Showing posts with label narrative. Show all posts
Showing posts with label narrative. Show all posts

Sunday, 29 September 2013

Thoughts on Gone Home

This first-person adventure has more in common with a Richard Linklater film than Call of Duty

Note: Gone Home is cheap and will only take about two hours to complete. If you have any interest in interactive fiction go play it before you read on.

Lived-in environments define Gone Home
Honest human interactions and a sense of catharsis define Gone Home. It tells the story of an American woman who's been travelling in Europe for a year. She gets home to find that life has moved on without her.

Her family has moved house while she was away and the game begins when she (and the player) arrives on an unfamiliar, rainswept doorstep. Both parents are missing and a note from her younger sister hints at an underlying issue best not discovered. But that discovery isn't just worth making – it will very likely be remembered as one of the most profound in gaming history.

Gone Home invites players to unravel its secrets by creating spaces that demand investigation in a natural way. A locked front door is the first thing you encounter. That forces you to rummage through presses to find the spare key. You know it has to be there because every family has a spare.


READ MORE:
- Blogger Austin Walker on the dark under-current of abuse in the game.
- What is ludonarrative harmony and what's it got to do with Gone Home?
- A sycophantic/interesting interview with Steve Gaynor from Brainy Gamer.
- Previously on Hackett Out: thoughts on Minerva's Den.

The dark hallway you step into forces another basic human action – hunting in the dark for a lightswitch. Imagine a game without mechanical complexity or combat. Imagine one without an outlandish setting or simple two-dimensional characters. Imagine a game the sole purpose of which is to experience its world. It's a voyeuristic tour through a family’s secrets.

This is an abandoned house with a history – with a narrative designed to draw you in. But more importantly it's a home, the sort of lived-in space so long missing from video games.

What happened in the basement of Arbour Hill?
Gone Home presents its story as a series of vignettes. Rooms - spaces both private and shared - contain artifacts - both personal and public - that hold the essence of the people who live there.

A bedroom is naturally a personal space, but the shared pizza box-strewn tv room is used by both father and daughter and tells us something about their relationship.

The game presents those stories with the brutal honesty of a Richard Linklater film. The central love-story unfolds believably. The protagonists feel like human beings, in the same way that Jessie and Celine in Linklater's Before Sunrise feel like real people. Both game and film are set in 1995 and Gone Home's mood evokes the time.

The year brings with it the music, the pop-culture, the clothes and the technology of the time. VHS tapes with hand-written labels, tape recorders, and magazines celebrating Kurt Cobain a year after his death. It's a startlingly real-world setting in a medium usually littered with sci-fi and fantasy trappings.



Gone Home was made by a four-person team at the Fullbright Company. The lead designer is Steve Gaynor - the man behind Minerva’s Den (which I wrote about last year). It’s a personal tale, grounded in the real world. The experiences of the team behind it can’t help but seep into the game.

There are parallel stories; a man wrestling with inadequate coping mechanisms he's used to deal with the abuse he suffered as a child; a woman who's fantasies about a man she barely knows threaten her marriage, and a teenager who is struggling with her sexuality. But it's the way these stories interact - with each person dealing with their own problems while struggling to deal with each other - that really elevate the game. 

And all this told through only the items and inferences you pick up along the way.

Gone Home doesn't pull its punches. But it takes each story to a fulfilling conclusion in a way that offers catharsis to you the player at the same time as it offer resolution to the character you play.

It uses pathetic falicy to create a clostrophobic atmosphere that will keep you waiting for jump scares. And it engenders a feeling of dred that grows as you progress. The peak and trough of tension and release that Gone Home achieves is expertly handled.

The game establishes some boundaries. It wrests control from the player, for example, when the character you play decides not to read a particularly personal note. For the most part Gone Home allows the player to make their own decisions. I, for example, carefully replaced the stack of books that hide a stash of porn magazines in one room. I left the room the way I'd found it. I was so embedded in the world that I felt obliged to offer the same courtesy in-game that I would in the real world.

Gone Home's greatest achievement is its positivity. The game’s authors haven’t flinched from addressing serious human problems. But they have avoided the melodrama of so many 'serious' video games in favour of the mundane drama of day to day life.

It celebrates the little things that make us who we are. It's a far cry from the power fantasy fulfillment that most games offer, and it's better for it.




Thursday, 31 January 2013

Thoughts on 2013

The  new year carries the promise of new consoles, Steam-boxes and big name releases. But there's an interesting new trend that emerged in 2012 that hopefully won't get lost  - the rise of successful story-driven indie releases.
Source: Freebird Games

There's been a huge growth in the indie scene since the launch of the Xbox 360. Small releases are gaining acceptance and generating financial returns on platforms from Xbox Live Arcade and Steam to a slew of indie-focused marketplaces like Desura.

Retro aesthetics and arcade mechanics defined the space for years - relegating more thoughtful works to the shadows. But 2012 seemed to change that. Small teams of indies, with the specific goal of engendering a given emotional response, popped upduring the year. The style of simple, focused design is similar to what Team Ico achieved a decade ago.

These days indies and smaller studios are just as likely to experiment with story-telling as they are with mechanics, and long may it continue. The Walking Dead may have raised some questions about what constitutes a 'game,' but it still took numerous game-of-the-year awards. 

I've already written about Dear Esther at length. Here are some of the other games that stood out:

Sunday, 13 January 2013

Bulletstorm - Why did I ever doubt you?


The chaos of combat
Source: Giantbomb.com
People Can Fly tried to reinvigorate the first person shooter with Bulletstorm. But did they succeed? The FPS is a genre so staid that, despite drawing huge crowds for annual installments of its heavy-hitter titles, it seems to have lost relevance for many gamers.

The FPS hasn't changed all that much over the years. The deep rut it’s worn through gaming makes it difficult for developers to contribute anything original.

People Can Fly’s addition? Allow the player to close ground quickly. And it’s just enough to shake up the experience.

Bulletstorm is littered with excellent set-pieces
Source: Giantbomb.com
Bulletstorm introduced a leash to pull enemies out of cover. An environment that makes full use of the tool was then built around it. The level design revels in the chaos it invites. There’s a cohesion and inventiveness to the game that reminds me of a polished Nintendo title.

The leash allows the player to manipulate their environment directly, replacing traditional doors and switches. It functions as a powerful weapon too; pull down a walkway or leash an explosive and kick it towards and enemy to upset the status-quo.