Category Archives: Games

“Zork: Nemesis” – a poetic, puzzling experience.

Back in high school, I had a classmate that I really didn’t like. He wasn’t really bright and wasn’t likeable. Coming from wealthy family from a regional capital town he looked down on me, a poor farmboy. We had not much subject to talk about without some ironic or sarcastic statements.But we did not want to fight, as different as we were, so the only common ground we could ever have was: computers. He was wealthy enough to have a new at the time MMX processor and top notch equipment so he boasted a lot. I listened to it, very interested in tech and, of course, in expensive and demanding games he got for his box.

One of those games, coming on 3 CD-ROMs, and therefore unaffordable by me (it was an age before CD-RWs so I couldn’t just pirate it…) was “Zork : Nemesis”. I waited for Christmas of 1996 when my colleague borrowed me the game.

You know, when you’re a kid or a teenager, getting games for Christmas is a special thing, probably remembered well for the rest of life. Especially when you receive a game like this one.

I did not play any other Zork games before this one, so I didn’t have any expectations. Later I learned this one was completely different from other Zork games, often absurd and with lighthearted storytelling. Oh no. This one is dark, very dark, with a tone of sadness throughout the whole story.

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The very beginning is intriguing…

A player arrives at a monumental cathedral, the Temple of Agrippa, a deserted and ancient looking place, the seat of powerful Alchemists. My first feeling was being completely lost – I did not know who I was, what is my goal or what I am supposed to do now. Sure, there was a booklet with the game telling some important things inside, but still the feeling persisted. With everything so alien and absolutely gorgeous surroundings and unforgetabble music I was stunned at first. Then I started exploring.

The game is mostly about exploration and solving logical puzzles (sometimes very, very hard puzzles..), hints to which are scattered around.  The very often case is that some part of the environment is blocked or locked until you solve some puzzle, and this forces a player to actually learn about the surroundings, the story and the characters.

Oh, the characters.  Not long after the start of the game one finds some sarcophagi with preserved bodies of Alchemists and can communicate with their spirits (which are being played by real actors). They ask for setting them free and warn player about their Nemesis, a grim cloud of anger that manifests right after. A goal is set – reviving the Alchemists.

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Bodies of Alchemists are waiting for something, preserved.

The whole journey is a journey through many bizarre and magical worlds (Alchemists’ domains) of wonder. It’s a journey of gaining knowledge of Alchemists, their goals and Nemesis itself. There’s one character that especially captures attention: Alexandra Wolfe, the violinist girl. Traces of her can be found from the very beginning of the story, and the player soon discovers that she’s a focal point of the conflict between Alchemists and the Nemesis, the frail, beautiful, sad girl.

Following the path set up by Alchemists allows the player to visit all the places belonging to powerful sages, each attuned to a separate element: fire, warth, water and wind. As the game introduces the full visual and psychological immersion to the player (you are the protagonist!), it’s in fact the player who visits those locations, making this game a sightseeing experience. Wind elemental Asylum in the cold wastes of the north, fiery Monastery with it’s rivers of lava, the desert fortress of Earth, and, my favourite, the watered musical Conservatory, each with it’s own theme and a plotline allowing the player to understand a quarter of the story.

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Oh, I had a huge pleasure solving this puzzle for the first time back in 1996…

What hit me most and still makes a great impression on me is how this game was able to convey the feeling of sadness and the passing of time. “Nothing lasts forever” the game says, from the very beginning. The bittersweet, amazing and yet scary themes make the adventure perilous at times, with an encompassing secretiveness well suited for Alchemists. Everything in the story is encoded – in text, symbols, architecture, sculptures, paintings and music, there’s no straight answer anywhere.  Unraveling those mysteries is what makes the game so remarkable, and even at the end one leaves with an impression that was but a first layer of secrets waiting to be discovered there, in the Temple of Agrippa.

This is one of those stories that, by presenting it plot, leaves an impression of the huge lore and world constructed behind it (like Tolkien’s, Middle-Earth, Herbert’s Dune Universe etc…). One just wants to learn more. A pity, the next Zork games did not follow the dark and secretive pattern and went on a comical path instead.

Wanderer, enter the Alchemists’ abode and learn their knowledge. I promise you won’t forget it.

OST from the game:

 

 

“The Lion’s Song” – the clash of eras.

The beginning of the XXth century poses a certain problem for content receivers of XXI century – readers and gamers. With human’s limited capability of grasping the intricacies of the past ages, we often tend to identify the desired period with historical or cultural events of the said era. For example, 1863 is a period of civil war in the U.S.A, January Uprising in Poland, so it’s easy to understand the events and climate surrounding Jules Verne’s “Twenty Thousand Leagues Under the Sea” (a fun fact: the initial version of captain Nemo was : he was a Polish freedom fighter that wanted to kill Russians- that’s why the January Uprising is so important here, but the publisher told Verne that it would pose certain problems with publishing of the book, so he changed Nemo to be a son of Indian Raja), or some works of Ralph Wardo Emerson or Mark Twain. It’s easier to envision the era for the readers also, because we carry with us a lot of metadata: ranging from TV depictions of the American Civil War to paintings. It’s kinda easy for us to envision an English victorian era with all that British Empire glamour, and it’s kind of easy for us to see the slender girl with a pearl chord necklace, bobcut hairstyle dancing charleston of the 1921.

But between 1899 and 1921 there was a completely different era there, with different fashion, culture and mindset, completely overturned by a Great World War of 1914-1918. This is the era where culture, fashion, literature also were on the battleground – where Old World of feudalism and aristocracy was clashing the democratic (and fascist…) new world. In other worlds there’s a gap there that could explain how this:

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became this in no more than 20 years:

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“The Lion’s Song” helped me greatly in this process. The plot evolves around three artists of the era, on the brink of their world coming to an end (WWI), people that make the difference but still delving in both: old and new worlds. These are: a violinist, struggling with a creative block and having a scandalous affair (as judged by the era’s morals…), the painter, who wants to discover the missing psychological element of his works, and a female mathematician, with brilliant mind, but in chauvinistic male world that doesn’t want to believe woman can be better than man. All these fates are placed in the capital city of Vienna – the playground of the Austrian nobility and one of the cultural capitals of Europe.

Have you seen the “Grand Budapest Hotel” movie with Ralph Fiennes? It’s based on the works of Stefan Zweig, the Austrian author depicting the old imperial Austria in his works, the nostalgia of the old, no longer existing world, that for some reasons has great appeal to us in the XXIst century – with it’s morals, demeanor, refined tastes, subtlety. You can expect the same from “The Lion’s Song”

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The musician.

The game is an overture – all three fates intertwine, though not directly, and choices do matter – the results of player’s actions lead to the grand conclusion in the 4th act. This is one of the three areas this game truly shines in: composition that shows how culture impact the lives of a common man, how it allows us to survive in the perils of human history – the said historical events mentioned by me above. The second area of brilliance is emotions – the game is able to present a very complicated themes and topics in a grasping and understandable manner, e.g. like the feeling of solitude of the artists overhelmed ith nostalgy.

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The painter (and Siegmund Freud).

While we’re at it- nostalgia is probably one of the hardest things to depict in literature and storytelling, that’s why Proust’s works are so excellent – he’s a master of the art.

Third area of excellence is the audiovisual layer. Sepia colour palette used gives the impression of an old photograph, yet is sharp and allows to feel the environment. Music, being the part of the story after all, is brilliant and enhances experiences of dialogues and monologues magnificently.

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The mathemathician (and a band of chauvinist professors..).

All things combined, the game is a marvelous trip one hundred years to the past, to the era of Marcel Proust and others, unknown titans of the world of tomorrow, the shapers of culture of today. I cannot recommend it enough.

Playing this game gave me the feeling of a caged pigeon suddenly released into the air with a rapid opening of the cage. How about that?

“Gone Home”- a surprise.

In a constant search for thrilling and captivating storytelling, I tend to often pick up horror novels or games. With a lot of mediocre and a lot more of bad content out there, one has to be very, very careful while picking something to read or play. So I watched the trailer of “Gone Home”, and understood it was another horror game, placed in the abandoned house, with jumpscares and spectres. I am not a fan of cheap jumpscares, I prefer the psychological horror instead, but the thing looked interesting enough.

I am not sure what made the creators to produce a trailer advertising this game as a horror game. Perhaps they wanted to attract attention (succesfully as you can see…)? Or maybe they wanted to play a prank on an unknowing player such as myself? It really doesn’t matter, because in the end I was able to play that interesting and important story.

The year is 1995, Oregon. Katie, a student, comes back from overseas to her family home in a fictional Boon county.  To her amazement she finds nobody there, so she starts searching the house for the clues where her family might be. During the search she finds an objects from the mid 90s era (casettes, Street Fighter videogame etc) as well as other objects reminding her of her family: her father Terry, a failed writer who makes a living by being an electronics handyman, her mother Janice, who pursues her director of wildlife consservation career, and her sister Samantha.

Samantha. Game focuses on her from the very beginning, when Katie finds a note from Samantha on the door, asking not to investigate what happened.

For me it sounded as an invitation to actually investigate…

During exploration Katie finds more and more messages from Samantha, or items shedding light on Samantha’s life. Freshly after moving in to this new house, Sam was estranged. She couldn’t find a common ground with other teenagers at school, she felt lonely and misunderstood. Eventually she met Yolanda, a military school cadet. They started sharing interests like grunge music and Street Fighter game, and, eventually, became romantically involved. When the whole thing was found out by sam’s and Katie’s parents, they started living in denial her daughter was lebian and started imposing some humiliating regulations, like the one Sam’s bedroom has to be opened at all times when Yolanda was visiting.

Again, I don’t want to spoil the story. I just want to highlight that this game is one of the most important games there to depict the LGBT problems of the 90’s, and of the current times, still. I’m a straight guy, so I have to learn about that anguish, feeling of injustice and pain people like Samantha still feel in the world of self righteous idiots who use religion (the worst tool there is) and morality (non-validated morality; morality requires constant validation –  Socrates…)  to justify their worst behaviour. The evil that actually makes people like Samantha suffer.

Because evil it is. Socrates argued that no one wants to be evil, yet people still are becoming as such. What are the mechanics of evil then? A higher power, like the devil? Highly unlikely – for me the devil doesn’t exist, as there’s no god or gods. One cannot prove god, not with a scientific method, and without scientific method a proof is as valid as me saying that elven warriors rode dinosaurs in the medieval Kraków – a complete and utter bollocks. Lets focus on certainties instead: what is certain is human ignorance and carelesness. Let me emphasize:

Evil is born out of ignorance.

That’s why it is so important to learn .

That’s why it is so important to learn about other people, other cultures and viewpoints. That is why multicultiralism is better than xenophoby and monoculturalism,although not without its own perils (yet still better!).  Without knowledge there can be no idea of wrongdoing. Take the SSmen and Wehrmacht military – the German Nazi butchers of the II WW. Did they think themselves evil? No, not until they learned the cause and effect of their actions, and some of them, sincerely understood they were evil, while the rest remained in the darkness. What was the difference?  The knowledge about the whole picture.

Games like “Gone Home” are doing the blessed job of letting us, gay, trans or straight, know of the suffering and anguish of another person. The pain that could lead to broken lives, broken promises and depression. The storytelling that makes us feel the problem and by engaging the emotional intelligence, to grasp it better. Shortly – to employ our empathy, and thus, to become a better human.

Do I have to say more?

 

 

 

Sanitarium – psychological problems in videogames part 3

Building tension in a story is a very hard task. In writing it’s difficult because it’s really hard to compile text the way the tension contained within unfolds in the reader’s mind as expected. In videogames it’s sometimes twice that hard: the first thing is the writing – dialogues and scene descriptions, the second being other media, like sound and graphics. It is to easy to make what was supposed to be a creepy story a ridiculous  one. Especially when that story contains supernatural or psychological elements.

“Sanitarium” is a very special game. Right from the very beginning it builds up the said tension. First of all, after seeing the intro of a doctor trying to get to his office ASAP for some reason we wake up in an asylum. And not the regular asylum, but a heavily overgothicized, grim version of one. Our nameless protagonist has the whole head covered in bandages and an amnesia. The very first contact with the surroundings is based on fear.  Fear of the unknown place, unknown people, lunatics in the state of psychotic episode as the tower they are placed in is about to explode.

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The tower…. See the patient banging the wall with his head? Brrr….

Then it gets better and better. Our protagonist starts having visions. First of all there’s an angelic figure that embodies the sadness and the genuine care for our protagonist and that is she that takes him away from the exploding tower. Max, because finally our protagonist is able to remember his own name, is miraculously saved. Or rather placed on a perilous journey of finding himself. He lands in the land of heavily disfigured children withour adults taking care for them and exploited by an alien entity. There a player learns an important lesson about Max – he’s empathethic and compassionate. This is the first clue to the puzzle, because at this point a player is completely puzzled what it is all about.

Max journeys through many places having some interludes in the asylum, which makes him believe (which is supported by one o the doctor) he is insane and experiencing just delusionary visions. But world after world he unravels there’s far more to it – he goes throught the comic-book like setting where he has to save the world, the sad memory of his deceased sister (one of the most heartgripping moments in the game, and probably in the whole game industry), the domain of the dead and the Aztec village.

The game constanly builds up tension, the plot thickens, becomes denser as Max and the player move towards more and more answers, which in turn produce more and more questions. The solid world surrounding Max, that at one point makes Max to start accept the fact he is insane, becomes more and more fluid. To the point one can think Max is really shaping the world around him somehow, and the player slowly stops believing in Max’s insanity. Max feels disturbed and hurt, but logical, and in all his logic he’s a feeling and a deeply caring person. This just doesn’t add up.

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A medical examination and a psychiatric ward. Something doesn’t feel right though…

Tension is built also by the growing urge of doing something, yet no player nor Max know what it could be. One just feels it, as Max is being forced to solve more and more problems around him, that these problems are but a tip of an iceberg, and in fact, there’s something else to be solved, elsewhere. This uncertainty is the main stressing factor, and the deepest cause of this game being so memorable, in my oppinion.

That feeling that you have to do something, to complete something, but you cannot remember what it was is infuriating. Max directs his attention to other tasks, because idlesness is the one thing here that truly makes both protagonist and the player, insane.

And there’s a moment when Max stops being Max at all. He becomes his deceased sister, visiting a circus on an island. The island and its denizens are cut off form the land because there’s a huge Kraken in the sea surrounding the place, that kills everyone that wants to leave. It’s really hard to express how bizarre the felling of the place is, and how out of place the characters there are. In this oniric place the urge of doing something important, to understand, is just overwhelming.

The journey of the mind goes through many stages in this title. Battling amnesia and trying to understand the symbolism of the world around Max is the true challenge of this game, and the main highlight of it’s writing.

I will not spoil it for you anymore. If you want to unravel its mysteries, learn the truth about the angelic entity and the urge of doing something Max has, then pick it up, play it if you haven’t already. The game aged a little but it’s still beautiful and heart-touching. I replayed it a dozen times and will never forget it.

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The circus and a kraken victims (in the water)..

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.

 

“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…. ❤

 

 

 

 

“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:

 

 

 

The “Monkey Island” saga – an interactive comedy.

Back in 1991 I barely spoken any English. I was in an elementary school, 4th grade. Russian was one of a few foreign languages taught at school at the time (it was but 2 years after the Iron Curtain fell) but my parents started sending me (somewhat forcefully) to private English classes. As a kid back then I had so many better things to do that sitting with Mrs Joanna, an extremely patient teacher, and doing a homework for her. So I spoke better English than my colleagues at the time, but still neglected a lot of homework and treated it as an optional activity. Carelessly.

At one point in 1991 circus was visiting my hometown. Lions, acrobats, arcade machines, flippers set up in the area of hastily assembled mini amusement park around the tent were always very tempting for a kid like me. But this time was different. That was a day i did not want to go to the circus at all.

Because earlier that day I inserted a freshly copied game disquette (we did not have any copyright law at the time in a post-communist state – we had still wait 2 years to get the first version) into my Amiga 500’s drive. I knew enough English to understand perfectly one of the first words in the game:

“My name is Guybrush Threepwood, and I want to be a pirate!”

I was stunned. Enchanted. Beautiful pixel artwork and nice music were the one thing. What completely won me over was actually the …text. To this day I fail to understand what was so captivating about the beginning. Of course, I have many possible explanations: the boldness and the likeability of the protagonist, the world of pirates etc. But none of those was ever as important as this one:  the humour.

Almost immediately after starting the game I was overflown with hillarious dialogues and pictures. The chandelier swinging pirate and the dog at the Scumm Bar, the local tavern of the Melee Island, then the first really demanding puzzle – Fettucini brothers, owners of the circus (and yes, I had an alternative circus ingame!), need Guybrush to test their human-canonball concept but only if the tester brings his own helmet. It took me hours to finally understand that this game makes a lot of jokes, not only on screen but within it’s mechanics and often with a witty wordplay. For example I had no idea that one of the tools, known in  Polish as a “french key” in English is actually a “monkey wrench”. It was ages until I understood I actually need to use a real monkey on a valve to open something…It is a “monkey” wrench after all…

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The iconic Scumm Bar.

Then the swordplay. Wordplay-swordplay. The whole concept of becoming a master swordsman by acquiring a repertoire of witty repartees was just brilliant. Let me give you some examples of the Insult Sword Fighting:

– Nobody’s ever drawn blood from me and nobody ever will.

– You run THAT fast?

– You have the manners of a beggar.

– I wanted to make sure you’d feel comfortable with me.

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Insult Sword Fighting part 1 (The Secret of Monkey Island”)…

And then in the 3rd part – “The Curse of Monkey Island” player learns that these actually have to rhyme when fighting at sea:

– You’re the ugliest monster ever created!

-If you don’t count all the ones you’ve dated.

-En garde! Touché!

-Oh, that is so cliché.

More can be found here.

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and part 3 (“The Curse of Monkey Island”)

Ron Gilbert’s and LucasArts’ games are generally very hillarious but this series is a gem. To this day we tend to joke with my wife using jokes known only by the ones who actually played the series. For example we still call someone extremely pale, or starting sunbathing a “Palido” (Domingo), because it’s the name of one of the very pale characters in the 3rd game.

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The spitting contest in the 2nd game “Le Chuck’s Revenge”

Guybrush is a very likeable fellow. As is the villain zombie pirate LeChuck, Guybrush’ love interest Elaine and…basically every other character! Who doesn’t love Murray the Powerful Demonic Skull and His Evil Plan to Dominate The World or poor piratefolk scared of El Pollo Diablo (The Devil Chicken)?

After “The Secret of Monkey Island” there was “Le Chuck’s Revenge”. Then After several years, the very best “Curse of the Monkey Island” and then still quite good “Escape from Monkey Island”. Then Telltale inbtroduced their “Tales from Monkey Island”, very faithful to the original.

The voiceover cast also does the job. Domini Armato’s voiced Guybrush in all games, also 1 and 2 remakes. And he has given Guybrush a soul. Truly.

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The school for pirates in the “Escape… ” (the 4th)
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Guybrush likes good conversation partners  -“Tales…”

The story itself…Well, I will not spoil it for you. Guybrush wants to be a pirate. That’s it. Now go and play it till the very end. If you like a witty comedy (e.g Terry Pratchett’s kind of jokes) you’ll be laughing yourself to tears.

So lets get back to 1991. I finally went to the circus but I could not focus. After the show finished I didn’t want to stay to watch animals nor I did want sweets from a stall (even tho my sister insisted that we stayed). What I wanted is to get back home ASAP and insert the disquette into Amiga’s  FDD again.

I remember I spent next 2 months of a vacation with an English vocabulary on my knees, delving into the hillarious world of Tri-Island pirates more and more.

Till this very day, when someone asks me what my opinion on how to start teaching foreign languages to their kids  I often answer: give them Monkey Island (or something similar).

I replayed the saga probably a dozen times now…

Btw, it’s worth mentioning that 1 and 2 were remade with commentary so you can get those on new machines with both old and new graphics(that you can switch between during play freely), with full voiceover.

And finally watch the intro of the 3rd one: