by Paul Skevington
As dedicated SF fans we like to experience the best
there is to offer out there in the vast and labyrinthine mediaverse
which seeks to claim a share of the ever-dwindling reserves
of our precious free time. The wide array of books,
comics, films and TV series that deserve our attention increases
on a daily basis. Some may find it difficult to justify adding
yet another medium into a mix that is already stretching the
limits of its audience’s resources.
Last year’s video games made possibly the strongest
case yet for doing exactly that. Whereas it would be impossible
for me to provide a comprehensive review of every game of
merit that has surfaced, gasping for breath, from the sea
of sub-par media tie-ins and rehashed sports simulators in
the last few months, I hope to share my experiences of the
few that I have encountered that have had a profound impact
on me as an SF fan and as a gamer.
Perhaps it is fitting then to start with the game that broke
all kinds of records and not just for games, making more money
in a twenty four hour period then any other entertainment
product in history. Even that speccy kid with the owl fetish
didn’t stand a chance against this particular goliath.
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I am of course talking about the marketing monstrosity
that was Halo 3. For those of you who
are not familiar with parts one and two, Halo
plays out against the backdrop of humanity’s
expansion into space and its subsequent collision
with a vastly superior foe known as the Covenant.
The Covenant consists of several alien species
organised in various hierarchical ranks and held
together by a militaristic religion that does
not include the survival of the human race as
one of its tenets. Upon meeting humanity, the
Covenant decides that negotiation is not the way
forward and instead launches a series of devastating
attacks upon its technologically backward opponent.
As the first game opens, the resulting war is
reaching its final stages. One of humanity’s
last major colonies has been reduced to ashes
and its lone surviving defender, a ship eloquently
named The Pillar of Autumn, has executed
“The Cole Protocol”. In order to avoid
the discovery of the location of Earth, the ship
makes a dangerously random jump, in the hope of
shaking off its determined pursuers. This leads
to the discovery of a vast and ancient alien artefact,
the ring-world that the game takes its name from.
Unfortunately, the aliens prove to be exceptionally
tenacious in the chase and arrive shortly afterwards.
Knowing that their chances of survival are slim,
the captain of the Autumn takes the decision to
wake up the Master Chief. A genetically engineered
killing machine, he is the last of his kind and
it is predominantly from his viewpoint that we
will experience the events of the series.
After
crash-landing on the Halo, the refugees discover
that the world is in fact an installation that
hides a menace far greater than the Covenant.
It comes in the form of a parasitic life form
called “The Flood”, which the Covenant
unwittingly releases. The Flood infects other
life forms, mutating them into its own grotesque
image. It is a seemingly unstoppable threat. At
the conclusion of the first game the Master Chief
discovers that the Halo is in fact a weapon created
by the Forerunners, the extinct alien race that
the Covenant worships. This particular armament
is designed to eliminate the flood by depriving
it of the resources it needs to replicate itself.
It accomplishes this by wiping out all life in
the galaxy. The Master Chief decides this is not
a desirable thing and proceeds to find a way to
destroy the ring, parasites and all. I could go
on, and therein lies one of the problems of Halo
3 that I believe certainly effected its reception
in some quarters. The plot of the third game relies
on prior knowledge of the series and focuses on
the Master Chief’s efforts to save the Earth
from total annihilation at the hands of the Flood
and the Covenant. Starting off with Halo 3
would be like reading Return of the King
before The Fellowship of the Ring. You
might find some things to like but you’d
definitely be left feeling a little confused.
For
those who have devotedly ploughed their way through
from the beginning though, it provides a satisfyingly
grandiose conclusion to the epic narrative, with
the stakes placed just about as high as they can
get: the survival of everyone.
Well, nearly everyone. After all, the Master
Chief does achieve his goals mainly by killing
people. Quite a lot of people. For Halo, like
the majority of games I will be examining, belongs
to the genre known as the first person shooter,
or FPS. You experience the game through the eyes
of the protagonist, providing an immediacy to
the experience that is difficult to replicate
through other styles of game. You then proceed
to obliterate anything that walks, talks or squeaks
until you achieve your objectives. It is all so
tremendously cathartic.
As
shooters go, Halo 3 is quite traditional,
eschewing the stealth and puzzle elements that
other FPS’s adopt in favour of straight
forward, no questions asked destruction. The triumph
of the series is in the finely tuned gameplay
which is still virtually unmatched in the field.
From using the Warthog’s vehicle mounted
cannons to clear a path through hordes of rampaging
grunts to the spectacular assault on the giant
crab-like vehicles known as Scarabs, Halo is rarely
less than brilliant. When it does fall below these
standards it does so in style; one Flood based
level in particular will make you weep tears of
bitter rage. Also, it’s a little too short
to truly be regarded as an enduring classic. For
fans of straightforward space opera though, it’s
the title that will fulfil all of your cravings
for brightly coloured starships and adventures
in which you know who the bad guy is and what
needs doing to them.
You may notice that I have not mentioned the
highly vaunted multiplayer modes of Halo 3
that allow you to go online and engage in endless
competitions that involve blowing away the digital
avatar of some kid from Alaska whilst shouting
insults at them through a headset. This is because
I care less about multiplayer modes than I do
about the quality of Dubya’s retirement
years. If there is no plot, I’m not interested
and I’ll go out on a limb and suggest that
the same is probably true for the majority of
our readers.
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The second game I’ll be looking at is about
as complete a change of pace from Halo
as you can possibly get. The game in question is
Bioware’s humungous RPG, Mass Effect.
Mass Effect is another game that is heavily
influenced by traditional space-opera tropes, but
here the emphasis is on your characters interaction
with a tremendously detailed world, as highly developed
as any you would find in a novel or a long-running
show. Each alien race you encounter has a distinctive
mode of being and a unique culture that enhances
the sense of absorption into the game’s complex
storyline.
You also get to wield a lot of influence over the
type of character that you play, deciding if they
will be male or female, altering their appearance
and choosing their background history. All of these
decisions influence the way that your character
will be received by the denizens of the game world,
even resulting in different missions appearing dependant
on whether you have chosen to be the child of space-faring
soldiers or the ex-inhabitant of an overpopulated
Earth slum. As with other RPG’s, you get to
choose a “class” of character to be,
ranging from straightforward soldier to the mage-like
Biotic who uses technology to create distinctly
magical effects.
Like Halo, Mass Effect does feature combat,
however this time it is third person, with the character
on screen, and it is also squad based, as you are
accompanied by two team-mates at all times. The
difference here is that unlike the breakneck speed
of combat that the former game utilises, Mass
Effect features many pauses as you change your
character’s weaponry or utilise one of your
character’s many special abilities. There
is also a requirement to spend lots of time agonising
over equipment, changing it to fit each scenario,
which proves to be essential in successfully completing
the game.
It is also important to emphasise that Mass
Effect features far more dialogue and written
material than it does combat. When you engage
in a conversation in this game you get to choose
your responses from a series of options (known
as a dialogue tree) making the experience more
interactive than watching a film or reading a
book. The game rewards your choices with Paragon
points if your behaviour is exemplary and Renegade
points if you choose to play a slightly more unscrupulous
space-hero. Like all other things in the game,
the amount of these points that you accrue effects
the perception of your character by the other
entities in the game. I highly recommend taking
the Paragon route on your first play as this makes
being a total bastard the second time around all
the more enjoyable.
There is also a wealth of written material obtainable
through play, concerning everything from interplanetary
law to alien sexuality. Pay attention to the last
bit, as in this game certain choices will lead
to you doing the two-backed beast with various
other cast members. Well, if it worked for Kirk…
It
is not a game without its problems though. The
technology seems to be struggling to cope with
the gorgeously depicted creatures and environments,
leading to a strange effect whereby objects and
people appear on screen lacking detail only for
them to be magically filled in a couple of seconds
later. Needless to say, it doesn’t help
you to suspend your disbelief when you’re
watching a character’s eyebrows teleport
onto their forehead midway through a conversation.
Also, whereas the main missions are well-constructed
examples of great game design with distinctive
landscapes and interesting plot developments,
the majority of the game consists of smaller side
missions. In these missions you get to rove around
a number of identical planets, differentiated
only by their colour and weather conditions, looking
for one of a few points of interest. The structures
of these buildings and outposts are virtually
all the same, lending each mission a disturbing
sense of déjà vu. It’s as
if all the bad guys have shopped at the same branch
of some intergalactic Ikea. Mass Effect just
hasn’t managed to shake those bugbears of
the RPG, repetitive and sometimes boring tasks
that no one really wants to do, but that are necessary
to complete in order to get to the good bits.
Having said this, my first reaction upon finishing
the game was to immediately fire it up again from
the beginning. There is tremendous replay value
here as you change the decisions your character
made the first time around, or design an entirely
new character with a different set of abilities
that will radically change your style of play.
The story itself is enthralling, and while it
won’t win any prizes for originality, it
is leagues beyond anything else that has been
produced in this genre before. The best news is
that, like any self-respecting space opera, it
is rumoured to be a trilogy.
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Finally I come to what I believe to be the most
important SF game, not just of the last year but
also of the twentieth century so far. This is
a game that no lover of the fantastic can afford
to miss, whether they’re a confirmed console
junkie like me or have never felt the sweaty grip
of an overused gamepad in their hands before.
The game is Bioshock and once you’ve
played it your view of the medium as an art form
will be forever changed.
The game starts in the early sixties as a plane
crashes into the ocean, with you as one of its
unfortunate passengers. You swim to the surface,
debris from the plane raining down around you,
and as you fight to keep yourself from drowning
you see a lighthouse. Swimming towards it you
find a doorway and as you make your way into its
dark enclosure it lights up around you like an
old machine frightened back to life. An odd-looking
diving bell lies ahead; your only choice is to
enter it. You ride it into the depths and in these
cold and forbidding waters you discover a secret
hidden from the outside world: a city underneath
the waves, a city named Rapture.
Rapure
was built in the forties by Andrew Ryan, a man
who sought to create a utopia beneath the waves
where artists and scientists would be free to
pursue their goals without fear of censorship
or unwanted interference in their work. He created
a magnificent world filled with beautiful art
deco architecture and enhanced by advanced steam-driven
technology created by its skilful citizens. When
we first enter Rapture though, it becomes obvious
that something has gone horribly wrong here. The
buildings are falling to pieces, signs of neglect
are everywhere, and its delicate processionals
are crumbling like a week-old wedding cake. It’s
not long before you meet one of the city’s
few remaining inhabitants. The encounter is not
a pleasant one. This is the opening of a story
that will reel you in like a suicidal fish. The
plot evolves slowly before you, relayed by the
audio recordings that you find scattered throughout
the city, which contain the thoughts of the people
who lived through Rapture’s final years.
You soon find out that they somehow found a way
of altering their genetic structures, allowing
them to conquer their physical ailments, change
their appearances and augment themselves with
unnatural powers such as telekinesis. The ones
who survive to greet you took these alterations
too far and have ruined their bodies and driven
themselves insane in the process. They wander
the rooms and corridors, muttering madly to themselves
of lost chances and of the desperate hopes they
still cling to, hiding their disfigured countenances
behind the party masks they wore to the last great
celebration. They are derogatively known as “Splicers”,
and they are lost to the world and also to themselves.
The
makers of the game stated that they wanted Rapture
to feel as if it were inhabited, whilst still
retaining a sense of isolation. They have achieved
this admirably, by leaving you primarily alone
except for these deranged creatures whose only
reaction to your presence, when they notice you
at all, is a homicidal mania bourn out of their
own delusions. The few remaining sane individuals
are only ever met at a remove; they speak to you
though radios or television screens or barriers
of glass and metal. The game never allows you
to feel safe or comforted by the presence of others.
The one exception to this comes in the form of
beings perhaps even more unsettling than their
lunatic counterparts. The process of splicing
was made possible by the discovery of a sea slug
that produced a substance called Adam. In order
to enhance the refinement of this substance, young
girls were genetically altered to hold the slugs
within their own bodies. The girls, known as “Little
Sisters” were then harvested for the Adam,
with their deaths being an unfortunate side effect
of the procedure. These children wander the hallways,
collecting Adam from the corpses of former residents,
protected by giant shambling men in old-fashioned
diving suits. These are the “Big Daddies”;
like the Sisters they have been altered, but their
purpose is the protection of their diminutive
charges from the avaricious desires of the inhabitants
of Rapture. These children present a moral dilemma
to the player. Do they choose to harvest the Little
Sisters in order to obtain the maximum yield of
Adam, thereby aiding their own genetic progression,
or do they save them from their condition for
a much slimmer reward? The trick that the designers
play on you here is in making you actually care
about the outcome of this decision.
It
is difficult to fully get across just how truly
wonderful this game is. The narrative is deeper
and more fulfilling than many of the best works
of fiction in any medium. It is one of the few
games to have a work of philosophy as one of its
main influences, this being Atlas Shrugged
by Ayn Rand. The dialogue is intelligent and realistic,
with a convincing array of characters from the
megalomaniacal Ryan to the labourers who built
and maintained the city, whose voices we hear
in the abandoned audio recordings. The setting
is remarkable and unlike anything previously seen
in games. The city of Rapture soon becomes a character
in itself, its grand edifices echoing to music
from the forties and fifties. These songs seem
somehow much more menacing here, despite their
familiarity; perhaps because, like the bars and
dance halls the player encounters, it reminds
you that this place was once alive, was once somewhere
that somebody called home.
My message to those who have refrained from involving
themselves in the world of games until now is
simple: would you kindly go to your nearest store
and pick up this title, you owe it to yourself
to do so. 2007 was a good year for gaming and
Bioshock was definitely its highlight.
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