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Video game based puzzler - learning how to use the components of a new house.
Like unpacking but where door locks and heating sustems are puzzles
So, I’ve become a sports gambler. Specifically betting on tennis, my favorite sport in the world. I’ve gambled before. Of course, like the rest of the US I had poker fever in the mid 2000s and know what it’s like to be obsessed with betting on games of chance and probability. But sports betting is different, partly because of my love of and voracious appetite for tennis. But also because it’s a totally solitary practice of self discipline.
The odds are stacked against you. You’re always encouraged to bet when the chances of success are the most doubtful and repelled from favorites by limited returns. How far does one push towards steeper odds promising greater returns? How does one know how much to risk or when to bail on a bet and walk away?
Betting requires conviction. Conviction in your sense of the game. You could know every fact, every number, every past result, and still get it wrong or lack the ability to make a call at all. Conviction is that little bit of self delusion, that little bit of irrationality in a sea of data that allows a person to take a risk.
Really, betting is a stupid thing to do. Not because it’s risky or even because it’s addictive, but because it’s a leap of faith that we convince ourselves is based on sense, logic, and intuition.
The other side of gambling to conviction is found in discipline. Reckless faith and the ability to moderate that faith and it’s excessive impulses. Faith is something that sweeps us up and carries us away. It delivers us highs and lows and turns ordinary lived into extraordinary tests of ourselves as human beings. These aspects of faith need to be moderated, not just because they are excessive, but because they obliterate our sense of living in a common world with others in favor of offering refuge in a private world of ecstasy and agony, a world where our salvation and damnation are and stake, and where we are not accountable to anyone else.
The privacy of gambling and the excesses of it’s convictions appear in the excessive emotionality of watching sports. That sport means more to you in totally private ways and the emotional highs and lows are excessive. Losing badly is enough to send you into a downward spiral while winning brings unsustainable bliss. These highs and lows are the fruit of life, they enrich it, but what is needed is to be able to have them without being ruled by them. This is where discipline is needed.
It’s not surprising to me in retrospect that nearly a decade of recreational drug use has been an effective way to prepare me for the tug of war between conviction and discipline that gambling represents. I had my highs and lows with marijuana. I did things to get it that I regret. I used it at times in ways that were wasteful, and unsustainable. But I remain proud of the degree to which I moderated my drug usage over the course of many years. Finding stable and reliable ways of living with the drug, rather than being ruled by my desires for it. Was I addicted to it? Yes, of that there is no doubt. But am I generally proud of the way that I lived with and managed that addiction? Yes as well. I wasn’t ruled by the drug. I lived a life in negotiation with it. I sacrificed certain parts of myself to it in much the same way that a religious person might sacrifice part of themself to god, but I found ways keep what I was sacrificing in check and make choices about what these sacrifices were and weren’t worth to me.
Gambling brings very much the same kinds of trade offs. It offers a private world of agony and ecstasy to those who will give themselves over to their private convictions while demanding certain forms of restraint and discipline to find a place for that private world within the shared worlds in which we live our lives.
It’s in this sense that at the site of our addictions, this deeply meaningful struggle of this human dilemma play out. It’s why gambling is not primarily a destructive, out-of-control vice, and neither is it a sober rational assessment of probability. Gambling is pursuit through which we act out a struggle over how to moderate our passions and restrain the rampant desires of our inner self without rejecting of dismissing their value. It is thus not shocking that gambling and other addictive behaviors have been regarded so critically by religious discourses as harmful immoral vices. They fill such a similar role to religion, but one in which pleasure and pain are imminent, not transcendent, parts of our inner lives, and the individual is given an imminent field to experiment with what the right balance between these forces existence in our lives and our social obligations ought to be. Gambling and religion have different biases in this regard but the substitution of transcendent meaning for imminent meaning is crucial to it’s place in people’s life anx this central to any evaluation of gambling’s morality and/or value.
Bustin’ makes me feel good. Bustin’ fellas that is because I’m playing the absurdly titled Bustafellows for Nintendo Switch.
Look, as far as Japanese visual novels go it’s definitely above average. The visuals are crisp and although the sound mixing is out of whack, the voice acting is solid and the music is chill. The writing is also pretty decent all things together. The characters are well defined and there is some solid comedic interplay between the different members of the gang. However, I’m not sure what my mileage with this game, or really any of the other otome games I’d had my eyes on of late as the switchbis awash with solidly reviewed titles from the genre. I’m going to explore the reasons for this below.
I’ll start by prefacing this with the undoubtedly key point that I am not attracted, romantically or sexually to men. All my criticisms could perhaps be dismissed along the lines of this single observation. It is possible that I am not bothered by the way the elements of a visual novel mystery are contrived around that genres sense of the players desires simply because i hold those desires, whereas in the case of otome games, I simply don’t. However I think my criticisms are still worth exploring and I will leave the question of the relevance of my desire undecided.
Basically, my criticism of otome games is that their narrative ambitions are at odds with their choose your love interest and win them over gameplay. Instead of telling a meaningful story that also happens to be a reverse harem romance, in my experience with these games the larger story often starts off strong before taking a back seat to the romantic conquest and its ups and downs.
Since the main character is usually a shell meant for the player to project on, ghe romance is typically totally one sided, focusing entirely on the guy and his ability/inability to open up to the heroine. The protagonist becomes less of a fleshed out character and more of an emotional vessel. She’s always swooning and being overwhelmed by her emotions in some way or another.
I tend to enjoy romance in fiction much more when I am on the outside looking in. I want to feel that the two characters are a good couple and have an enjoyable relationship. It’s not that I personally am imagining being in love with one of the characters so much as it is their being in love with each other that I find most compelling.
In my opinion it is always the interplay between characters that is most revealing of who they are. A truth of life is that as people, knowing and spending time with different people is what brings out the most surprising and meaningful parts of ourself and each person that we meet brings something different out of us.
However, in games like Bustafellows the male characters are presented as if they were finite beings, each with their own essential traits and dark secrets to be revealed. To me, this is tedious. This isn’t what people are actually like or how romance actually develops. It’s so one sided and fantastical that it stops me from being able to connect with the characters. They don’t seem like people to me, they seem like ideals. There’s just nothing human there, despite the quality of the writing, and so I loose interest.
What is it about the tone of Dragon Quest games that makes them so endearing. They have all the charm and exuberance of modern mario games, but as RPGs they work in a context where story and dialogue are so much more central. They accomplish so much with writing and characterization that truly sets them apart from other rpgs.
I take as my case studies Dragon Quest VIII and IX. These are the first 2 DQs developed by Level 5 and in my opinion represent the pinnacle of jrpg charm in the 3d era.
Characterization of the Silent Protagonist
(Similar to Persona)
Brash but Lovable Characters
A Wholesome Quest filled with Sarcasm and Cynicism
DQ lets you be the hero, but never allows you to take yourself too seriously. What happens in the story ultimately isn’t about you. You act because you care about the endearing characters of the world, not because you or your character have anything to gain by doing so. In fact, it’s precisely your character’s selflessness that sets them apart from everyone else in the world and acts as the glue holding everything together. Your character is often playfully ridiculed by others for aspiring to be something like a hero in this world where people just don’t believe in heroes, but good naturedly go about there lives anyway. In fact, it’s exactly the good natured acceptance of their limitations that make the citizens of Dragon Quest’s worlds worth caring about and helping.
I remember pain, but do I? Negative experiences leave more lasting legacies in our mind than positive ones ever could. But do I remember this pain, or that one?
I can feel the same emotions again. They are more distant now, but returning to the same smell, the same song, the same memory, it triggers the residue of a feeling, preserved like a fossil. But is pain a “feeling”.
I remember being in pain. I remember how miserable I was when my back, newly sealed after being torn open, hurt so badly that I could feel nothing but pain. After they took my off the drugs and sent me home I was so uncomfortable, the sensation would not stop. I could not be distracted from it. I could not find a comfortable position to be in.
But I no longer remember what that pain felt like, I cannot conjure up the feeling again, I have no means of returning to that state, even if I wished to. Pain cuts fresh each time we feel it. Even if it is an old, familiar pain, it greets us each time as if we had never met.
Pain is not part of our consciousness. It exceeds consciousness. It silences it like the ringing in the ears produced by a nearby explosion which blocks out all other sound and dismantles even the possibility of hearing.
I cannot know another’s thoughts, at least not for sure, but I can truly never know another’s pain, since I cannot even know my own beyond the moment of it’s hold on me.
But the fact remains that although it escapes my consciousness of it, my pain is every bit as important a part of my story as the facts and feelings that I can recall. I make choices based on the pain with which I am no longer in contact. I slide across the slick icy surface of history, but it was my pain that pushed me on my current path. Pain is the force which I no longer feel because it is now simply my momentum.
But since pain is forgotten as soon it is no longer present it is not a force that simply runs its course. We may feel that we never wish to feel said pain again, only to reignite its force and travel further down the path it prescribes. We move towards pain, even as we move away from it. Pain becomes like the stops on the subway line, as much the logic of our transit as the narrative tracks we pass along.
Is it possible to see ourselves in this way. Can we come to an awareness of that momentum we cannot feel? Or can we simply find a more appropriate place for pain in the stories we tell about our lives?
Addendum
Maybe I was wrong. How does pain affect the path we take in life, certainly not in a straightforward way. We desperately try to avoid pain we’ve never experienced before. We compulsively repeat behaviors that lead yo the same pain over and over again.
And can we even separate pain from emotions. What is the feeling in my gut when I’m anxious if not pain. Pain is physical, but the sight of something that upsets us can hurt us physically in as profound a way as a punch to the gut. Pain is a shock that interrupts consciousness and whether that shock is tied to physical or emotional stimuli it still functions in this way.
If pain interrupts us, perhaps it is right to think in terms of the way pain holds us back, the way it precludes our ability to think or to act in certain situations.
Almost as if they wanted to make up for the decrepitude of the Baker’s house in RE 7, RE 8 starts with Ethan and Mia living in an absolutely beautiful single-family house. The L shaped ground floor features an open floor plan with living room connected to dining room connected to spacious kitchen. Upstairs a spacious hallways connects 2 bedrooms and an upstairs bathroom. The master bedroom where baby Rose’s crib is located also leads to a beautiful study. While the other bedroom is cluttered with accoutrements that Ethan and Mia don’t care to look at, it’s another stunninf bedroom. This is a beautiful video game house that is big, but not outrageously so and would be a dream to live in. Each and every room has ample space and the soldiers that bust in and kill Mia in cold blood before kidnapping Rose do little to dampen my enthusiasm for the property.
Another thing that tactics games really excel at is creating that “one more turn” compulsion. Each turn is substantial, but limited because you control a variety of units fighting on multiple fronts, but you only get to make one move with each, leaving each individual units ultimate significance unresolved. There’s nothing quite like the moment where you end your turn. The enemy units spring to life and you are able to simultaneously evaluate the wisdom of the choices you made last turn while being confronted with an assortment of emerging possibilities for the next one. Most games tend to present the player with one choice at a time, but the cascade of new information, which all at once presents the player with the variables that will shortly lead to typically more than a dozen interrelated choices in mere moments, is so stimulating that it qualifies as one of the most absorbing and compelling “loop markers” in all of gaming.
Now, as much as I am drawn to tactics games, I am often repulsed by them in equal measure. A major issue with the genre is the lack of clarity and intuitiveness as it relates to how the player obtains data necessary to make choices. Every game system is defined by numbers operating underneath the hood. These numbers determine how high a player jumps in a platformer, how much damage a single gun shot does in an fps, or how long it takes to reach max speed while holding the accelerator in a racing game. In strategy-combat games, the major variables will always relate to how much damage one unit does to another in a given amount of time. In an RTS, whether or not the player is aware of exactly how much damage one unit does to another, they are able to quickly intuit this information based on the speed at which enemy and ally health bars diminish and make adjustments on the fly. Because of the experience of “live” uninterrupted time in these games the player is able to feel what is effective and what is not and make decisions without having to refer to tables full of data. This is exactly what players of tactics games will find themselves forced to do again and again. There is very little intuitive about how much damage one unit does to another and because of relatively high significance of the “turn” as a meanigful unit of time, mistakes and miscalculations tend to be punished harshly. In a game like Wargroove, the player finds themselves comstantly refering back to the codex where they can see which units do what amounts of damage to which other units in order to plan ahead. Each move can be second guessed again and again because so much of the data is not intuitively available to the player through their primary means of interaction with the game and instead is obtained in an abstract form again a d again before the player can have confidence in their actions. And this really is a matter of confidence. Even though in the RTS the player does not necessarily know the numbers that determine the value of their attacks they feel more confident based on their past experiences that they can envision the likely results, while also feeling confident that if they have miscalculated there will be time to adjust their strategy on the fly. The simply isn’t the case for tactics games where the effects of individual decisions can be extremely pronounced and the level of information needed to make those decisions with confidence is so complex that the player has to rely of in-game aides, rather than on their own expectations. The player will eventually learn that, for instance, spearman are effective against cavalry, but how effective will likely remain elusive, especially once variables such as damaged status or terrain modifiers serve to further complicate matters.
This lack of confidence isn’t something that can be overcome since to simplify these systems would be to neuter the complexity that makes the choices so compelling. These games walk a difficult line between being too complex and being too simple but it seems certain from my experience that the degree of complexity required to make this sort of game engaging will always probe too great to be intuitively absorbed. Again this goes back to the sense that these games provide an experience that is not empowering, but limiting, making the player aware of the insufficiency of their own faculties and their need to rely on outside aides. Whether or not the player finds this off putting will go a long way towards determining their milage with the tactics genre, but what is certain is that it is this very cumbersome nature of interaction with these games that is at the center of the experience of them, whether for better or for worse, the need to check and double check the data is crucial and is what locates these games at their best, in a unique position where they are neither intuitive nor so complex that one can’t evaluate which actions are worth taking and which aren’t. Any deep understanding of the aesthetics of the games must engage with what it means for the experience of play in tactics games to exist between these two poles.
How should I write about playing “tactics” games. I’ve always connected with the genre personally, all the way back to FF Tactics Advanced, which was my entry into the genre. I think it was important to me that they were not RTS’s, another similar genre that I grew up playing, probably more than I played tactics games early in my life, whose demands for simultaneous micro and macro management always seemed to repel me.
If RTS games are all about cutting down on wasted time, both through the sheer speed at which the player can direct the entirety of the forces under their control as well as the ability to account for the progress of a variety of simultaneous tasks, attending to them each in the order at which they demand input in much the same way that a performer attends to a series of plates spinning on sticks, tactics games place demands on the player of a very different sort, one that I find to be preferable because it represents less a test of dexterity and time management and more of a focus on planning ahead and predicting opponents actions within a far more limited range of actions.
Another way to put it would be to say that RTS battles can be won and lost based on input speed, but a tactics battle will always be won or lost based on one’s knowledge of the game’s system. Tactics games are, to a degree, purer than RTS’s precisely because they are more limited and contain fewer possible inputs and outcomes. It is possible, as in the case of the mother of all tactics games, chess, to map out every possible variation of every possible game that could ever be played. The same cannot be said for RTS, not only because they are more mechanically complex, which they are because they give the player an nearly infinite array of micro choices, but also because the idiosyncrasies of each different player make it so that the number of different possible games is infinitely expanding, tied to the infinite number of possible players (the same person is a differrnt player with each successive game as they learn and their form of play evolves). The tactics game doesn’t need the player, it has integrity without them, but it is for precisely this reason that the game is less of a means of expression for the playrt’s personal style and more of a test of their ability to live up to the standards of a game that doesn’t need them for it’s integrity and instead demands that they submit themselves to the limits of the game and meet the demands it places on them.
Another way to say this is that unlike many games that rely on dexterity and “thinking fast”, such as, but not limited to RTS, tactics games are not experienced as power fantasies but rather as experiences of disempowerment. This is because a player cannot use their own physical and mental acuity, skills which transcend the game because they apply to a range of acticities and thus emerge as an aspect that belongs properly to the individual, and can instead only succeed based on those skills that are particular to the individual tactics game. This relates to empowerment and disempowerment in the sense that in the former case the player asserts their own value and worth an individual capable of overcoming a system that limits them, while in the latter the player submits to those limits and finds success only to the degree that they internalize those limits and act only in the ways that the system itself seems to dictate to them.
There will be in tactics games optimal strategies and approaches that demand the player’s accedence to them. The player who learns of and submits to these demands will find satisfaction not in their own prowess, but in their becoming one with the system, learning to appreciate its shape and logic, and finding pleasure not in their successful execution of maneuvers, but in the unique way that they feel themselves to be drawn towards those maneuvers so that the pleasure is in submitting one’s mind to the will of another and the ability to serve the system in the manner that it demands. In other words, the pleasure of the experience of the tactics game is in the ability to think the “smart play”, something that signals an adaptation of the player’s consciousness to the game.
An example will add color to this account. The game that has currently captured my interest is the spiritual successor to the Advanced Wars series, Wargroove. In Wargroove it is possible to move units through one’s own units, but not through enemies. As such, it is possible to use single units to form a blockade at areas where passable terrain narrows, such as a single tile wide bridge over water, that can keep several enemies bottlenecked and make it so only one has the ability to attack the unit forming the blockade each turn. When performed with a cheap and disposable unit, this spproach can create an imbalance, giving the player the ability to cover more ground and position their units more strategically that the opponent is able to do. The opponent can fall back and seek an alternate route or simply play for a stalement, but if the resources are in the blockading players favor, this method is infallible. Once it is deployed in the right circumstances it cannot be overcome.
Learning of and discovering these sorts of exploits that are built into the game are more important than any one execution of them. As it relates to Wargroove, this strategy is like a universal truth. And as truth, it’s beauty is in it’s principle, not in the particular way it is put into practice.
I watched Encanto over the weekend and boy does it strike me that Disney Animation Studios is obsessed with making movies about overcoming imposter syndrome. Take that movie, in addition to Frozen and Moana and observe how they’re all about ordinary girls surrounded by people with incredible powers and convey that everyone struggles with same insecurities.
Hawkeye Thoughts:
I like that Stanfield’s character feels more like Peter Parker than Black Widow or Captain Marvel. Her disobedient streak is balanced by her character’s softness and naivvety, something Marvel movies have been reticent to do with their female characters.
Her relationship with her mother doesn’t quite work for me. There’s a tension there, set up in the shows very first scene that feels artificial. The show seems to dance around whether particular issues such as class or gender roles are at the root of their dysfunctional dynamic, but never lends any substance to these cague hints. It’s not clear how they see each ither or what they want for and from the other and so the relationship is mostly defined by cliches of the rebellious daughter and the remarried mother that lack the kind of substance that would make them more compelling. Jack, her future stepfather, is a compelling villain, but a charismatic performance can’t quite cover for the shallow dynamic that the imposes through it’s first 2/3s. There is undoubtedly more there that will be exposed in the finale episodes, but it doesn’t make the shallow dynamics of their family dynamics in the initial episodes any better.
Steinfeld is clearly looking to Clint as a father figure, but he can’t decide whether to treat her like a peer (a surrogate for black widow through her stubbornness if not her other traits) or like a daughter. His embrace of her on a personal level, not just as an archer, something that makes more sense, happens a bit too abruptly, and his turn towards distancing himself from her at the end of the story’s second act is all too predictable. Still, the exploration of Clint’s trauma and it’s capacity to influence his judgement is compelling, as is his struggle to balance being a good parent with being a good superhero. The, “one last job,” nature of the plot that Hawkeye’s stories have always been dominated by is still here, in the form of an “i’ll be home for christmas” plot device, but the sense that his parenting and his superheroing are connected, as we see through his attempts to mentor Steinfeld, is compelling. The question of how Marvel movies will bridge the gap from old, familiar heroes to new, younger ones is a pressing question that these films are having to deal with in a way that comic books and their ageless characters do not, is being explored here in a compelling way, with Clint needing to find a balance between his ability to be a parent and his ability to do his job as it relates to Steinfeld serving as a key site of struggle and narrative tension. Although they may ultimately not get as far down this line as I would hope, I think that if Clint see’s that his being a father, the thing that has always seemed at odds with his superhero life, is crucial to the future of the avengers and the lives of the young heroes who will follow him it would represent major growth for the character and a unique dynamic between two marvel heroes that i don’t think any of the other films have recognized as viable and compelling. (Batman Beyond comes to mind as an example of this kind of dynamic, but it hasn’t been explored in the MCU beyond the Iron man/Spiderman dynamic which was a much more straightforward “son proving himself by rejecting his fathers way of doing things and realizing his own” which I think felt less personal to the characters and their relationship and more of a repetition of Iron Man’s control freak character flaws. Iron Man didn’t really grow or change through that relationship, but it looks like Hawkeye might do so in a fundamental way.)
Games Played in 2021
Loop Hero
The World Ends with You
Battlefield 2042
Dicey Dungeons
Monster Hunter Rise
Picross S3
Picross S4
Murder by Numbers
Legend of Zelda Skyward Sword HD
Far Lone Sail
Cross Code
Disco Elysium
Prey
Far from Eden
Slay the Spire
Yoku’s Island Express
Gnosis
Chaos Head
Chaos Child
Robotics Notes
Daedalus Alternate Jake Hubter
Necrobarista
Va11ha11a
Famicom Detective Club: The Missing Heir
Ace Attorney: Apollo Justice
Aviary Attorney
Metroid Dread
Severed
Katana Zero
Valkyria Chronicles
Xenoblade Chronicles
Stardew Valley
What the Golf
Bustafellows
Returnal
Demon’s Souls
Yakuza 3
Synth Riders
Psychonauts in the Rhombus of Ruin
…
NieR Replicant (Part 2: Themes of Violence and Sacrifice)
In part 1, I examined the doubled narrative form of NieR and suggested that it makes sense to consider the significance of this form as a negotiation of a contemporary desire for stories that exist between myth (timeless, cyclical, and essential) and history (chronological, linear, and causal). In part 2, I wish to deal more directly with some of the themes that began to emerge in my overview of the game’s story in part 1. In my opinion, NieR is notable in the context of contemporary AAA games (big budget games published by one of the industries major publishers) because of it’s concern with the meanings of human behavior. In particular, NieR explores forms of behavior that are commonplace in gaming, but are not often interrogated or placed at the center of gaming narratives. Chief among it’s concerns are the boundaries between the self and other, notably in terms of questions of the distinction between selfish and selfless behaviors. Furthermore, violence and violent impulses are held up and acknowledged as a central aspect of the human character, something that is complex and meaningful and deserving of more careful consideration than what it usually receives in video games, especially given its predominance as a mode of interaction across a wide range of genres.
Starting with the latter, violence in video games is typically treated in one of two ways. Typically it is adopted and embraced as the primary mode of interaction in many games due to it’s exhilarating and demanding forms. In these games, little attention is typically given to the reasons behind engaging in violent behavior or the consequences of such actions. External discourses often celebrate these games as an appropriate release for violent and aggressive impulses that allow the related urges to be sublimated in daily life. Alternatively, critics argue that frequent exposure to violence in these games, especially among children, can lead to an increase in the prevalence of aggressive impulses and a narrowing comprehension of the range of possibilities through which people can interact with others and resolve our conflicts with them.
Violence in video games is typically not scrutinized by the games themselves. It is a means to an end, a way to achieving an engaging interactive experience that emphasizes skill, strategy, and dexterity. However, the alternative trend has been to engage with the critique of violence in video games outlined above in order to tell stories about characters whose violent impulses detract from their ability to function as empathetic, rational, well rounded human beings as well as to present the possibility of desirable alternatives. Two good examples of this sort of game that are roughly contemporary with NieR are the critical darlings Spec Ops: The Line and Undertale.
NieR takes a slightly different tact. Although it too features characters who succumb to violent impulses and are limited and even potentially damaged by the effect of engaging in such behavior, rather than condemn the behavior and the characters who perform it or suggest and provide the opportunity for alternatives, NieR considers violence as a necessary and even essential aspect of a cyclical pattern of behavior that in some ways defines for the game what it means to be human. In other words, the game neither celebrates nor criticizes violence, but instead provides a compelling framework for understanding it that allows us to consider the significance of violence in human nature and contemporary history, as well as in our own behaviors as players of violent video games.
The role that violence plays in NieR is initially one connected to a collectivities prospects for survival. The first creature that the player kills in the game are sheep who wander the plains just north of the protagonist’s village. Killing for food quickly becomes killing for protection as the player is informed of an attack by Shades on a group of human workers attempting to rebuild a bridge that connects several human settlements to the player’s village. From there, killing gradually shifts from something protective and retaliatory to something proactive, capable of fostering greater powers for the protagonist. Once the player has teamed up with Grimoire Weiss and the idea that Shades contain within them “sealed verses”, capable of augmenting the players magical powers and brining an end to the disease that plagues his people, the Shades shift in significance from a menace to resource that must be culled in order to be harvested. The old excuse about needing to protect and/or avenge people still presents itself at different moments of the game, but the player hardly needs a reason to kill. Their violence becomes indiscriminately targeted towards an entire population of creatures, even those that seem to serve no immediate threat and whose elimination fosters the completion of no immediate goal. This process of gradual abstraction where killing becomes detached from more immediate causes and broadly justified by a totalizing mission is a pattern that can be found throughout history, but can immediately and obviously connected with the war on terrorism that Western countries have been waging for the last quarter century.
Along with this evolving rationale for enacting it, violence in NieR also can be connected with a general ignorance and obliviousness to the world one lives in. Throughout the game, strange and unique situations that range from the seemingly evolving intelligence of the shades to the existence of strange and difficult to explain locales and phenomena are hand-waved away by the protagonist in favor of maintaining focus on the more immediately demanding and gratifying violent spectacles in which they are engaged. Even towards the game’s conclusion when information about the circumstances of their world and the consequences of their actions are being directly and forcefully explained to them, the protagonists ignore and block out this information by focusing on the violent acts at hand. There is here a debate about means and ends that can be had such that it could be argued that a focus on the violent means by the characters really reflects their total commitment to their end goals. which are noble. However, it is equally arguable, and in my opinion more convincing given the ways the protagonist’s commitment to their violent actions are demonstrated to be beyond reflection such that even if new information arose that challenged their thinking in terms of how best to reach their goals, they would continue to pursue their violent course because it is the means and not the ends to which they are more committed.
This idea of violence as something so directly engaging that in precludes the accumulation and processing of new knowledge is an interesting one and something that relates back to part one’s discussion of the relationship between myth and history. Violence in NieR seems to have the effect of perpetuating the mythical cycle of extinction and rebirth precisely because it precludes the protagonists becoming aware of the historical context in which they are acting. The protagonist refuses to grasp their role in wiping out a previous form of humanity and it is because they never gain this knowledge about the historical significance of their actions that they are able to carry them out. Violence is, as has often been stated in other contexts, something of a cyclical phenomenon, with patterns of action and retribution that continue in perpetuity across history. However, instead of suggesting that violent atrocities have stood in the way of history, or set society back, it might be more effective to say that violent actions keep people involved at a mythical level of understanding and involvement with the world around them and prevent them from entering into a historical one. Emerging from this, the question that NieR seems to beg is whether or not this mythical level of acting is immoral or not.
The events of NieR are certainly tragic. They concern the extinction of a form of humanity, carried out but another form of humanity that lacks the knowledge of the full significance of their actions. However, the game also seems to suggest that there is little room for alternatives as it relates to this matter. There is no possibility for coexistence between Gestalts and Replicants. Either the Gestalts themselves share this violent predisposition and pose an immediate and unavoidable threat to the Replicants, or else they are as committed to their own survival the the replicants are and rely parasitically on the Replicants to achieve it. This is, of course, most pronounced in the case of the Shadow Lord, who, like the protagonist, will do whatever it takes to save his sister, even if it means committing atrocities against another intelligent form of humanity. Since the parasitism of the Gestalts ultimately leads to madness and the destruction of the intelligence of both Gestalt and Replicant, the elimination of the Gestalt threat is a necessity for intelligent life’s continued survival. While one can empathize with the Gestalt, there is no denying within the system that the game has established, they are, so to speak, on the wrong side of history, which is to say that their existence must come to end for humanity itself to continue. However, their fundamental sameness to the Replicants in terms of their right to be considered human is undeniable. It is this sameness, this inability to distinguish between the moral and human rights of either side that causes a major problem for humanity’s continued existence.
This is where the mythically oriented violent disposition of the protagonist becomes important. The violent outlook is capable of creating dichotomies where none exist, of disrupting markers of commonality and sewing division and discord. While these aspects of violence are rarely celebrated (or worth celebrating) they are capable of allowing life to orient itself by the cyclical form as opposed to the stable form of history. They preclude the definition of the human based on intelligence and consciousness and and preclude rational and emotional connections with others which might break the cycle and establish the alternative trajectories of history. The cycle is a sort of trap or prison, but it is also something that inevitably continues and this may hit closer to the essence of what life actually is than the many ways that historical consciousness allows us to envision life as something that evolves and makes progress, or, alternatively, collapses and comes to an end.
It is in this sense that the game does not render a traditional moral judgment on the actions of its protagonists, what it offers, or at least tries to offer, is an alternative orientation (that of cycle and myth) to view these actions from so as to make sense of them. Moral judgment does not exist in the same way within myth since the cycle is fixed and eternal and thus morality has no weight as a means to determine the direction in which human life should proceed or the means by which it may be judged. However, as stated in part one, the game does not wholly commit itself to myth, nor is the mythical outlook able to supersede the historical. Even if the protagonists fail to grasp the historical weight of their actions, the player has the opportunity to come much closer to doing so. They are torn between two poles, the desire to play the game and the desire to make sense of the story and these poles are roughly aligned with the mythical and the historical respectively.
Playing the game, participating in the thrill of combat, becomes something that supersedes the story world in many games, including NieR. Because combat in games is essentially mechanical, which is to say that it is defined and governed by the rules of an abstract system, it is endlessly repeatable and detachable from its context. It is always possible for the player to detach themselves from the world in which the action takes place and to focus on the combat. NieR itself explores and encourages this relation by encouraging multiple playthroughs in which the details of the story, since they have already become familiar, recede into the background, while the more abstract stimulation of the mechanically challenging combat becomes the focus. However, what is intriguing here is the way that NieR, in a seemingly contradictory manner, ties this mythical and cyclical engagement to gameplay systems into a continued desire for historical understanding. Many games now offer what is commonly known as New Game +, which is basically a mode in which the player can replay the game that they have already completed with the narrative remaining entirely unchaged but allowing them to keep their character/abilities/items/etc. and be faced with more difficult gameplay challenges. New Game + modes obviously place almost exclusive focus on the player’s desire to continue to “play the game”, pushing the story to the background as something that has already been completed and fully experience. However, NieR promises the player small and subtle, yet revealing and significant differences to the narrative upon subsequent playthroughs. As such, in the instances where systems would appear to be the major driver of the experience, NieR doubles down on the desire for story in order to challenge the straightforwardness of this progression towards gameplay focused abstraction.
NieR continues to hold out the prospect of more of the narrative to the players, even after the characters involved and their fates have largely been settled. It conveys the protagonists own imprisonment in the mythical cycle but also delivers to the player the promise of narrative progression. What seems to be the case is that ultimately the pull that NieR makes on the player is undecidable. Instead of narrative receding in the face gameplay as the primary motivating desire upon subsequent playthroughs, it becomes difficult to say at which level the player’s desire is more firmly rooted. NieR offers the possibilty to see its events cyclically by replaying it at the same time that it promises the ability to break that cycle by revealing new aspects of the story. Ultimately, NieR doesn’t restrict its player to either commitment, it asks them to move between the two, to experience the game and its events in both ways, not to judge which is the more proper way to view the game, but rather to suggest that the game is a novel form that allows for the experience and awareness of both.
This seems to me to be one of NieR’s major contentions about video games: that they offer something like an evolution in terms of the way we understand the world as well as tell and experience stories because they lend themselves to this simultaneous mythical and historical engagement with the world in a way that other forms do not. They allow these two forms of desire to coexist without extinguishing one or the other. The player, in the end, does not fully have the means to render a historical-moral judgment on the protagonist because despite their efforts they do not have the full picture. The mythical cycle of the game is incomplete and yet compelling in its form so as to justify itself and its continued existence (similar to the way human life is able to justify its continued existence despite the moral obstacles placed in its way by the narrative predicament NieR poses). However, neither does the protagonist have the ability to fully embrace the myth. There is too much historical and moral weight to knowledge they have accumulated while playing the game to feel that the protagonist and their role in the cycle of extinction and survival can be identified with and accepted. The player finds themselves feeling both inside and outside of this cycle, both related to and estranged from the characters they control. This is a unique position in relation to a story such as this and one that is not entirely satisfying. It presents the player with gaps and contradictions in their own experience as well as in the desires upon which said experience is structured.
If the mythical cycle is a prison that allows life to continue but locks it into an inevitably limited, cyclical awareness of its relation to the world and the historical offers lines of flight that may lead towards shared progress, but are just as likely to lead towards total ruin, NieR puts forward the need for an alternative. This alternative is the perspective of the player, at once within the world and out of it, at once able to know and judge as well as too limited in scope to make such knowledge and judgments definitive. In short, this is a means of experiencing and understanding the world that puts a premium on more immediate involvement in an experience as opposed to more detached contemplation of it, but also wants to include means of contextualizing that experience that are emotionally challenging and thought provoking without being overly moralizing or didactic. As such, what this alternative perspective seems opposed to is the rigidity of uncompromising moral and historical lenses while simultaneously rejecting the atomization and detachment of the cyclical over-investment in direct action (figured predominantly through the figure of violence). It imagines the game as a system for negotiating these two poles and thus for knowing the world differently.
NieR might, in this sense, be seen as functioning dialectically, producing a new means for understanding the world out of a clash between opposed alternatives. In my view, it provides an elegant view of stakes against with humanity threatens to exhaust itself. It offers something fluid yet thought provoking and it leaves us with a sense of these characters and their world that demands more of us in terms of our ability to make sense of it. If neither the mythical outlook nor the historical one can give us a satisfying account of the meaning of NieR, we are spurred to look instead at how we experience the push and pull between these two perspectives in our own experience. This reflexive knowledge that games can create through juxtaposing their systems and narratives with the player’s desires and experiences is, in my view, crucial to getting people to reflect on meaning differently. Whether or not it represents that transcendence necessary for life to mean something more than an a cycle or a linear progression remains unanswered. However, the way it involves the individual and their own negotiation of experience and what can be known about it is important to me, because it involves a fundamentally questioning of how we make sense of things. I hope that it engages people in a way that can’t be resolved by resource to rote ideologies or abstracted patterns of involvement, but instead makes these two domains relative to each other, leaving the player with need to sort through their own sense of how to make these domains most compellingly work together. For myself, as it relates to NieR, this means acknowledging something in my own desire for knowledge of causality that keeps me involved in the mythical cycles of violence that the game depicts. There is something in my experience therefore that cannot be reduced to either one or the other.
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We can establish a contrast between the way violent impulses and violent behavior function for the protagonists of NieR and the way they function for players of the game. Of course, there are many who do play games with the mentality displayed by the protagonists. They play games for the action, they skip cutscenes, they tune out dialogue, they are bored by anything resembling downtime. For people with this approach, NieR is a game whose story recedes into the background. Important dialogue is often conveyed during fights and thus is easy to ignore. Important portions of the dialogue can even be missed entirely if the player completes segments of fights too quickly, something that in my experience occurred fairly often unless I actively held back. In the second playthrough there are totally new segments of dialogue spoken by the boss-shades that the player fights, but they are not spoken in english (or whatever language the player is playing the game in) and must be read via subtitles, something that is difficult and requires conscious effort during a frenetic fight scene. For the player who is keen to focus on the action NieR makes it easy, but for the player who has an interest in the story, these devices create the kind of dissonance that symbolize the conflict between these two desires through setting the players experience of both at odds with each other.
As such, for the player with some sort of desire to understand the narrative, violent action in NieR becomes something like an impediment to receiving the story. An intense focus on the gameplay, something most action games demand, is actively at odds with the player’s experience of the story. Even player’s like myself who do care about the story and desire to understand it may find themselves slipping habitually into preoccupation with the action and only once it is too late realized that they have missed something that they wanted to see or hear regarding the story. This is highly characteristic of a common vein of difference in video games between the habitual nature of gameplay, particularly fast-pace visceral action oriented gameplay, and the unexpected interruptions of story that seek to command the player’s attention with their difference from the usual experience of the game. It also symbolically stands in for the way certain actions, notably those violent in nature, can stand in the way of our ability to understand the wider context of our actions, as I have already discussed above.
However, in NieR, as in most action games with prominent narrative components, violence is not only an distraction from the story, it is also the only means to access it. In a meaningful contradiction, the player forced to perform the violent actions of the gameplay in order to reveal further aspects of the story. Violence is thus depicted as not only as consuming and narrowing the player’s focus, but also as opening up and revealing more and more about the world. Players do not just commit violent acts in games because they enjoy them, although they may, violence is a means to progression in the overall narrative structure of many games, including NieR. It takes the characters to new places, it introduces them to new people and creatures, and it leads to many other moments of revelation, even as it also actively threatens to obscure and destroy what it potentially reveals. The player is perhaps more aware of this double-edged nature of violence than the game’s protagonists are, especially if they have a desire to understand the world of the game, which the characters who live in that world do not. This struggle between knowing what violent actions are capable of revealing and also understanding how they threaten to destroy or deform those revelations is a major characteristic of the experience of playing NieR. It is an uneasy knowledge that the player may sometimes actively suppress in order to feed their desire for kinetic stimulation while at other times it will erupt and confront them with the limitations of their means of interacting with this world.
Ultimately, if one way to read the gaps and ellipses in NieR’s narrative is to see it as a negotiation between different knowledge systems and are conflicting desires to understand the world, another way to read them is as a critique of our limited means of access to understanding that our means of interacting with that world provide. If we had some other means of interacting with this world we might be able to come to a more satisfying means of understanding it. However, for whatever reason, whether it is because of the limitations of our protagonists or because of the limitations of the commercial video game marketplace that allows this game to exist in the first place, we are left with a story filled with gaps and ellipses because the violent action takes precedence and determines the form of the former. This is a more critical and moralizing interpretation of the role of video game violence, but it is certainly a valid one.
Another similar and yet different interpretation of these same points would claim violence as necessary and integral, not just to this game and these characters worldviews, but to human life in general. It would claim violence as something properly human, something essential to our will to survive and protect our sense of self. As such, the game would be less about the limitations of the protagonist’s or the gamer’s perspective on the game world, and more about the limitations of humanity’s perspective on the world in general. Returning to the points above we could see these limitation as an impediment to a more complete form of historical knowledge that we desire, or we might also see them as the reason we become locked into a cyclical form of knowledge that is always relative to our position in a repeated cycle. Or, as I have more affirmatively suggested above, we may take these limitations as affordances and see them as the tools that we are capable of working with, and from them attempt to devise more satisfying and productive means of understanding the world that do not depend on an outright rejection of the violent means by which we as human beings often propel ourselves forward.
In either case, this is a much more complex and ambivalent take on violence than what we are often granted by other video games, one that forces us to reckon with the integral place of violence in our lives and its role in enacting our desires, even as we recognize how it warps and limits us and the world around us.
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The other aspect of NieR worth examining is the question of selfishness and sacrifice. Many video games over the years have purported to have moral choice systems. These often boil down to a rudimentary binary where the player is either able to act selfishly or selflessly and see some sort of impact based on their choices in the events of the story and in changes to the world around them. This trend reached its zenith with the 360/PS3 console generation and was typified by the likes of Mass Effect, Bioshock, and Infamous. Although many classic CRPG’s such as the Fallout series featured a wider range of more nuanced moral choices, the distillation of this concept in these more commercially prominent series has served in large part to define how we think about moral choice, for better or for worse, in contemporary video games. Since many of these games (as well as a plurality of games in general) grant players great and substantial powers in the context of their worlds, games are often dealing with fundamental questions about heroism and its possibility. They often treat on the old theme from Spiderman: “With great power comes great responsibility”, and spur the players to think more about the impact that their desire can have on the world around them.
NieR is an interesting game because it bucks many of the presiding trends in video games related to exploring what effects a powerful, potentially heroic character can have on their world. Generally, It doesn’t give the player choices about their actions. The positive or negative effects that the protagonist’s actions have on those around them, such as the decimation of the Aerie or the eventual destruction of Project Gestalt itself are ultimately outside of the players control, part of an escalating cycle of power-accumulation and violence spurred on by the looming threat of extinction for Gestalts and Replicants alike. The player is swept up in a current of events occurring in the world of NieR, acting before they fully understand the implications of their situation, forced to serve as the catalyst in terrible cycle of death and rebirth, an integral part of an enormous machine whose function is beyond their control. In this way, the protagonist’s involvement in the story of NieR is something like an allegory for the nature of the player’s involvement across the medium of video games. Although player’s of video games often do have a great degree of control as it relates to their interaction with gameplay systems, the same cannot be said about the stories and worlds within which such systems are contextualized. Typically moral choice systems in games work to combat or obscure the sense in which the player’s role in determining the story of a video game is pre-determined and their agency circumscribed. NieR takes the opposite track, reveling in making the player aware of the way that the fate of the world of NieR is almost entirely outside their control, regardless of their intentions for it.
While the mandatory missions at the center of NieR’s story always play out the same way, where the player is given more agency to shape the events of the game’s story is in relation to the game’s side quests. Unlike the main objectives that must be fulfilled for the story to progress, side quests in NieR are entirely optional. (The only exception is that if the player wishes to reach endings D and E there are certain side quests that they must complete in order to collect all the in-game weapons. Endings D and E represent the biggest part of the game’s story where the player does have some degree of agency. I will discuss them in more detail later in this piece.) The greatest sense in which the player has agency has to do with whether or not they are interested in taking part in these side quests to begin with. Since they all tend to revolve around the player taking on errands and requests from people who would be at greater risk from the dangers of the outside world than the protagonist would be, these side quests are an important area where the themes of selflessness/selfishness and heroism are explored.
In RPGs, side quests will range in terms of their significance to the larger themes and stories of the games. Often they can be acknowledged as forms of mindless busywork, intended to allow the player a structured means to gain power and resources, or else a way to pad out the game’s content and serve as an interlude between the more eventful mandatory missions. Other games use side-quests to tell relatively robust stand alone stories that contribute to the player’s overall sense of the world and develop the game’s various themes. NieR falls somewhere between these two poles. In NieR, side quests vary in terms of their subject matter, but are generally relatively mundane in terms of the tasks involved. They often revolve around revisiting previously explored areas to kill a dangerous shade or to track down some missing or needed item for a given NPC. However, they are typically much more interesting in terms of how they contribute to the player’s sense of the game’s world and its central themes. While the tasks themselves are typically quotidian, their meaning often deepens and evolves upon reflection. All contain at least a few extended conversations with the quest giver and usually also include some dialogue between the protagonist and Grimoire Weiss. It is in these instances of dialogue in which the characters are able to reflect on and consider the significance of their actions before and after the fact that surprising and unforeseen aspects of them typically become apparent.
There is something like a general pattern that the side quests in NieR follow that I would summarize as the following: The protagonist receives a fairly innocuous request, Grimoire Weiss comments on the protagonists tendency to involve themselves in the problems of others, despite them having their own more pressing concerns, the task is completed, but something begins to feel off about the whole thing, and, finally, the player returns to the quest giver where they are forced to confront the reality that some other purpose was being served by the protagonist’s actions then the one they thought they would be fulfilling. The general tone of these quests can range from the silly to the serious. In one, for instance, the player helps a family to track down their missing son, only in the end for it to be revealed that said family was a family of criminals and that the son who you tracked down and forced to return home was attempting to flee a life of crime. This ends up feeling strange and slightly comical, a sort of “whoops, perhaps we should have been more careful about what we were getting ourselves involved in,” moment. In another, things become much more serious, when upon delivering letters to an old woman who lives in a lighthouse at edge of the village of Seafront it is revealed that the letters that arrive from the woman’s lover living overseas are an elaborate multi-generational ruse devised by the villagers to protect the woman from learning that her lover is dead and to ensure that she continues to wait in Seafront and continue to operate the lighthouse to the benefit of the entire community. At the conclusion of the quest, the player is given the opportunity to tell the old woman the truth about these letters and the fate of her lover or to continue to perpetuate the lie.
Apart from the choice about whether or not to engage with these side quests in the first place, these sorts of unexpectedly harrowing decisions about whether or not to tell someone the truth about the sinister, deceptive, and/or tragic circumstances of their life are the other major form of agency that the player has in the side quests that they do not have in the main quest. Their decisions ultimately do not substantially change the events of the game or the world around them. Sometimes they lead to the player receiving one reward or another, but more often than not, their only impact is in terms of how the NPCs involved understand the significance of their lives, as well as how the player views the protagonists responsibility to these characters. The player may choose to lie and keep the truth of a situation from an unwitting NPC or they may choose to tell them the truth. However, even in the latter context, the NPCs always reach an acceptance of this revelation that allows them to keep living their lives be at peace with the tragic or unexpected circumstances that have affected them. While the player may have feeling that they express through their choices in these moments about whether these NPCs are better off knowing the truth or remaining blissfully ignorant, ultimately their choices do nothing to alter the fates of the characters involved, nor their own. Telling the NPCs the truth doesn’t do anything to make the player more able to face the truth of their own situation. Neither does choosing to keep the truth from them cause the player to look away from the reality of the circumstances they are in.
Ultimately, the characters in NieR are compelled to live their lives, to fulfill their roles in their societies, whether or not they are given the opportunity by the player to come to terms with the truth. The player may agonize, feeling the weight of the choices that are put in front of them and their responsibility to these NPCs, but ultimately the player and their choices don’t have the ability to change the lives of these characters, for better or for worse. The player may have the desire to act selflessly, to behave heroically, or else they may make choices out of self-interest that best serve themselves. However, despite having the power to be in this position where the player has the ability to imagine themselves as a hero, in truth, if heroism and selflessness are about having the power to make sacrifices that improve the lives of others, then the player is ultimately unable to live up this standard. In this sense, we can see NieR as being about how a powerful and potentially heroic figure remains relatively powerless in the face of larger and more mysterious forces that they fail understand, let alone control, or, alternatively, only understand too late when the opportunity to make a decision that might positively or negatively affect the lives of those around them has already passed.
This “too little” or “too late” sense of heroism is ever-present in NieR and goes a long way towards contributing to the general aesthetic of the game. It is a markedly different experience of having power and aspiring towards heroism than the ones that are typically offered by other video games. It conveys a sense in which having power is not the same as having agency, but instead contributes to a more acute sense of ones limitations. NieR is a game about being trapped in a cycle, about the inevitability of tragic events, and about a desperate desire to resist those things that must remain largely thwarted. What it means to try to act heroically in this context serves as a powerful and enlightening corrective to the sense of heroism put forward by other games and media.
We can explore this sense of heroism in more detail at this point by refocusing on the main narrative of NieR. As previously mentioned, the player has little to no agency as it relates to shaping the events of the larger story. However, the game’s plot deals directly with themes of heroism and sacrifice, as well as their limitations. At the center of the narrative is the protagonist and a few different sets of relationships. Chief among these are the relationship between the protagonist and his sister Yonnah, the relationship between the protagonist and his companions, Kainé and Emil, and finally the protagonist and his relationship with his allies and enemies, notably the games many quest givers.
The protagonists relationship with Yonnah in particular poses interesting questions about heroism, particularly as it relates to the distinction between selfishness and selflessness. A recurrent motif throughout the game, especially the game’s first half, is the idea that acting to protect/cure/save Yonnah means becoming more distant from her. The sense that Yonnah is trapped and imprisoned, even in the game’s first half when she is in the protagonist’s village, not yet captured by the Shadow Lord, is the most prominent aspect of her character in the game. She is imprisoned by her failing body as much as she is by external forces. In the beginning of the game, we see the protagonist taking on minor tasks in service of the villagers, culling sheep, fighting shades, but these do not take the protagonist very far away from Yonnah. However, after Yonnah’s “escape attempt” where she searches in vain for a lunar tear before being captured, the player teams up with Grimoire Weiss, gaining substantially more power and beginning to take on greater responsibility. The quest for greater power that will ostensibly save Yonnah also takes him further and further away from her. This is primarily conveyed through the game’s loading screens which depict excerpts from Yonnah’s diary. These generally convey the sense that Yonnah is lonely, that she misses her brother, and that she wishes she could be more involved with the exciting life that he is living and meet the new companions that he has teamed up with.
The player may begin to feel. as I did, what Yonnah really needs is her brother’s companionship and that his tireless efforts to save her, which extend towards his becoming something like the hero of the land, may ultimately be more about his needs than about hers. It is not at all clear the plan to collect the sealed verses will work. The game is careful to indicate that the ancient song that gives rise to this plan is itself imprecise and not necessarily reliable. Still, the protagonist leaps to the conclusion that murdering shades in service of accumulating power is the right thing to do, precisely, I feel, because he cannot stand the feeling of being trapped and powerless, the same feeling that Yonnah inevitably has to live with. The protagonist has the power to resist this feeling, but in so doing he separates himself from his sister.
At the game’s conclusion, the protagonist successfully slays the Shadow Lord and brings Yonnah back home. The initial A end provides a sense of peace as well as a return to innocence, with the two symbolically reverting to their childhood forms. While this may seem to suggest that, in the end, the protagonist’s actions were justified and that now, with the dark threat eliminated, the two will live happily ever after, this ending is tinged with bitterness. This is because of the fate of the protagonists companions, who are either dead or left behind at the game’s conclusion as well as because of the the fate of the world, which the protagonist willfully ignores in his relentless desire to save his sister. We are left with a sense that by growing more powerful and expanding his horizons outwards, the protagonist had assumed responsibilities to people other than just his sister. In this light, the idyllic return home to a time of innocence reads like another selfish attempt to escape the burdens of caring for the sick and damaged, rather than a culminating reward for the protagonist’s selfless heroism. Saving his sister was ultimately possible because of the many sacrifices the protagonist made with an aim towards selfless devotion, but it is difficult if not impossible to separate these actions from their selfish aspects.
The relationship between the protagonist and his sister Yonnah in which the protagonist neglects her in order to try to save her and distance himself from her and the sense of imprisonment that she represents can be considered as the paradigmatic instance of a dynamic in which selfless and selfish actions are hopelessly intertwined, we can see this dynamic repeated in the relationship between the protagonist and his world. A consequence of the protagonists newfound powers are his ability to travel across his homeland and come to a greater understanding of the problems of others and their relations to his own. Part of the heroes journey is a gradual realization that the world is bigger than oneself and a subsequent willingness to accept responsibility for the problems of others. The protagonists journey in this regard is one of stunted growth. His continued focus on his sister’s problems ultimately lead him towards narrow solutions to the problems of others that benefit him and his smaller worldview. He never truly reaches an awareness of the most important problems of his world, not because he is unable to comprehend them, but because he is unwilling to.
Despite an abundance of evidence that the shades that he fights are intelligent and close to human, the protagonist never considers altering course away from his genocidal campaign of violence. He does not search for more nuanced solutions to the problems that other communities have with shades. As the game progresses, the player is able to see more and more clearly that the shades he’s fighting are not villainous, but rather misunderstood, but the protagonist never comes close to making these same revelations. In the most extreme case, that of the Aerie, the protagonist, although not entirely of his own volition, resorts to annihilating that village in order to defeat a powerful shade. This unconcern with the fate of other living beings speaks to the protagonist singlemindedness as it relates to the growth of his power, a single-mindedness that leads to his greater failures to comprehend his responsibility to the world around him.
This reaches a culmination in the game’s conclusion when the protagonist refuses to understand the information about Project Gestalt that Devola and Popola supply him with. It is not that he accepts what they tell him, that he is essentially committing genocide against the previous iteration of the human race, and decides that there is no turning back at this point. Instead, he simply stubbornly refuses to listen to and consider the meaning of any of it. In the end, it is Yonnah, and more specifically the Gestalt version of Yonnah, that grasps the full truth of the situation that their world has found itself in. It is in her sacrifice of her own life that we see what it means to come to terms with a responsibility to the world around her and to humanity in general. It is only in the depths of her confinement, rather than in the liberatory potential of the power possessed by both the protagonist and the Shadow Lord, that she finds the capacity to acknowledge the reality of the world around her and to truly make a heroic sacrifice.
At the game’s initial conclusion in ending A, despite its idyllic semblance, the ending is tragic because the protagonist’s failure is so pronounced. He has failed to understand anything, and this failure is perhaps most prominently symbolized in the moment where he holds out his hand to the Gestalt Yonnah who procedes to walk right by him. It is in this light that we can see that something in his potential journey towards heroism has failed. However, it is not only in this light. The protagonist can also be seen to fail in his journey in terms of his ability to help and understand his companions. Kainé and Emil are both characters who have their own tremendously impactful struggles and the protagonist’s ultimate ignorance towards them is another black mark that signals his failure to arrive at consciousness of his own situation.
(Mention the episode where Devola and Popola ban Kainé and Emil)
In a sense, NieR is about how a powerful and potentially heroic figure remains relatively powerless in the face of larger and more mysterious forces that they cannot understand, let alone control.
NieR is also a meditation on the difficulty of separating selfless and selfish actions and the ways that intending to change things for others inevitably ends up being about changing one’s own awareness and understanding of themselves. As previously stated, rather than changing the lives of the other characters or the world around them, the players attempts to be a hero only really have an effect on themselves. They aren't able to change the course of the world for worse or for better, but they are able to shape how the player knows and feels about the world. This leads to a different sense of what heroism means in the context of humanity and suggests that the selfish and selfless dichotomies that underly so many of our stories about power and how it ought or ought not to be used are reductive and fail to account for the ways that having power is itself a perspective on the world.
The premise that one can be good or bad, selfless or selfish, with the use of power, suggests that they can have a worldview that they bring with them into their acquisition of power that remains intact. It suggests that what will change when a person becomes powerful is everything around that person, rather than that person themselves. But this focus on selfishness and selflessness obscures the degree to which power is essentially a change in ones own worldview and that how one uses their power is ultimately something that has consequences for the self, not something that changes the world. Power is thus far less liberating than it is often imagined to be and primarily serves as challenge to the individuals sense of themselves, often in a way that brings them closer to their limitation as an ordinary human being, rather than something that allows them to transcend them.
NieR Replicant (Part 1: History and Myth)
NieR Replicant begins with a boy, huddling in the corner of a derelict store, nestled in a ruined city totally devoid of any signs of life. We are told by expository text that this is summer, and yet snow falls from the sky and somber operatic vocals create a sense of sadness and loss, rather than one of rebirth and renewal. This is, we come to sense, a instance of humanity itself on the verge of extinction. The player takes control of the boy who, wielding a long metal pipe, fights off misshapen humanoid creatures who stagger forwards towards him, swinging heavy blades and displaying only an instinctual drive towards destruction. After the initial fight, the boy turns back and retreats to an aisle in the store where a young girl, his sister, “Yonnah”, lies in wait. She is sick, likely dying, and he is struggling to protect her from threats coming from without even as she is consumed by the disease attacking her from within. His struggle, we see, is a futile one. There is no help to be found, no medicine to give her, and no sustenance to aid them, save for a single cookie rescued from a tin by Yonnah while the player was fighting to protect her. In this moment of desperation, Yonnah resists her brother’s urging that she should eat the entire cookie herself and expresses a reciprocal love and concern for her brother and his health, insisting that they split the cookie in half. Love and a willingness to sacrifice in a time of crisis is here cemented as one of the game’s central themes.
A jolt, the cookie falls to the floor as more enemies appear and another fight begins. The boy reaches out to a book, a tome of knowledge, a record of the past, in order to gain magical power necessary to fight off these invaders. He had previously resisted the book’s appeals to him, which were spoken out loud by the book to signal it’s magical sentience, but now succumbs to it. He had previously told Yonnah not to touch a similar book that lay by her side, but he chooses to make the sacrifice he wished to spare her from. We don’t really know the reason for the boy’s initial distrust of the tome, but it is clearly signaled. After defeating waves and waves of dark creatures, there is stillness and the boy returns to his sister only to find that she too, in this moment of desperation, had succumb to a temptation for the power to protect another that the book had signaled. But unlike the boy, whose covenant seems to have increased his strength greatly, the girl’s choice seems to have weakened her even further, bringing her closer to death. Running across her skin and emanating outward like inky discharge from an octopus are strange black words, which we will come to learn are the symptoms of a new disease, a sinister unprecedented threat to humanity that had emerged out of a moment in which salvation seemed, if not assured, at least possible for the first time. Holding his sister tightly, the boy screams to the heavens, pleading for help despite the impossibility that anyone will hear his cry.
This is the opening sequence of NieR and it is one that the player may or may not think about quite a bit as the play the game because it’s relation to the totality of the events that follow is evident and yet never fully made clear. The rest of the game takes place in a setting that is entirely removed from this opening sequence. We are told it is 1,500 years later, humanity has not disappeared, but has reverted to a pre-modern state, living amidst the ruins of modern civilization. What remains, curiously, to link us to that moment in the supposed past is the exact same boy and girl in a nearly identical situation. The girl is sick, the brother wants to help her all by himself. The girl, frustrated by her own inability to act, seeks out a higher power, this time a rare and beautiful flower that promises luck and wealth to any who obtain it. She searches in a ruined temple where she is overcome and falls into a magical coma, but the brother tracks her down and rescues her. However, upon their return home, the same dark words emerge from her skin, only now we have a name for the condition that produces them: “the black scrawl”. The boy knows of this disease as it is already running rampant throughout his world. What’s more, he knows that it is fatal. But a chance presents itself, an ancient book that speaks and grants magical powers is found at the site of the sister’s imprisonment. A legend of unknown providence tells of a struggle between good and evil, between light and dark, in which this book somewhat ambiguously holds the key to vanquishing a dark plague from the land. And so begins a quest, to fight the dark creatures, “shades” as we now know them to be called, that threaten this land so as to unlock the full power of the book with the aim that in doing so, eventually, the sister, and all the others who suffer with this strange disease, might be cured.
How is it that the exact same boy and girl came to be involved in such a similar situation, albeit in such a different context. They do not appear to know of their past life. Were they saved somehow, delivered from their impending demise, only to have to face it again? Many possibilities may spin through the players head, but ultimately the game chooses to leave this matter unresolved. We never learn how it is possible that the boy and the girls survived their ordeal, how they have come to exist over a thousand years apart from when we first witnessed them. And in the absence of such knowledge and in the repeated echoes of their story, as it recurs in elongated form in the game’s present, we come to understand that it only makes sense if we ascribe to it, at least partially, the status of myth. That is to say that we are not meant to understand these two sets of events within the game as causally connected, preceding from one to the other in the manner of history, but rather as a timeless and eternal cycle from which essential patterns of human existence can be observed and reflected on.
The question of the relation between myth and history is thus entertained, but left open. We are led by the game to think about how these two symmetrical stories might be causally linked, but such a link is only alluded to and never fully substantiated. The passage from myth to history is essentially a sort of transcendence, a passage from one knowledge system to another. Such a transcendence is inherently unrepresentable because neither system of knowledge can account for the other within the limits of its own terms. This is a complicated way of saying that, for instance, once historical causality between two sets of events, one existing in the mythical past, the other in historical present, is established, the past events would cease to be mythical because their essential, timeless character would be invalidated. The only way this transition could be represented is if there were some way to figure the transcendence of humanity, or human consciousness, from one state of being/knowing to another.
In NieR, the basis for thinking causality between the opening’s mythical past and the main game’s historical present is through the transcendence of one reality for another. Specifically, a transition from a biological reality to a digital one. This possibility is conveyed to the player as the possible result of an experiment referred to as “Project Gestalt”. Put simply, Project Gestalt attempted to separate human minds from bodies because said bodies were failing, consumed by disease and thus no longer capable of supporting life. After human memories and consciousnesses were separated and preserved, they would be implanted into new bodies, known as replicants (in an homage to Blade Runner), which would be immune to the disease and thus capable of allowing human life to continue unabated. The many difficulties in conceiving how such as transformation of humanity would be possible (how is consciousness extracted, how are the replicants made, how are human consciousness and replicant combined) are eventually, in the game’s conclusion, resolved to the degree that it is implied that all that we have seen before us in the game’s main narrative has actually been playing out in a simulated, virtual world (which, in my mind still doesn't really resolve these questions, but it does make answers to them slightly more plausible given the godlike control that programmers have over virtual systems).
The transcendence of reality represented by Project Gestalt is plausible, but also unsubstantiatable. For us to acknowledge it as actually occurring, we must be willing to accept that the boy we witnessed in the game’s introduction was somehow able to save his sister, as well as humanity at large, by transferring their consciousness, as well as his own, from the reality that he had lived in to a simulated reality that he created (or that was created for him). This scenario is unlikely at best given what we see of him and his past, but not impossible. The game chooses to leave the connection between the events of the prologue and the main game unresolved. Thus, it figures this transcendence as a gap, or an abyss, in which the unthinkable can be thought, but not ascertained.
However, even as it makes this specific passage from myth to history thinkable, it moves to invalidate it in a counter motion in order to keep the sense of it’s mythical, rather than historical, resonance alive. Once we become aware of the premise of Project Gestalt, as well as it’s limitation – it turns out that the new replicants bodies are themselves afflicted by the disease they were designed to protect humanity from – obvious contradictions begin to arise that threaten the coherence of the narrative of transcendence outlined above. Among these are the presence of the black scrawl, shades, and magic, things that make sense in a simulated world but not in a biological one, in the events of the game’s prologue. Furthermore, it is heavily implied that the cause of the black scrawl, of humanities impending extinction, is an incompatibility between Gestalt (the human consciousness preserved and implanted) and Replicant (the artificial body and receptacle). This incompatibility stems from the replicant’s own status as a form of intelligent life and manifests in the “devolution” and madness that occurs when two sentient entities, Gestalts and Replicants, are forced together, leading them to become Shades. If this is true, because the black scrawl and shades were already present within the prologue it is implied that the boy and girl from the game’s opening were already not the “original” human beings, but themselves composites of Gestalts and Replicants (or something like them) and thus susceptible to the black scrawl. This casts the events of the game’s prologue as already located in an uncertain cycle wedged between myth and history with its own past that remains inaccessible. While it’s possible to see this prior instance of the black scrawl as a metaphor for something else, the ruined cityscape and unnatural weather seem to suggest the figure of climate change as well as the underlying incompatibility between human and environment as the proto-form or ground for the later Gestalt-Human metaphor, the game is insistent on primarily representing this crisis, i.e. Shades and the Black Scrawl, in a manner that is identical to how it is represented in the game’s present. As such, a return to the game’s beginnings, even with the total knowledge of the game’s conclusion in hand, suggests the mythic structure of eternal recurrence and repetition more than it confirms a possible, but fraught logic of transcendence.
There is always a gap or an abyss that links myth and history and the speculative terms which we may use in the attempt to overcome this gap really also serve to open up further gaps about a deeper history that we still lack access to and to insist on a mythical ahistoricality that asserts its ever-presence. NieR is a game that is acutely aware of this paradox and the many ellipses and instances of logical imprecision that it includes throughout its narrative (beyond the one that I have focused on here the ways that it tells the story of it’s other main characters, notably Emil and his multiple transformations is a good example of another) are most productively understood in this manner. As such, as much as we may feel compelled (myself included) to criticize the game’s narrative by pointing to these details as plot holes or instead, to forgive them as instances where the player is expected to entertain the suspension of disbelief for the purposes of more immediate emotional gratification, I would argue that we do better to see NieR as carefully and compellingly articulating this mess of tangled cables that arises from the attempt to tell stories that can satisfy the timeless desire for enduring truth while simultaneously acknowledging our particular need for immediate logical coherence. They reflect a unique form of cultural desire for a particular sort of story that is able to balance the affordances of myth and history without succumbing to the logic of one or the other.
A more general account of this tendency would emphasize how common the preference for ambiguity is in modern art. This sort of ambiguity, where we’re not quite sure what framework to use to understand how the events in this story relate to each other is common in modern art and seems, most obviously, to reflect an anxiety or insecurity about the efficacy of our established systems for understanding the world around us, telling stories, and making meaning. I do think this makes sense in relation to NieR, since extinction and rebirth are themes that exist around a nexus of great anxiety and that knowledge in the game and the human relationship to it is a specific site of specific anxiety for many of the characters in the game’s narrative. However, more specifically, I would also account for the significance of this desire in the following way: The game wants to tell a sort of mythical story about human extinction and rebirth, but it also wants to say something about its particular medium: the digital game/system. These two strains of desire are connected; something about digital games/systems in particular are connected with myths about extinction and rebirth. Additionally, something about digital games/systems gives them a stronger connection to a mythical worldview than what is typical in other media of modern art. I would argue that this likely has to do with the presence of the player and the role of their behavior in relation to the game/system which is both mythical in scope, repeated across many games and even repeated within a single game (like NieR), while also being particular to each game. Something that I’ve started to see as a recurring theme across several video games, including in Kojima’s Death Stranding, another game about extinction and rebirth, is that human beings are something akin to a different species when they are playing games (”homo-ludens” as they are referred to in that game). Thus, interacting with systems seems to imply something like extinction and rebirth for humanity in the eyes of some of their creators.
A Metroidvania Without Combat: Traversal in Yoku’s Island Express
The “Metroidvania,” a 2-D action-platformer defined by a singe interconnected map whose pathways gradually open up as the player acquires new powers and ability has been a staple video game genre for at least the last 30 years. The genre, although never exactly going away, has enjoyed greater prominence over the last decade as retro-game oriented indie developers have gravitated to the genre over and above some of its contemporaries such the the 2-D brawler or the more traditional platformer. During this same period, many mid-budget 3-D games have gravitate towards a style of map design that, if not exactly akin to metroidvania, certainly resembles it more than game that feature discrete levels or those that feature sprawling open worlds. A game like Arkane Studios’ “Prey” is a good example of what a prominent AAA 3-D metroidvania looks like in this day and age, but looking at the Souls games and their approach to level design also, in my mind, demonstrate the influence of the genre.
Why the metroidvania is so prominent today is an open question. Perhaps it has to with the prominence of open-world games. One of my chief complaints with open world games is that their worlds often serve as little more than highly detailed backdrops for in game setpieces. In the GTA series for instance, you are rarely barred from any parts of the map and can visit those locations early in the game before they factor in to major story scenarios. The larger worlds in open world games often have a distinct and memorable character, whether it’s the urban environments of GTA, Watchdogs, or Spiderman, or the more bucolic settings of games like The Witcher 3, Horizon Zero Dawn, or The Legend of Zelda: Breath of the Wild. However, while the world as a whole may be memorable, at a more local level the different parts of the play-space often lack the same kind of memorable character. Environments often feel repetitive, at worst possessing a kind of “copy-pasted” quality. Even games that go beyond this with intricately detailed scenery and distinctly differing biomes, such as the incredibly beautiful Red Dead Redemption 2, ultimately find themselves in a situation where changes in setting have little to no effect on the gameplay itself. There is, of course, a sort of beauty to game design that creates play spaces in which, since the action can happen anywhere, lend themselves to an innumerable amount of possible approaches and strategies. However, this will usually tend to border on indistinguishability. Add to this the fact that many of the open worlds in these games are so big that the player may only pass through certain locations once or twice. These game worlds can often lack the memorable qualities of real, lived environments with focal points that emerge from the ways people move through them. The more the developer loosens their grasp on the players movements and actions, the more the distinctive character of singular locations within a larger world is never able to develop.
Although some open-world games have taken steps to address these issues in ways that I’m not going to get deeply into, Death Stranding is, in my mind, an excellent examples of an open world game that has innovated in the direction of how we know their spaces through deep and meaningful aspects of gameplay (rather than simply through visual design) Metroidvania games, in this context, serve as a response to this problem. Metroidvanias, in there times, were some of the first games that might have been reasonably understood to be open world games in the first place. They connected what, in other games, would have been discrete levels and allowed players to come and go between these spaces at their discretion, assuming that they possessed the necessary abilities. However, because the maps in these games are structured around chokepoints, paths between areas that the player will move through again and again, especially because these games often encourage backtracking, these games often establish a more concrete memory of their specific dimensions because of the limitations in terms of how the player is able to move through it. The player also tends to remember certain areas of the map because there were ways that the couldn’t go.
Furthermore, the introduction of forms of fast travel or of abilities that fundamentally change the way the player moves through these worlds often has a profound significance in metroidvanias for the player who has moved through them and overcome their obstacles so many times before. It’s a bit like being a kid and walking or biking around your home town for years and years and then suddenly getting a car and being able to drive. In open world games, means of rapid transport, usually aerial vehicles unlocked later in the game, end up demonstrating just how trivial the way the player moves through the game world actually is, especially because in many of these games reaching the next waypoint is the only major consideration as the player moves through the world and their is not much in the way of meaningful interaction with the environment required to get there. In other words, metroidvanias strike a kind of balance between big and small, between open and closed, between a focus on the destination and the moment demands of navigating the terrain.
There are likely other reasons that the metroidvania has achieved its contemporary status, but it is without a doubt in my mind that it is both their similarity as well as contrast with open world games that gives them their particular meaning in this moment, which is certainly not what this genre meant to players who enjoyed them in the 90s. However, if metroidvanias have served as a counter to certain dominant trends in the industry which have had a repetitive and stultifying effect on gameplay, Metroidvanias come with their own set of limitations and cliches that challenge the critical potential they possess for the medium in other areas.
Something that almost all metroidvanias share is a proclivity for combat. Going back to Metroid and Castlevania and continuing all the way through the metroidvanias of today, gunplay and close-quarters combat, respectively, have been the raison detre of the genre. Examples of alternatives that don’t feature combat (The Swapper comes to mind) are few and far between. The way metroidvania’s tend to play in terms of their combat is markedly similar across a wide range of games. Some may be faster and more frenetic, some like Salt and Sanctuary may incorporate the methodical pace of the Souls games. Some may emphasize fighting at range while others ask plays to get up close and personal. Some may include fancy combos while others require only simple button presses. However, despite these differences the overall variety of gameplay experience is relatively limited, especially when compared with open world games. In these games there is a much wider range of game types that can be found in an open-world setting – ranging from racing and other sports style games (Burnout Paradise or Steep) to puzzle and exploration, from FPS to third person action, from building and survival (i.e. Minecraft) to a wide range of action and turn-based RPGs – featuring a wide variety of combat systems while many others feature no combat at all. In other words, open world settings have tended to be much more adaptable in terms of the gameplay they support, whereas metroidvania style world design has tended towards winnowing down the variety of what is possible in 2-D.
If we are interested in games that don’t feature traditional combat mechanics both because the industry is saturated by them and because there is something like a moral imperative to find meaning and pleasure in something other than violence and aggression from time to time, metroidvanias have not been particularly fertile ground. Why this is the case is an open question. I believe that combat in these games serves multiple functions, but a major one is to decrease repetiveness. Traditional platformers like mario or sonic that don’t really have combat systems so much as they allow the player to jump on or to avoid enemies haven’t tended to be made in the metroidvania form, in part, it seems to me, because platforming challenged are envisioned as discrete so that once they are surpassed by the player they aren’t something that developers envision players wanting to complete again and again. I can understand this. I’ve played metroidvanias that have environmental obstacles that must be traversed again and again and on multiple passes it can begin to feel like a time waster, rather than a meaningful challenge. Alternatively, combat encounters, which even in the same locations far more open ended and adaptedable than platforming challenges, can be repeated throughout the game and thus provide a consistent means of engagement even when the player is moving through an area that they know well and have visited multiple times before.
Setting aside the point that there is nothing wrong per se with combat being the focus of metroidvania games, if we are interested in expanding the horizons of this style of world-design in games, a style that as I have argued has critical value in relation to other industry trends, we need to look for alternatives. Fortunately, one such alternative can be found in the form of a charming metroidvania that blends platforming-exploration with pinball called “Yoku’s Island Express”.
YIS is a game in which the player controls a small beetle attached to round white ball who arrives on a small tropical island to take over the job of postmaster from a beleaguered Pterodactyl. The games is colorful and charming with a setting reminiscent of Donkey Kong Country and animal NPCs that walk the line between cute and grotesque and give the game a flavor that sets it apart from the more twee sensibilities of nintendo and make it actually closer to something like Rayman Legends (a very good game btw). Why the game’s beetle protagonist is attached to this ball isn’t really explained in any meaningful way although some of the games key art does depict him riding it to the island like a small raft. Intriguingly, the ball functions something like a proverbial ball and chain, severly limiting the mobility of the game’s protagonist, causing him to have to slowly roll the ball up inclines and rendering him unable to jump. While this might seem like the opposite of fun, counterintuitively, by placing these limitations on the players movement the game creates the need for the player to rely on alternative means of traversal to explore the island and overcome what would otherwise be relatively straightforward obstacles for a protagonist who could jump or punch. As may be surmised from what I have been saying above, there are no enemies in YIS and there is no combat to speak of. Instead the two major varieties of goals in the game, traversal and puzzle solving are rolled into (no pun intended) small pinball-esque areas where the player needs to launch themselves at the right angle to hit certain targets, collect items, and escape through the exit into the next area.
The pinball elements of the game can be broken up into two types. Throughout the open world are small, singular patters that the player can use to platform with, launching themselves up to a higher area or down to a level below. Then there are these more contained pinball table like areas that feature the more traditional dual paddle appearance with a gap between them that causes the player to fall into a pit of thorns where they take damage before they can then launch themselves back up into the pinball arena.
As far as actual pinball goes, the “table areas” in YIS are much smaller than real machines and the combinations of targets that the player must hit are far less challenging and complex. Unlike traditional pinball tables which are usually quite difficult, YIS’s more literal pinball segments keep the game’s approachable vibe intact by not punishing the player too harshly for mistakes by making them loose progress and not making the targets too hard to hit. The insight that more traditional pinball gameplay might be blended with more traditional platforming gameplay is an idea that can be traced back at least as far back as Sonic Spinball, but YIS takes this insight further by doing away with any kind of scoring system and making the pinball table more of an obstacle, a way to get from point A to point B, as opposed to foundation for a level or play space in and of itself. The player usually enters the pinball area in YIS from one side, needing to unblock an exit in the other portion of the board to allow themselves to exit it and reach a previously block off portion of the open world. Like with most platformers there are hidden items that can be obtained if the player is more patient and methodical, in this case by trying to hit all the various targets, including those that are not necessary to hit for progression. Once beyond the table area, they are able to open up a path, usually by pushing a bolder out of the way making traversal of the open world more straightforward when backtracking by allowing the player to bypass these pinball table areas on subsequent visits.
This is a rather elegant solution to the problem with metroidvanias that I outlined above: how to keep traversal from becoming tedious when backtracking without relying on combat as a diversion. Once a player has completed a table section, they never need to enter it again unless they are after collectibles that they might have missed earlier in the game. As such, moving around the world because increasingly frictionless for the player as the game goes on, allowing them to revisit areas that previously took them time and effort to access with relative ease. This is characteristic of the game’s approach to exploration overall. While it lacks a fast travel system – something common in open-world games and metroidvania games alike, although usually not unlocked until later in the game in the latter – YIS does have a sort of rail system that encircles the island and allows the player to quickly traverse large sections of the island that they have previously explored while also giving them the opportunity to jump off the rail at many points along the way instead of simply using the rail to get from start to finish of a route. Although this may erode some of the distinctive character that a metroidvania map develops by making you traverse it with only minor variation for the entirety (or at the least majority) of the game – I would acknowledge that I don’t have as clear a grasp on the different areas and how they connect to each other in YIS as I often do after spending an extended amount of time with other metroidvanias – YIS’s approach compensates for another common issue with metroidvanias which is their tendency to make the player feel lost of confused about where to go next. YIS offers a nice balance between ease of traversal and constrained, ability-unlocked pathways to find something like a balance between the strengths of these two prominent modes of map design.
Exploring in YIS is generally frictionless and its quickly apparent to the player where they can go and where the can’t. The game even has an effective map system that is worthy of praise in this regard. Instead of a map that abstractly represents the game world, as in most metroidvanias, YIS allows the player to zoom out and see a larger view of the area they are in as well as to zoom out even further to see the entire world at any time. Areas of the map that they have not yet visited are obscured by white fog making it immediately apparent where the player should try to go. Because the map is not an abstraction, but the actual game world and thus visibly includes NPCs and obstacles, it is also easy for the player to identify which areas where they have been before are worth revisiting. For example, a power-up obtained relatively early in the game allows the player to dive underwater to reach new areas. The player can clearly see which areas of the map contain water from a distance and thus plan their route accordingly. Often in metroidvania maps, the player only has a vague sense of where thing are and the abstract boxes that represent particular rooms aren’t a great aid for players seeking to remember where that one thing that they saw a while ago is. YIS’s map system addresses this issue elegantly.
YIS is a standout in the metroidvania genre because of the way it makes traversal frictionless without becoming mundane and features challenges that can be easily bypassed after they are completed. It combines some of the best aspects of open-world exploration with the more constrained linearity of the metroidvania. Furthermore, it manages to be the rare example of a metroidvania that doesn’t feature combat of any kind, and it is able to achieve this because it’s pinball table segments manage to hit just the right mark of blending meaningful and compelling challenges with an eye towards traversal. Combat and exploration are typically more at odds in the traditional metroidvania with one more or less stopping when the other starts (This isn’t always the cast, good metroidvanias do use their environments effectively as part of combat encounters (I’m thinking of the way that Metroid games incorporate verticality and platforming into its fights), but in many case these aspects of the game are more compartmentalized). YIS shows us that instead of this approach, it’s possible to create a metroidvania where traversal and challenge fit more seamlessly together in a manner more akin to a traditional platformer, but without the problems that straightforward platforming as the focus of a metroidvania brings to this style of world design (particularly in terms of the tedious repetition it engenders).
Whether it is possible for more platforming centric metroidvanias to embrace some of the design decisions adopted by YIS (compartmentalizing challenging areas while offering shortcuts to bypass them in subsequent returns to the area) is one matter. Whether more games will eschew combat as the central mechanic of their game in favor alternative non-traditional platforming gameplay loops that feature some alternative traversal challenge not unlike pinball is another. (An idea comes to mind for a game like this with Angry Birds style slingshot segments that allow the player to bust open a path, collect objects, and progress is just one example of what this might look like; clearly if YIS is anything to go by merging more familiar forms of precision puzzle-ish gameplay with objectives geared towards exploration and traversal is a potentially winning strategy in many other cases.) Either way, YIS is a valuable additional to the genre, not because it distills and refines the metroidvania genre (a game like Hollow Knight comes to mind), but because it experiments and open up the possibility for alternative modes of play that retain the best from the genre.
Downtime, NPC Dialogue, and Social Meaning in JRPGs (Part of a Series Inspired by Legend of the Heroes: Trails of Cold Steel)
In many ways, the JRPG genre is the historical antecedent for the mode of single-player narratively robust video games that I find myself most compelled by. While I am not an expert on NES and SNES era gaming, it seems self evident to me that, particularly during this period, it was games like Dragon Quest, Final Fantasy, Chrono Trigger, Secret of Mana, and the like that stood out from a field still more in tune with arcade sensibilities.
So what is it about JRPGs that made them unique in this era and how do these qualities persist and flourish across the contemporary gaming landscape? I’ll make a few stray, unprepared observations. Note that these are aspects of these games that matter to me as opposed to all the significant markers. For instance, I’m aware that careful and strategic optimization by the player across a range of potential character classes and skills is a hallmark of these early entries in the genre that has certainly had an enduring legacy. However, this is not one of the principle aspects of the genre that speaks to me in particular.
Downtime/NPC Dialogue
Something unique about the JRPG is the prevalence of what I will refer to as “downtime”. By downtime, I mean sustained portions of gameplay that do not involve the primary mechanical systems that define and differentiate the genre. In classic JRPGs, this often occurs when the player arrives in a new city or settlement in which combat is not possible and exploration and dialogue with NPCs take precedence.
To clarify, it is true that environmental exploration is a central aspect of JRPGs and this carries across the many distinct zones through which the player moves. One could argue that exploration should be considered as a central mechanical system within the JRPGs because of the way that treasure chests and other resources that have a direct bearing on combat are littered throughout most if not all of these games many environments. However, exploration is also a defining feature of many action and platforming games of the same era and there is little to set exploration in these different types of games apart, which is to say exploration in The Legend of Zelda, Metal Gear, and Dragon Quest all ostensibly function and feed back into the more central game systems in similar ways. I think that there can be no doubt that the systems that make JRPGs salient as a genre have to with turned based or real time systems tied to highly variable character statistics in a manner that emerges from pen and paper games like Dungeons and Dragons.
In the arcade mode, downtime is typically seen as antithetical to the gaming experience. Downtime is often recognizable only in terms of when the player is not actually playing the game. The time in-between games of pong, or rounds of a fighting game. Even loading screens serve this sort of function. The short cinematics in Ms. Pac Man that serve as interludes and deliver a threadbare story. While these can be a time for the player to reflect and refine their approaches for future gameplay to game, this is a hands off type of involvement with the game and one that often extends beyond the confines of the game in a manner that suggests that the nature of downtime is the prerogative of the player alone and not something that occurs through direct interaction with the game. For instance, it’s possible to argue that a person who plays a fighting game and then thinks about it and plans for the next game for hours or even days until their next session is engaged in a state of downtime that can be thought of as a part of a gameplay loop. However, the game itself has no direct bearing on the shape or form that this downtime will take for each individual player.
Another variant of downtime can be found within the direct gaming experience, which is to say while the player is actually interacting with the game physically, and is typically characterized in terms of its brevity. For instance, in a brawler like Streets of Rage, we can find a classic example of downtime in the moments where the player, having defeated all the enemies in a given area, is presented with an arrow at the right side of the screen instructing them to move on to the next area. The player may do any number of things in this scenario depending on the game. They may take this time to collect any items that they might of missed, they may explore and appreciate the background art which they were too busy to notice prior, they may practice input combinations without the pressure of actual enemies, or, as is often the case, they may race ahead to the next section of gameplay. These scenarios that can be identified in numerous types of games which liminally occupy the time between challenges are extremely important to the pacing and flow of these games. They give the player a moment to catch their breath and to bask in the warm afterglow of accomplishment before moving on. However, in the arcade mode, these instances of downtime are intended to be fleeting, to the point where they aren’t even really meant to be noticed or considered as part of the actual game, so to speak.
But then you have the JRPG. The JRPG of course also has these above mentioned forms forms of downtime. A notable example would be the bits of exploration between random enemy encounters in an overworld or dungeon map. Although more goal directed than the moments in brawlers described above, these portions of gameplay that occur between battles serve many similar functions, creating a sense of progression and giving the player a lower stakes moment to catch their breath between combat encounters. However, JRPGs also feature a radically different form of downtime which, as previously stated, typically occurs when the player transitions from a space in which combat is possible to a space in which it is not.
Like other forms of downtime, the player has the freedom race through these gameplay sections in pursuit of more challenging action, or they may choose to stop to smell the proverbial roses. However, what marks these segments as unique in JRPGs is the inclusion of mandatory and option dialogue with other characters that serve to advance the narrative and contribute to the player’s sense of the game world and the NPCs that dwell within.
Some of these mandatory dialogue sections wrestle control from the player and become “cutscenes”, a sort of interstitial downtime that has deep importance. However, because cutscenes are not directly interactive, at least not unless it’s Dragon’s Lair or the more recent swath of games featuring quicktime events, I want to distinguish this form of downtime from the other variety where the player remains directly in control. While it is true that JRPGs typically, although not exclusively, employ cutscenes in a manner and quantity that dwarfs the use of this technique in other games, with Metal Gear Solid standing as the archetypal exception to this rule, and that these cutscenes are absolutely crucial to the relative depth and complexity of their narratives when compared to other games, this is not, I do not believe, the thing that most differentiates the experience of playing JRPGs from that of playing other games. As it relates to cutscenes, JRPGs function merely with a difference in degree in this regard, rather than with a difference in kind. Instead, it’s the bits of gameplay where players have the ability to choose where to go and who to talk to that really make JRPGs unique to play despite having practically nothing to do with their central mechanical systems.
What is interesting about these form of downtime in JRPGs is two-fold. The first is the way that these sections of gameplay stand on their own: not merely something interstitial between two gameplay segments, but a gameplay segment all of its own. They are diversionary, but they are also central, not unlike the “side-quest”, another aspect of JRPG design that brings the concept of ancillary gameplay and downtime (as defined by its non-relation to the so called “main-quest”) forward in these games. This is, in part, because of they are relatively large sections of the game when compared to other instances of downtime in video games and also because they allow for a range of meaningful goal directed behaviors on the part of the player that downtime in other games typically does not.
As previously mentioned, they are undoubtedly segments of games that players may choose to rush through, just as they may choose to rush through the post-fight scenes in brawlers. However, one thing that differentiates the former from the latter is the sense in which getting through these segments is not always or necessarily straightforward. Several years ago, I attempted to play Final Fantasy VI and was totally put off by how much trouble I had getting the story to advance during an early segment of this type. I just didn’t know where to go or who to talk to. I was lost in what felt like an unnecessarily large and confusing town and ended up putting down the game because I couldn’t figure out how to progress. This points to the degree that these segments of downtime are themselves a challenge of sorts, requiring attention to detail and patience from the player who wishes to advance through the narrative and reach future combat encounters. Although this aspect of these scenarios can be seen as a flaw and are often mitigated in contemporary games through the use of quest markers and waypoints that serve a similar function to the arrow indicator in brawlers, spurring the player forward by proclaiming “this way forward!”, what remains is the sense that progressing through these segments of downtime is far less straightforward than it is in most games and require moving through a detailed space full of options for interaction that the player actively chooses to ignore. Compare this to the brawler where almost none of the possible interactions that the player can engage in during these downtime segments hold the same kind of significance.
So, what exactly is the nature of this significance. Well, in my mind it has to with the sense that the game-world is a place that the players actions has consequences for as opposed to a backdrop for gameplay-action that really could be taking place anywhere. This is not to say that the non-combat environments feel at all like real places or that the NPCs feel like real characters, but they do provide a kind of context for the player’s actions that is absent in most other games. The player may choose to actively ignore this context, but that choice in and of itself becomes meaningful in terms of how the player-character fits into the game-world and understands their actions, a sense that is wholly absent from other games in which pushing forward to the next bit of gameplay seems the natural thing to do.
NPCs in these spaces often function in a manner that is similar to a Greek chorus. Interestingly, in part, I believe, because of the prevalence of silent protagonists in JRPGs, when the player approaches an NPC to talk to them, often it is more like the NPC is talking at them, or more precisely that the player is listening in on the NPCs internal monologue. It's rather strange when you think deeply about it, but this doesn’t actually place the player-character in the world so much as it places them above and outside it, even as they occupy it, in something like a godlike manner. NPCs deliver exposition about the world in this manner, but exposition that can be filtered through the lens of their distinct, albeit simplistic, personalities. For instance, the player might engage the dialogue of an NPC who dreamily describes the young prince of the kingdom and their infatuation with them. When the player later meets this prince, likely in a cutscene that will occur shortly once the player progresses in the narrative, they have the benefit of the exposition as well a sense about how people in this world feel about that character. Listening to NPCs proclaim their hopes and fears, their likes and dislikes, their interests and frustrations, gives the player a relationship to the game-world that is unlike what is typical in other games. It is not just that JRPGs have complex narratives, it is that they provide a sense of a context in which this narrative is understood and appreciated by entities other than the player. The player has their own feelings about the events of the narrative, but they are also being confronted with a sort of social commentary about the actors and actions that define that narrative.
I remember listening to someone describe a recent pokemon game by emphasizing his enjoyment of the way that NPCs talked about the upcoming battles with the Elite Four that he would be participating in. He said it made him feel like a sort of celebrity, like a sort of star athlete, and gave him a sense of what pokemon battles meant to the inhabitants of this game world that interacted with and reshaped his own sense of what pokemon battles meant to him. JRPGs have long been doing this sort of contextualizing work to a greater or lesser degree and this is one of the notable aspects of how they utilize downtime for unique effect. Downtime because a space for commentary on action, rather than simply a reprieve from it, and it thus endows the action of gameplay with a distinctly social meaning that makes it bigger than the player and their own desires. JRPGs turn gameplay into drama and give the player a role to take on, not merely a challenge to overcome. That downtime can be utilized in this way, that it can skillfully include and introduce perspectives that are distinct from the players own and ask the player to consider what sort of place they wish to give them in their overall experience is something uniquely compelling and meaningful as it relates to the question of what it can mean to play a particular video game. Even though cutscenes and indirect textual exposition can give the player a sense of how their actions are meaningful, they lack the notably social dimension of getting this information from NPCs and they do not give the same sense that their actions and the narrative they contribute to exists in a multidimensional manner capable of fostering a range of outside perspective on it. They also don’t give the players the same kind of choice to determine the degree to which they wish to view their actions through this manner; whether they want to listen to the chorus or ignore them.
Worlds in games typically exist as little more than backdrops for action that could be occurring anywhere. Those backdrops can be exquisitely detailed, but they remain lifeless, devoid of social roles and positions other than those dictated by the game’s action-narrative. JRPGs include representations of social worlds that are tied to the action-narrative. Rudimentary as they may be, they are adaptive and reactive, they are alive and variable in a sense that a backdrop for a fixed drama simply isn’t and they ask us to consider how games can decenter our own expectations and desires in favor of those belonging to others. That the experience of a game can be one that is more or other than simply a cycle of challenge and respite is part of the legacy of JRPGs, as is the sense that our perspective on a set of events, the goal-driven perspective that drives events, is one that can coexist in social harmony from others that see the events from outside and yet with that world. As a player we are always in a state of being inside and outside the game, inhabiting a role (usually of a particular character) within it, while simultaneously acting as ourselves, an external entity whose goals and desires are literally otherworldly since they correspond to our real lives and not our virtual lives. This play of being inside and outside, part of but also distinct from, is something that games are uniquely suited to explore. By constructing a form in which we can explore and experiment with the limits of this inside/outside existence through our interactions with NPCs and their position within downtime, the segments of games that are not coincidentally both inside and outside of “gameplay” as we typically conceive of it, JRPGs give us a sense of gameplay as meaning something different than what it usually does: gameplay-action-narrative as a social phenomenon rather than an isolated experience-challenge.
That the social is something we are always both inside and outside of simulatneously as members of a culture and individuals connects back to sense of inside/outside that games can explore. JRPG NPCs reflect this careful balance back to us and allow us to become aware of and reflect on our own inside/outside relationship to particular games, as well as to the other institutions that we interact with in our lives. I for one find this sense to be meaningful and wish to highlight it as what it is: a unique inclusion of the form of social life within gameplay that challenges our sense of what is part of and not part of a game and challenges us to imagine other ways in which the social dimensions of our actions within games could be included in order to transform and deepen the meaning of those actions for us.
NPCs and Social Meaning Across the Diegetic/Ludic Divide
As a relevant aside, something that NPCs also do in games is to give hints to the player. They may tell them information about where they need to go to progress the story, but they may also give them tips that help them refine their strategies in preparation for upcoming challenges, or they may provide clues that direct players towards rare items or optional encounters that occur off the beaten path. Here we have another different and interesting example of the NPC as both inside and outside the game. In the prior example (NPC as Greek chorus) the NPC is decidedly inside the game-world in a way that the player never could be, connected to the social fabric that the players actions effect. However, in these instances the NPC acts as a surrogate for the developer, relaying useful information to the player, displaying a knowledge of interactions that are only possible for the player in a manner that exceeds the players own ability to know such things at this point in their experience. Typically, what the NPC is is someone who witnesses and is affected by the events the narrative as they exist within the diegetic game world. However, in these instances they become entities who know and share details about the non-diegetic mechanical systems that defines the players interactions with the game, something to which, logically, the npc should not be privy to given their inability to interact with the game in such a manner.
Although the NPC could feasibly know information about the world that exceeds the confines of the narrative, such as where a certain rare object might be found, the NPC has no need for this information. They don’t participate in the game at the level that the player does. They couldn’t wander over and find the rare sword, equip it, and start engaging in battles against monsters with it. This is not just because they’re not programmed to do this, but also because if they could, it would make the players position viz-a-viz the game irrelevant. This is because the players actions would no longer be unique or special but instead become something closer to an MMO which endless duplicates the same relation to the world for an infinite number of players and in doing so creates a social world that is logically impossible, even as it is mechanically viable. In layman's terms, what I am saying is that logically it’s impossible for everyone to be the hero and to each experience the same journey. No two figures can inhabit the same role within the social world of a narrative. As such, this sort of game sacrifices a coherent narrative with social depth in favor mechanical systems that themselves take on social dimensions. Ironically, MMOs, which are purported to be the most social of games, are only social in that their systems account for the participation of multiple people, while actually being impossibly non-social in terms the integrity of the diegetic story world itself having any kind of logical coherence making MMO worlds, in a sense the ultimate backdrop, reaching new highs of arbitrariness it must be said.
That NPCs can slip between giving game-worlds the logical coherence of a social space and violating this logical coherence by acknowledging it’s existence as a backdrop for mechanical systems and gameplay is one of the unique contradictions of the form that JRPG NPCs straddle. They raise this contradiction to the foreground rather than pretending it doesn’t exist. Instead of rejecting this contradiction, they make it productive and thereby give the players the best of both worlds. I think its wrong to look at these NPCs breaking out of their social roles to give the player information about game mechanics as either a failure of writing and world building or as solely a pragmatic concession to the fact that, after all, this is primarily a game. Game-worlds can be social worlds, but they are not the same kind of social world that the real world is, which is to say that what defines the real social world, the coherence of social role across time and space based on its connection to social meaning, need not be the marker by which we judge the social worlds of games. That NPCs might also have knowledge of and be aware of mechanical systems (aka gameplay) that should be impossible for them to know about suggests an additional, dual sense in which games can be social.
I have been talking about how actions make sense within the game-world, but of course, player actions also make sense outside of it. A players decisions in battle can be carefully planned or highly improvisational without effecting the meaning of that battle and its outcome at all. However, the prospect that NPCs might know and have opinions about both the narrative meaning of a players actions within the gamer world and the quality of the players actions in relation to the options available to them within a gameplay system suggest as unique form of double sociality that a players actions can entail. As I have found in the past, what players do in games always have these sorts of doubled meanings that extend to both ludic and diagetic realms. That NPCs might act as bridge across these two realms, connecting the two forms of meaning and giving a dimensionality to this dual experience that typically the player experiences in isolation is a further innovation by the JRPG form.
That a game might have an opinion about how we play it sounds like something absurd, and yet, providing a range of perspectives on just such a topic through its different NPCs is exactly what these games are able to convey to us. This is all to say that these NPCs that strattle and connect these two forms of meaning are unique entities that lend depth and nuance to our behaviors across the dualism of interaction that games are so well positioned to explore. I would personally like to see more games do the latter. I think that for a long time, the valuing of gameplay is something that exists outside the game. What I have seen, anecdotally, is that this allows the meaning of gameplay to be defined outside the game by social groups that produce their own dominant and often exclusionary values about how games should be played. We need look no further than the toxicity of certain MOBA games and their communities or the predilection for “min-maxing” among rpg players. When games punt on the possibility to explore and comment on the meaning of the actions that players undertake within them they shirk the responsibility to complicate the meanings of their games and endow them with social depth and diversity.
One of the issues with games more generally is a lack of diversity among those who play and value them. But this is not a problem of exclusionary communities that exist outside the games alone. Games have the opportunity and ability to create worlds with their own social meanings and they have the opportunity to explore and comment on these meanings within their own bounded texts. This is not to say that outside fan communities are bad or should not exist, but rather to say that they are a limited source of sociality and that games themselves are capable of imagining more complex and diverse forms of sociality that give meanings, not only to the stories of games, but also to the ways that we play them. What if a MOBA contained its own range of evaluations and ideas about the different ways that people play them? What if games themselves took on this aspect?
As I will address elsewhere in relation to Trails of Cold Steel, games often evaluate us and judge us on an objective basis instead of commenting and providing a range of opinions on how we play them (and of course, it’s not the only game to judge its player, judging the player is a common aspect of arcade games or games with leaderboards and high scores). But this sort of judging is typically a very one dimensional sense in which gameplay can be valued because it only employs one set of criteria and thus neglects to consider a wider range of factors that might explain and validate why different people play games the way they do. As we will see, Trails of Cold Steel is ultimately interesting in this regard because it marries the typical process of evaluation to the diegetic context of school and education, thus endowing objective facts with subjective levels of meaning. In this sense and others, Trails of Cold Steel is a worthwhile JRPG because it participates in defining the social ranges of values attached to its narrative and gameplay and startles these two poles in its own unique way. How it does so is worth exploring in further detail. It’s a game that makes its NPCs more detailed and developed than many others and in doing so asks us to consider NPCs importance to this genre and to games as a whole.
Thoughts on Mr. and Mrs. Smith (1941, Dir. Alfred Hitchcock)
Boy, this is a film I would like to know more about. What if I told you that as one of his later British films, Hitchcock made a straight-up screwball romantic comedy with no crime-thriller elements to speak of? Even more ironic is that when the film was remade over 60 years later with Brad Pitt and Angelina Jolie, the crime-thriller elements that were never there in the first place found their way into the film. Strange stuff.
Hitchcock’s film is about a married couple who living in New York who learns that because of a clerical error, they aren’t actually legally married. After an Initial bit of farce, based on the premise that Mrs. Smith knows about the status of their marriage and is waiting for Mr. Smith to propose, who also knows, but doesn’t know that she knows, culminates in her confronting him and kicking him out of their shared apartment, the movie descends into a cat and mouse chase with Mr. Smith desperate to win her back while Mrs. Smith attempts to move on with her life. Despite her vitriolic treatment of her would-be husband-again, notably her attempt in the films second half to marry Marry Mr. Smith’s all too willing law partner Jefferson, Mrs. Smith is drawn to the passionate intensity of her clashes with David. Their marriage, as Hitchcock demonstrate for us in the film’s introduction, has always been characterized by passionate conflict between the two parties. However, the key point of characterization here is that the two never seek to avoid the conflict between them and instead seek to actively embrace it. Their take on the classic maxim of never going to bed angry with each other in a relationship, which they extend to never leaving the bedroom when they are in a fight (something we are informed has lasted 8 days in a row in the past) is the film’s prime example of this.
Within the contemporary cultural zeitgeist, this understanding of love and its connection to passionate intensity is different from the typical emphasis on carnal lust that epitomizes passion in romance. However, animated conflicts between the two lovers are something that is at the center of many of the screwball comedies of this era. This film is certainly reminiscent of His Girl Friday which also features a love triangle involving an honorable but “cold” suitor on the one hand, and conniving, manipulative, but ultimately more desirable man on the other. The male lead’s persistence and willingness to engage in shameless schemes are here validated as markers of compassion. However, these films are also intent on demonstrating that this is also a matter of compatibility, with the leading ladies themselves shown to be at times vindictive and petty. Interestingly, we’re presented with 2 characters who become more and more generally unlikable throughout the film in terms of their treatment of others. However, these qualities end up becoming the sign of their compatibility with each other. They also are signs of something like a more genuine or relatable romance, with the characters flaws and imperfections being highlighted above their desirability. Rather than the idea that it was meant to be, this film gives us the sense that these two characters by and large deserve each other. They bring chaos and disorder to the world around them and the only justifiable solution is that they inflict this chaos primarily on each other, rather than on less deserving third-parties.
This depiction of marriage as characterized by strife and instability is an important one that flies in the face of ideas of marriage as a stable and practical institution. Furthermore, it suggests that it may be marriage itself that causes people to act in this manner. We do not know the degree to which these characters were like “this” prior to their marriage. In fact, it is intimated, especially for David, that marriage has substantially changed him. The film repeatedly suggests that married life has made them “used to” not only each other, but to this kind of dramatic and unsettled existence, and that after having had it, they cannot do without it. I would extrapolate from this point the idea that marriage can be thought of, not as inevitable conclusion of a loving relationship, not as something worthy of a couple of people in love, but something that a couple in love must prove that they are worthy of. Marriage, in this film, is thus a kind of a challenge, a test that we pass or fail based on our worthiness of “it” and our ability to adapt to and embrace the affective intensities it brings about in us. Certainly relevant in the context of Stanley Cavell’s genre of “Hollywood Comedies of Re-Marriage” and William Rothman’s readings of Hitchcock films through this lens, this film actually fits quite nicely into Hitchcock’s oeuvre, despite the lack of anything resembling a crime thriller, in terms of how love and marriage are presented in his other films.
Other stray observations worth mentioning:
There’s a great sequence at a run down italian restaurant in the city involving the choice of a $0.45 or $0.65 cent dinner and a cat who, despite Mr. Smith’s best efforts, simply won't eat from his soup. There’s also an interesting angle to the film with David’s partner and rival Jefferson being an honorable southern gentlemen with the south standing in for tradition and the north for modernity. The conclusion at Lake Placid also mirrors some of Cavell’s observations about other comedies of remariage beginning in the city and ending up in Connecticut.
There’s also an interesting strain of gendered thinking about the role of deceit and performance that I won’t dive into deeply but is worth mentioning. The conflict in the film revolves around two distinct forms of deceit and performance. Mr. Smith attempts to deceive others and thus performs for them. Mrs. Smith, by contrast, attempts to deceive herself and her performances are for her own benefit rather than for anyone else's. These inverted forms of deception, when put into contact, form a cycle that perpetuates itself and spurs greater and greater excesses. That Mrs. Smith knows that she belongs with her Mister and vehemently denies it until the last could be seen as evidence of the kind of sexist attitudes which insist that women don’t actually know what they want while men are possessed of this clarity and thus face the burden asserting their desires for the benefit of all involved. However, seen through another lens, Mrs. Smith’s outward self-deceit is necessary for the entire system to function. It is not that she doesn’t know what she wants, but that she knows that what she wants is not to want it. Only by not wanting David does she provide the catalyst for their relationship, something that when left to David via her question early in the film about whether or not he would do things differently, he meets with apathy. This is a different kind of sexist view where women are instigators of passions in men, although, again, not in the sense of the instigation of lust, as is typically at stake in discussions about women not knowing what they want and playing hard to get. We could argue that Hitchcock’s film is one giant allegory for this lustful dimension of relations between men and women, or we could argue instead that performative intercourse, rather than sexual intercourse, is at the center of romantic relationships between men and women for Hitchcock. Regardless, that Mrs. Smith knows, rather than doesn't know, what her husband is like and what is necessary for love and passion should be, I think, the preferred reading of this dynamic. She is testing her husband, so to speak, even if for the test to work, she must believe that she wants him to fail. In this sense, Mrs. Smith is the judge and the one with the greater agency. She is the one who gets to decide when the “game,” so to speak, is afoot, as well as when the conditions necessary to prove his worthiness have been satisfied. This casts her in a role where her loyalty to marriage as an institution goes beyond her loyalty to her husband. By convincing herself (or attempting to convince herself) that “their” marriage is over, she creates and maintains the spark that allows marriage, in its ideal state (as it is imagined in this film), to continue to be. Thus, her pulling away and his drawing closer becomes the cycle of give and take that characterizes the film and Hitchcock’s gendered ideas about love more generally.
I would also point out that Mr. Smith ends up in this whole situation based on his desire to pretend that his wife is his misstress. He acknowledge as much when he changes her name in his address book from miss to misstress. This is thus another way that the man is shown to be ambivalent about marriage as an institution and Mrs. Smith, the woman, is shown to be the defender and guarantor of the powerful and chaotic state of being that is proper to marriage in this film.
Actress Crushes
Surprising no one I’m kind of basic and I like white girls, but nevertheless, these are the actresses I can recall having crushes on:
Brie Larson
Emma Stone
Lizzy Caplan
Alison Brie
Eva Green
Aubrey Plaza
Shelley Long