold anew?

Lets look at the archetype first. The modern superhero is a trope that contains of the following parts, assembled together to a various degree:

a) a strong individualism – often to the point of social awkwardness and sociopathy. The feeling of loneliness, solitude in the surrounding world, and sometimes even a psychological struggle is a part of the character build-up. Batman struggles with fears and traumas, Spiderman tries to have a normal life in a world he’s unfit to live in. As a positive side of the same coin – often they excell in the normal life – as regular workers and bussinesmen.

b) a “primary’ and “secondary” strengths – be that superhuman strengths (Clark Kent) and eye laser, ninja training and ninja gimmicks (Batman) etc

c) a “weakness” – kryptonite, trauma, often a storytelling tool to give leverage to superhero’s foes.

d) a “villain” – Joker, Magneto etc, often imbued with the same hero-pattern, but with negative morality.

e) a “sidekick” or a “posse” – a helper or  a chronicler of hero’s exploits. Batman’s Alfred and later Robin, Batgirl etc.

f) more than one achievement – a series of heroic deeds

g) the heroic spark – be that a heritage (demigod) or being bitten by a special spider

i) items that could be attributed exclusively to the hero –  Batman’s clothing, batarangs etc

 

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X-Men…

The concept of a superhero is an ancient one (duh, “heros” is an ancient Greek word…). Probably even predates the written history. It’s very important to understand what the hero concept actually is and why it’s so important for everybody. The answer is quite simple – a role model. It’s a part of social programming (we are programming ourselves by telling stories) showing the extremely preferable virtues of an individual, depending of the culture: physical strength, intelligence (Heracles, Odysseus), arts, grace (Genji) etc.

The written history’s oldest heroic epic is of course the Epic of Gilgamesh. The sumerian king Gilgamesh, being a demigod, man of many virtues, traverses the world with Enkidu (who plays roles both of a sidekick and a nemesis) in search of immortality, meeting gods,  overcoming challenges, slaying beasts and learning immortal truths.  In the end he learns that death is the fate of all things. The Epic of Gilgamesh is one of the most important pieces of human literature ever created – it directly shaped later Greek works, like the Iliad and Odyssey. Greek world has a multitude of role model characters : the mentioned Heracles, a demigod famous for his 12 works and physical strength, Theseus – the slayer of Minotaur, Perseus – the savior of Andromeda and the slayer of Medusa and the Kraken, and of course – the Argonauts, the greatest ancient heroic assembly. I dare to say the would be no X-Men, or any League without the Argonauts! Their famoust quest for the Golden Flece and the gallery of characters shaped the imagination of every fantasy story that followed, and the very concept can be seen in literature, movies and games these days.

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.. .And the Argonauts (Coyotzin@DevianArt)

There are two things immediately visible in the ancient heroic poems: these are intertwined with religion/mythology, as religion is the only ancient source of the paranormal (by the way, European pantheons share the same source, hence the similarities e.g between Odin and Zeus – read the works by prof Leszek Slupecki), and heroes are of noble heritage – heroism by birthright takes place here. The concept follows into the medieval arthurian legends, where knights searching for the Holy Grail are all of noble birth and interact with godlike entities, following the “overcoming challenges” concept. There was also a concept of the folk hero – a lowborn that helped the commonfolk – please remember about Robin Hood!

But then the 18th century with it’s libertarian ideals came. And the hero changed. The concept shifted from the hero-nobleman towards the common man, sometimes retaining a part of the former nobility. Both demigod and a commoner concepts converged.

With industrial revolution and after the political turmoil need for a new type of hero has arisen: the hero that guards the public order and helps people in need.

The first contemporary superhero was created by Edgar Allan Poe. Yes, the one and the same, author of the “Raven” and brilliant horror stories. In his “Murders in the Rue Morgue”, the first detective story, he created a new mold that later was used by Arthur Conan Doyle in the “Sherlock Holmes” stories. E.A. Poe’s C. Auguste Dupin is a hero with a special mindset that allows him to observe and rationalize. He is accompanied by a narrator who also serves the role of a new type of a sidekick – an apprentice who is there to learn (think Batman and Robin.. btw Batman is a detective!).

It was but a few decades until we received Sherlock Holmes, a truly shaped modern age hero. A person that knows the eastern baritsu martial arts system, impossibly strong, a genius with an impossible mind and demigod-like intellectual abilities. Interdisciplinary knowledge Holmes possesses is great, as is his library.  He’s got a model sidekick allright – Dr Watson, who is portrayed as a gentle military doctor and a scion of the new art. Doctor Watson is the one with the gun. Sherlock’s item attributes are: a pipe and a violin (not the scottish cap – it was introduced by the movies!). He’s got a mortal mastermind nemesis – Prof Moriarty, a true genius of crime with a lot of resources at his disposal.There’s also the whole chain of deeds and accomplishments Sherlock performs, for various people from various strata of society. As a true superhero, Sherlock is flawed – he uses cocaine when he’s bored, he’s a misogyne, accepting but one woman in his whole career, he’s socially awkward and direct, a trait disdained by his contemporary Englishmen – that’s the area where Watson shines in.

I urge you to take a look at the list above and think about the superheroes you know. You may discover something interesting.

Like the thing 221B Baker Street is the first modern “Batcave”.

 

 

“Indiana Jones 4: The Fate of Atlantis” – the best adventure of Indy.

As mentioned before in the article about Monkey Island, I was gradually exposed to adventure games in the 90s. The Iron Curtain fell, and with it the regimes that surpressed the development of private companies and businesses. The age of overflooding the market begun and computer dealers, software dealers and computer-related magazines started to appear on the market in unbelievable quantities. It was like a dam break – everything just started pouring in, and what a wonderful days these were for a teenager like me.

One of the titles I first saw in the best magazine of the early 90s (“Top Secret”) was Indiana Jones adventure games by Lucas Arts. First I tried to get my hands on the gamification of Indiana Jones 3 (The Last Crusade), but i couldn’t find it anywhere. At one point I thought I got it but after purchasing it, so overjoyed I did not realize that in fact it was a platformer, not an adventure… What a dissapointment it was.

But some time after I finally got my hands on the Indy 4. The gossip was that Indy 4 was to be a movie first but for reasons it was never produced as a movie, and Lucas Arts got the rights for it. One would say its unfortunate, and so did I. Before playing this game that is, because after finishing it I couldn’t be more happy it ended this way and not the other. And by the way, the plot of this game has nothing to do with the dreadful movie about the skulls.

Instead, we follow Indy on the puzzling case of Atlantis. Our brave and grumpy archeologist traverses the impossible places and dangerous mazes to uncover the legendary city, described by Plato in his Dialogues. But he’s not alone. In fact he requires help of a psychic and a celebrity, red-headed beauty Sophia Hapgood, that may have some strange connection to Atlantis. Additionally, she was a member of one of the archeological expeditions with Indy  and left, well.. a lasting impression on him. Love & hate relationship, yes, yes. It’s never easy with Indy, but on the other hand, one can expect the a lot of chemistry and passion between the protagonists.

The adventure leads our heroes to a very interesting places – Yucatan, Iceland, Azores, Crete, Middle East, and it’s one of the areas it truly shines. With a lot of adventuring comes also a lot of knowledge. Even if the game fails to teach you anything it will definitely pick your interest on some things  – like ancient sites and cultures. Of course always being hunted by evil nazi Germans, that dream of making a superweapon out of the mythical orichalcum metal.

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Oh, Knossos!

One of the most interesting concepts in this game is actually making it branching into 3 separate games/storylines at one point, converging in the end. At one point Marcus Brody asks Indy how does he want to proceed, and Indy has three possible answers there: that he is going to use wits, that he is going to puch through with his fists, or he will create a team with Sophia. It is strongly advisable to do the 3 playthroughs to see it all, as these are really different. Fists is based on many brutal interactions with nazi soldaten in a form of fist fighting minigame, fun and hillarious and totally in spirit of Indy Jones, but not really my style. What I would like to spotlight are wits and team modes. Wits will really tests your wits, duh! Indy is alone and puzzles are really hard (the Cretan Labirinthos, ugh…) . Challenging these may be – but also equally rewarding. I especially like teaming with Sophia though. Puzzles often demand interacting with Sophia (that tension and love&hate, yummy…) and solving puzzles together. Professor Costa in Azores will not talk to Indy, but he likes beautiful women, and a gambler in Monte Carlo loves paranormal,  and Sophia is a psychic celebrity… In this mode of narrative this game truly shines, engaging the player both intellectualy and emotionally. Below two pics (a picture stands for a thousand words, right?):

Fists
Team

Beautiful artwork also adds up to the general climate. Dark ancient places feel as they should and are in fact sometimes fatal.

One more thing is that there’s a talkie game version out there , and although it’s not Harrison Ford’s voice that Indy talks with, it’s close enough! Totally worth it!

10/10.

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Convincing Sophia…. ❤

 

 

 

 

The “World of Darkness” – the introduction, and why I love it so much.

I have been a gamemaster (GM) for more than two decades now. It would be probably more if only we, here in Central Europe, would be exposed more to these phenomena. Back in 1980’s kids in USA were perfectly accustomed with Dungeons&Dragons and other systems, but we were living behind Iron Curtain. Don’t get me wrong – we were exposed to fantasy and sci-fi for decades now, and we had our own great writers, so it’s not that we were completely in the dark. On the contrary – there’s a number of things that enriched also the western world after the curtain fell, coming right from our yards here. But I digress… Even though I am a member of a very rebelious nation and we had introduced a lot of “western junk” (as our government back then wanted us to believe) back in the 60s till 90s, like 8bit PC computer revolution, RPGs appeared here very late.

I remember there were references both to wargaming and rpgs in the oldest fantasy related magazine published in Poland – “Fantastyka”, often introduced by some well known critics and writers. But it was not until 1993 that I actually learned about it.

Being in high-school and a very invested (to say the least…) in Tolkien’s literature, I was all about elves and dragons too, of course, and after being introduced to Warhammer rpg (I will write about it later) I discovered the whole new world or roleplaying. Immediately I was exposed also to a system that changed my life completely, on many levels.

First of all – I was a “fin-de-siècle” kid.  So I was into all that was dark and gothic. I started listening to death/black metal, reading all manners of dark literature, along my beloved sci-fi and fantasy. The feeling of isolation I had in high-school was quite deep. Oh I had a lot of buddies I was having wild parties with, but, as a romantic spirit, I longed for something deeper than party-laughing-drugs-alcohol-dancefloor-sex activities. Additionally I was writing for some time back then, and I was imagining my future as that of a writer, and in the whole highschool period there I had maybe two people with whom I could talk about this. Movies like the “Crow”, “Interview with a Vampire”, “Dracula”, “Highlander” or “Lost Boys” got me immediately captivated.

And then I was exposed to the “World of Darkness” megasystem. Created by Mark Rein-Hagen, Stewart Wieck, Christopher Earley, Stephan Wieck and many, many others as a number of systems, all masterfully intertwined and sharing the same world, but with different viewpoints on it.

It started with vampires in Vampire The Masquerade. The gothic – punk methodology introduced shaped the way its world was created. Punk stands there for a dirty, problematic ways of living of the lowest strata of society- drugs, prostitution, mobsters. Gothic stands for a gothic story in a overgothicized city – monumetal cathedrals, gargoyles on corporate buildings, dark alleys and clubs, but also for it’s mood and character insights, especially when it comes to monsters. Mary Shelley meets Miami Vice or sometimes “A Midsummer Night’s Dream” meets “The Fall of House of Usher”… Blending these ingredients together lead to creation of a psychological horror setting that can introduce a certain grim mood almost immediately.

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Gothic – punk. Self explanatory.

The World of Darkness (and I am talking about the old WoD, there was an offshoot called nWoD – Chronicles of Darkness, for a completely different generation and while mechanically better in  some oppinions, far worse in storytelling) consists of several subsystems, each introducing a new viewpoint on a horrible world of monsters our planet is:

Vampire: The Masquerade – the nocturnal vampires, Childer of Caine, the first murderer, play the endless war for sustenance, called the Jyhad. The world of politics, murder and eternal struggle with the horrible powers outside and within. An endless query trying to find an answer – how can one find balance in the darwinian predator-and-prey world.
Kindred of the Ebony Kingdom – vampires in Africa. The old veves and rituals of Benin and Congo may have more to them than meets the eye.
Kindred of the East  – bizarre, eastern vampires and their secluded lands.
Werewolf: The Apocalypse – werewolves, the servants of Gaia, one of the spirits of the Triat, fight an endless war against Wyrm’s agents (they consider vampires one of those..)
Mage: The Ascension – mages, humans that Awoken or Ascended, know no boundaries and can shape the world. But human spark is a capricious one…
Wraith: The Oblivion – after death one can face a horrible fate – imprisonment in the Shadowlands. Even worse – being abused by a necromantic vampire. Even worse – have one’s own soul forged into Shadowlands’ currency… And there are still worse fates…
Changeling: The Dreaming – changelings are faerie away from home. And they want to get back and fix the world. World is losing it’s magic, inevitably it’s glamour is being squandered under the hard proceesing engine of futurism. And faeries are mad.
Hunter: The Reckoning – old  Church organizations and organizations preceding the Church hunted vampires and other abominations to clean the Lord’s world from them. They do not rest and have some powers beyond comprehension.
Mummy: The Resurrection – muumies of Egypt and South Africa have their own agenda…
Demon: The Fallen – demons from Hell want to possess and win the endles struggle with heavens. They will use anyone willing or depraved enough,.
Vampire: The Victorian Age (set in the late 19th century)
Werewolf: The Wild West (set in the 19th century)
Mage: The Sorcerer’s Crusade (set in the late 15th century)
Wraith: The Great War (set during and immediately after World War I)
Vampire: The Dark Ages – the true lords of medieval realms  are powerfs behind the throne…

Needless to say , it’s a very dark setting. Discretion is advised, as is maturity. The subjects depicted are sensitive – vampiric Embrace is like rape, and there’s still Auschwitz shade running in the Shadowlands, where the countless dead are being punished with this limbo for eternity.  What stands out however is how big the metaplot is. It’s massive and absolutely tasty.

But a part of my shelf, and a percentage of the corebooks:

Obraz może zawierać: 1 osoba, w budynku
I have more coming this month…

 

I will delve deeper into the subject later on, going through subsystems, but I wanted to add the mechanics is pretty neat. 10-sided dice is used in all of these, and  the way skills are depicted makes it very easy to perform dice rolls and test almost any situation that comes to imagination of GM (here called Storyteller) and the players.

Like I mentioned, it’s a dark setting of roleplaying a very miserable creature. Of course, creature that has almost god-like powers at times, but still miserable. The internal struggles for humanity (or  the contrary – for an absolute alienation) of the vampires create the anguish and the pain that is a perfect basis for tales of what defines humanity at all. Werewolves can have noble motives ( ecological saving of the planet) but they still have the primal urge to kill and brutality of the rabid animal. Changelings are mad, insane to the point they create the world around them as insane as them.  Mages wage a horrible war with the ultimate weapons of mass destruction, war that spans far beyond the Solar system…

And somewhere out there, legendary powers dwell. Waiting for something. Eldritch powers beyond all comprehension that perhaps wait for their time to awaken and devour everything in a cosmic cataclysm.

Or they don’t. It’s an RPG game after all.  It’s all there waiting for your imagination to add to it. Just imagine these tales…

“Edna & Harvey” – psychological problems in videogames – part I.

Videogames are there on the market for several decades now. It’s hard to think about this medium as a new one anymore.  The current generation of 40-60 years old people grown along the rise of the 8 bit personal computers, and these people are no longer younglings videogames are attributed to. Because for several reasons, the medium is still considered “for kids”. Whenever a parent sees PEGI’s markers they think about videogames in terms of gore, sexual content, violence and swearing in general, thus creating a binary mindset in their heads: a) games for kids, b) games not for kids created by deviants. It might sound severe but that is still the truth. You would be amazed how often I still stumble upon “aren’t videogames for kids?” ignorant question.

Games are a storytelling medium – like a movie or a book. The medium itself does not define it’s contents. Of course, it’s a game so some elements of it could be predicted and that’s a good thing, otherwise we would be exposed to the constant information chaos (as it is with TV series these days – 90% being the same stuff with different configurations of the same tropes – it’s very hard to pick a good one, and by good I mean not only emotionally but also intellectually captivating; needless to say I no longer even try to watch those).

With this article I am starting a series of describing videogames absolutely not for kids, and not because of their gory contents, but because these require a degree of maturity to comprehend. Over last decade many titles were made with the sole idea of depicting problems that normally are very hard to show in the other media. Like psychological issues and mental health. The subject is so sensitive, I know but a number of books and films that can deal with it in a compelling and inoffensive manner. Oh I know a lot of creators try to show those, but only a small percentage is succesful. The numbering does not rate the products  because all are equally captivating and valuable (of course I do have my favourites but that information can be read between lines I believe…)

I learned about the German developer Daedalic Entertainment from some other game I hope to write about in the future as well. After becoming a fan of creations of these fabulous, creative and unbelievably talended people I naturally searched for more, and found one of their older productions: “Edna & Harvey: The Breakout”.

After running the game a player starts as a young woman Edna, dressed in a hospital gown in a… solitary padded cell. That was an immediately unsettling view for me. The uncomfortable feeling grew bigger with time, especially after understanding that Harvey, the plush rabbit mascot Edna carries with her… talks back to her. The beginning of this story is a small masterpiece on it’s own: the player immediately wants to leave this too bright, unpleasant place. In the beginning one knows nothing about Edna, Edna’s past and character, but two things: that she believes she is healthy but kept against her will for some nasty experiments by dr Marcel. That basically is all that is needed to convince the player to leave this place ASAP. The breakout begins. The story leads Edna to interact with other denizens of the asylum she is in, as well as dr Marcel, always perceived as an evil person, view supported by Harvey. And there goes an another unsettling part of the story that comes with gradually learning how indifferent and empty Edna feels. Something is just not right about how she treats other people’s misery and that, in fact, she’s exploiting the others. After this realization I gradually started to suspect she’s in fact sick.  The game made me believe Edna is well and being abused, especially by showing retrospections of her childhood. Then I realized how devoid of an empathy she truly is and that her self-centered demeanor could be really a mental disorder.

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Edna, Harvey and dr Marcel

The problem is she manages to escape the asylum with the help of other patients, including a serial killer. In the very end the player is exposed to the truth about Edna and dr Marcel – that whatever sympathy player might have for her she does need professional help and is unable to live a normal life in society. That in fact, she’s dangerous and that was the reason of her confinement and hospitalization.

What makes it brilliant is how game allows a player to get in “Edna’s shoes” and realize how a part of schizophrenia can feel like – he feeling of fear, of being abused by the people actually trying to help you and learn how difficult it is for such a person to tell the truth from lies in a subjective perception of the world.

The second part of the game, “Edna & Harvey: Harvey’s New Eyes” follows Lily, a small, extremely shy girl from a convent orphanage governed by a very harsh sister-superior. Lily is so shy she only starts saying sentences in the game! Every person she interacts with always know better than her what she want’s to say so she is never allowed to complete any sentence. Even Edna, that shows up in a very, very unexpected way, especially for the people that completed the 1st game acts towards Lily is a bizarre manner. The first disonance here is how the environment is depicted like and how it is explained. It’s a contradiction, because of colourful scenes depicting harsh living conditions. This got me in red alert stage and I focused extremely, just to see what happens when one of the characters dies and how Lily reacts to it: the little, nice gnome appears over the mutilated corpse that we never see, and paints it pink. Yes, what we, and Lily see is a pink blob whenever something nasty or gory happens. Lily supersedes all wrong things from her life, she just doesn’t want to see it. Additionally there are only two persons that actually seem to care about her, and both are rather peculiar to say the least. I don’t want to give to much spoilers, so I’ll just add that Harvey is also here and he gets a pair of new, evil, hypnotic eyes. Harvey embodies all awkwardness of the mental anguish and all the horror of insecurity of an infant in the world of matures. It’s really hard to write more about it without giving to much spoilers, because, as the 1st one, also this game allows player to realize things during gameplay, with it’s crafty storytelling and events exposure.

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Lily and the mother superior

When I completed the 1st one I said “Oh sh*t…” to myself. When I completed the 2nd one I yelled : “Haha! Finally!”.  Showing such grim and difficult subject with a pastel colour palette and cartoony characters seemed impossible for me, until I played this marvelous production.

Some trailers: