Archive for February, 2010

SLRC – So Long Righteous Comrade

Posted in Recent Posts, Thoughts on February 19th, 2010 by Eric Swain – Be the first to comment

SLRC is dead Long Live SLRC

So reads the title of the ever changing acronym SLRC blog. Ben Abraham if not the most prolific internet critic is definitely one of the most important. Besides his own blog he was the creator of Critical Distance, an effort to bring all the best of game criticism under one URL after the game has had time to be digested. Probably the most ambitious project in the ludodidecahedron. Ben is the reason Far Cry 2 is recognized as much and taken as seriously as it is. He is the connected critic from down under. And now he ends his personal blog.

Ben moves on to his thesis project, on internet criticism. Whether it’s solely based on video games or not I don’t know. He is not removing himself from the field, just away from the formal essays and the like. His new blog can be found here: http://iam.benabraham.net/

Though man did you have to make your last post that depressing to the rest of us.

Well I have only one last thing to restate. So Long Righteous Comrade.

The Nature of Reading: Interpretation and Auteurism using Final Fantasy VIII and Mulholland Drive

Posted in Critical Responses, Recent Posts on February 19th, 2010 by Eric Swain – 2 Comments

Recently on twitter I was pointed to an essay on Final Fantasy VIII that differs from the more generally accepted reading of the game’s story. If you have not read it yet, before you proceed with this post, please do.

First let me speak on the essay itself. I think it’s a beautifully argued and supports its position admirably. The Squall’s dead theory hadn’t ever occurred to me. Never once did it enter my mind that discs 2-4 were a death dream. I think it’s somewhat the problem of video games where we are used to these crazy and fantastical elements that we are never able to question their validity, whether we are supposed to or not. They are par for the course and we just accept them. On thinking about it I prefer this reading of Final Fantasy VIII, than what you see is what you get.

Having said that there is a mistake that goes into thinking how to read a creative work. Part of it stems from the idea of authorship and part of it comes from the idea that works have a single message or single point they want to drive home. This is a mistake, but it does not mean it’s wrong.

I bring up Mulholland Drive for two reasons. One because it embodies what I want to talk about probably better than any other work that springs to mind. And two, because I took two bloody classes on the movie and I’m damn well going to show off.

I called Final Fantasy VIII the Mulholland Drive of video games on twitter the other day, mainly to make the comparison of artistic craft and not using it to legitimize video games. I brought it up, because comparing two works with similar themes, content and/or goals is standard practice in criticism and I think this comparison is apt.

When you first watch Mulholland Drive it seems to make sense until around 2/3rds of the way in, and then it’s ending devolves into a strangeness that is almost incomprehensible. It takes several viewings to understand what you are looking at and what it means. The movie follows dream logic, or rather nightmare logic. Without going into a detailed essay on David Lynch’s masterpiece I will say that the prevailing reading on the movie is that the second half of the movie is the real world and like the FFVIII theory above, the first half is a death dream. Diane at the end of the movie shoots herself in a moment of madness, terror and remorse. In that moment of death she dreams the first half of the film. Applying elements from the real portion of the film into her dream trying to make sense of the world, where she is the successful actress, she is nice and she gets love.

If you read the essay like I suggested you should, then you will already see the parallels in the story. Going further into the details is not what I want to do right now and would require a rewatching of Mulholland Drive and a replay of FFVIII.

The thing is withy in this story reading there are other readings with the specific element of the movie. Like image theory and how certain images are there to evoke certain feelings in the audience, commentary on Hollywood readings, feminist readings and LGBT readings. The idea that it’s all a dream may contradict with certain assertions or maybe just certain pieces of evidence of the other readings does not disqualify them. In fact there is another theory that outright disregards the death dream theory and asserts that the two sections of Mulholland Drive are actually two realities where the consciousness of one woman transfers to the other through the blue box. Parallel worlds where the blue box is a gateway (aka a hypercube) from a Shakespearean comedy inspired world to the Shakespearean tragedy inspired world. It sounds strange, but when you hear the full argument it makes perfect sense. It uses classical literary notions to signify the differences between the two worlds and complex entities unto themselves and in a way comments on art by showing the similarities between comedy and tragedy by degrees. Out of the two main theories it’s the one I prefer.

Now to address the other elephant in the room: Auteur theory. Those that follow me know I am a big supporter of this theory, in movies and in video games. I would, however, like to qualify Auteur theory. The director of a movie and lead designer (or whatever the game’s equivalent of a director is) is the author of their particular work. Another widely held notion of art, that contradicts the theory, is the concept that an author is no more an authority on their work than any other critic. Once a creator has finished creating and let their work out into the wild that they should shut the hell up. I’m exaggerating somewhat about it, though some creators do deserve that response because they have gone a bit far. Like Level 5 did when it released packages to reviewers explaining how they misplayed their game Lair after all the low scores came out. Or how George Lucas keeps retconning the original trilogy. The mistake when people talk about Auteur theory is that it is not about a creator imposing their reading or their meaning of their work on us, but a framework by which we can read a work’s meaning in relation to the creator’s body of work. Certain stylistic tendencies, recurring themes and motifs are all things creators inherently place into their work that we can read meaning from that otherwise we would not have, because of the framework. The other mistake is thinking that if they are an Auteur and then if we didn’t like something they made, then we just didn’t get it. I love Martin Scorsese, but I thought Cape Fear was dull and Casino too derivative. Hitchcock had some great films, but some duds as well. He also had some sub par films that when appreciated as a part of a body of work you can see the man behind the curtain and appreciate what he succeeds at even more. (See Sabotage and The 39 Steps.)

So what do I see when I see this other interpretation of Final Fantasy VIII? Well first an opportunity to write an essay on the idea of criticism, but also an opportunity to hopefully explain how criticism works since so many seem not to get that it’s not an either/or proposition. Audience input is paramount in every medium. It’s just more obvious and tangible with games.

Where is the Last Third of Brutal Legend?

Posted in Game Essays, Recent Posts on February 10th, 2010 by Eric Swain – 13 Comments

(*Spoilers Ahead*)

Roger Travis, I welcome you to and kind of expect you to point out everything wrong in the following post.

Brutal Legend’s story is an epic, not just epic. An epic represented by the hero’s journey. We progress through the game following this well-worn path in a new and creative environment based on the culture of heavy metal. So why does the game end 2/3 of the way through?

The hero’s journey is divided into three steps. First is the Departure, where the hero breaks away from the mundane world of his previous existence and begins his journey. Then comes the Initiation, where the hero faces trials and contends with obstacles until he succeeds in his quest. Finally there is the Return, where the hero must come back to the mundane world he left, sometimes a struggle unto itself.

Step one is the Departure, the section of the hero’s story where he must break away from his normal and often humble life the thrust forward into the events of greater things. In Brutal Legend we have Eddie Riggs taken from the modern world and thrust into the age of metal. Unlike the average epic hero he does not shy away from journey initially. In fact he embraces it. He agrees to help Lars and become the rebellion’s roadie. Supernatural Aid comes in the form of Ozzy Osborne as the Guardian of Metal, providing upgrades and collectibles. Eddie’s initiation as the monomyth comes with his first mission. You could argue that it is his escape from the Temple of Ormagoden, but there is no agency on the part of the character. That is a struggle of survival not an answering of the call. That portion of the game is still part of the actual call. The Crossing of the First Threshold is the freeing of the Headbangers. Here Eddie has made the choice to fight and in so doing has begun upon the path. Brutal Legend makes an interesting choice by challenging the structure slightly, but keeping within general story telling conventions by having the Crossing the Threshold part mirror the Trials. The First Threshold is the saving of three groups so that they can begin the rebellion. Eddie not only frees the Headbangers, but also arms the Razor Girls by capturing the wild boars and enlists the assistance of the Kill Master by heading into the heart of the spider’s lair.

Once these beginner trials have been completed we stand at the first test of our worth. Eddie takes command for the first battle on the field of Bladehenge. They continue forward and take the battle to the front door of Lionwhyte’s pleasure palace. But it is not until Lionwhyte’s defeat that we enter the Belly of the Whale: the final piece of the Departure of the hero’s journey where the hero undergoes a metamorphosis of the self and world. Eddie is a roadie, always working from the shadows in an effort to make someone else look good. Now he has to step up to the plate. Lionwhyte is dead, but now so is Lars at Doviculus’ hand, the true villain of the story. The first act has come to an end.

The second step is Initiation. Now that Eddie is apart of this new world or has become a new person he must prove his worth of being the hero by tackling the obstacles thrown in his way. The Road of Trials has already been replicated at an earlier point as a means of departing the world of old. Now there is a new set of three challenges. The previous troops were in service of another, but now Eddie must gather the final troops in his own name. The Fire Barons as reward for the ambush at Death’s Clutch, the taming of the Metal Beasts rewards with the Zaulia and the battle at the mines provides the inspiration for the Rock Crusher. In this section of the story we see Eddie and his road crew begin to mirror Odysseus and his. They are now nomads without a home, continuing on their journey to one-day return victorious. Both monomyth figures face trials that test their metal (excuse the pun) in search of their love so far away. This is Eddie’s Goddess, Ophelia, the representation of his unconditional love. The battle in the Death’s Clutch is the beginning of the second act of the story and the revelation of Ophelia as the next villain: the Temptress, the very thing threatening to pull him from the righteous path of his journey. Atonement of the Father does not have to be about the figure’s father, but whatever holds the sway in the hero’s life and defeat it. In Brutal Legend there are two. Ophelia in her Drowned Doom form is the first, as the corrupted creature now uses his love against him. Eddie must overcome his feelings to transcend the divided purpose Ophelia has instilled in him. The other is the shadow of his father, Riggnarok, whom he learns has a connection to this age and a terrible secret to go with it. He is an obstacle deeply connected with the conflict, further cementing Eddie’s place as the hero, but also possibly as its destroyer. Eddie’s father and the secret is something he must defeat but he can do so not by physical confrontation. Only by coming to terms with it can he surpass the father, a recurring theme in epic tradition as Achilles in the Iliad comes to terms with his father, Zeus and Pursues coming to terms with what his father cannot, the Minotaur.

Apotheosis is the act of defying. Here Eddie must contend with his love for Ophelia and what she has become. Apotheosis is the contention of this contradiction within himself and he must defy one or the other to continue on. He chooses the rebellion continuing on the myth of his father Riggnarok and the hope that he can bring Ophelia back to the light. He kills his notion of love for her and defeats her in the mines and then follows her to the Sea of Black Tears. This is the final part of Initiation: The Ultimate Boon. It is the achievement of the ultimate goal of the journey. What the hero has been working towards the whole time. It is what the struggle has been all about and he must achieve it. In many other myths the boon is a transcendental object that grants the hero powers needed to complete his quest at home: the Holy Grail, the Golden Fleece, etc. Here Eddie’s boon is not an object, but people: the soldiers of his rebellion. The entire journey has been about gathering an army to fight off the Tainted Coil and set the world of men free. With the completion of this battle Eddie has done just that, he gets the final unit, the Rock Crusher. It is not a single unit that has been the goal, but all of them. However to achieve the Ultimate Boon the hero must face the ultimate danger, his own mortality. The journey takes the hero to hell and thus can he achieve the transition from being a divided person into a single spirit. Odysseus’ trip to the River Styx in The Odyssey is replicated in Brutal Legend’s version of hell, the Sea of Black Tears, the most dangerous place for men in the age of metal. For it tempts the race of man with power at the cost of their souls. Ophelia’s defeat at the Sea of Black Tears is emblematic of Odysseus’ journey to Hades. Eddie transcends himself and has centered his spirit and purpose on the final challenge, the right to return and ousts the usurpers as Odysseus’ did to the suitors back in Ithaca.

Now here’s my problem with Brutal Legend: Where the hell is the third and final step? We have Departure and Initiation, but where is Return? The hero must return from his trails and tribulations a proven man and come home. Odysseus must return to Ithaca and be reunited with his wife. Jason must return with the Golden Fleece to Iolcus and be placed upon the throne. Luke Skywalker must face Darth Vader one final time and become a Jedi. So where the hell is Eddie Riggs returning after the tour to defeat the being he has unwittingly betrayed his cause to. This is more than just the physical travel or distance. The hero’s journey is about the emotional and spiritual journey of the man mirrored in his actions. Eddie has completed all the tests, but the game rushes the end and we do not get to see the fruits of his labor. Generally there may be a Refusal of Return, but that is not necessary for Eddie, there was no refusal to begin the journey there is likewise no need to refuse returning. The journey was not about going home to the modern era, but from the shadows to the spotlight to become a hero and then a return to the shadows away from the spotlight. The Magic Flight where the hero escapes with the boon is the major letdown when it comes to the gameplay. This is the step rushed through with the final battle occurring in the same location as the previous one. The confrontation is so quick, boiled into one fight sequence that you fight by yourself that it feels cheep. This is the step where you should have taken the boon, the army that you had been gathering, home. The final struggle against the Tainted Coil would have been the fight to return, not just home to Bladehenge, but to the previous state of existence, to return as the man behind the scenes. Rescue from Without would have used all the units gathered to fight back the hoard on the battlefield. We do get The Crossing of the Return Threshold in a cutscene. The game does, however, allow the final two parts of the third step to be integrated. Master of Two World and Freedom to Live where Eddie lives without fear of death and it instead becomes the freedom to live. The story is over, but the open world is now at your command to finish both in terms of the myth and sandbox.

Brutal Legend sets up the hero’s journey superbly and then quits before we can get going in the final act. There is no final act. We have a two-act structure on our hands. The defeat of Lionwhyte and escape to the mountaintop is the end of the first act, the defeat of the Drowning Doom and Ophelia is the end of the second act, and the return to Bladehenge and defeat of Doviculus should have been the third act. Not only in story terms, but also in the terms of the hero’s journey. Tim Schafer for whatever reason just gave up on the story too soon. It would have been the return of Eddie Riggs spiritually as well as physically, his place in the world restored as the final soliloquy states, he works behind the scenes to make someone else look good.