I don’t mean to pick on anybody in
particular, but lately I’ve been noticing a litany of articles subjected around
the 2020 game Kentucky Route Zero by
Cardboard Computer with more or less the same exact thesis: it is a game which
is about debt, capital, and the way those things leave people and communities
adrift through the lens of magical realism in the literary style of Márquez, Murakami and Borges. And that is a true thing to say about KRZ!
There is a lie somewhere in the
paragraph above. I’ll give you time and space to see if you can find it.
For a significant portion of people who
this year played Kentucky Route Zero through
its 2020 release on consoles or PC, you may have trouble spotting it: Kentucky Route Zero’s first two acts as
well as its interlude Limits and
Demonstrations actually debuted all the way back in 2013, which is when I
was first introduced to the game. So people have been making that initial
observation about the game for over seven years. And that’s fine! The game’s final
act only came out in January of this year, and many who had maybe heard about
the game back in 2013 or some other time along the way waited to play it until
its final, full release. As well, like I said before, it is just a true thing
to say about the game. If you get through all 10 hours or so of the game and don’t realize that, I may wonder if you
actually played it at all.
In the games space, as in all spaces, a
lot has happened over the course of seven years. Studios have been established,
studios have been shut down; likewise with a number of publications dedicated
to covering games and the arts culture spaces. Individuals have carved out
niches for themselves in games, and many have left for a litany of often very
good reasons, from labor issues to compensation to toxicity in gaming communities;
though for the scope of this piece I’m only interested in one particular reason.
Along with these sorts of departures from
a space comes a harsh inevitability: not just the loss of good people, but the loss
of institutional knowledge, and the loss of a sort of cultural locus about how
we talk about certain works. In other words, it’s great that more people are
talking about Kentucky Route Zero.
But it’s a work with an incredible level of depth which practically begs for not
just one but several critical appraisals in the way that art theorists and
historians have done for great books, poems, paintings, sculptures, cave art,
etc. Works evolve with us and with the times; KRZ looks different for me as an American in 2020 than it did as an
American in 2013, and that’s both because of this moment in history but also a
reflection of the changes, advancements, and declines of me as a person over
time.
When I look around at the people who are
writing about games in 2020, I see more diversity than ever! The work is far
from over to encourage more diversity, but that’s great! But what I don’t see much of is people who have
been writing about games for over three years. Three years! That’s not a very
long time. And there are two reasons for that: one, of course, is the utter
lack of money in it. The amount of time it takes to pitch an idea, wait for a
hopeful yes back from the editor, and then actually do the work (of course,
doing good work inevitably takes more
time) is more often than not simply not worth how much that writer will make as
compensation for their labor. It’s often a more worthwhile endeavor to spend
that time and energy on some effort which potentially will yield a much larger
check; this is a huge part of why so many critics often move onto actual game
development, if not into marketing or PR whether in games or not.
The other reason for this sort of slow hemorrhaging
of talent from the games criticism space which is more directly relevant to the
overall topic of this piece is that I don’t feel like critics with more
experience in the field are being intellectually rewarded for their tenure
within the space. I’m 26; I’m not exactly old. But I’ve been critically engaged
with games for about nine years now; I’ve read a lot of editorial pieces about
a litany of topics in games, in particular critiques. So often for me, it feels
like we’re just trapped having the same discussions. Yes, KRZ is about what capitalism does to people. It’s also about so many other things, from theater to
outsider art to perspective to diorama to experimental music to analog
technology to interactive fiction to the history of mining in Kentucky to the
very notions of American folklore; and how those things are all connected (or
disparate!); the list goes on.
Do you really think Cardboard Computer
would have spent as long as they did making the game if all it were about was “man
the health care situation in this country sure sucks!!!”? And why do we rarely
if ever see any negative critiques about the game? It’s not as if Kentucky Route Zero should be above
criticism because it looks vaguely like a Great American Novel. The great episode
of the Abnormal
Mapping podcast about the game as well as bits of Bullet Points
Monthly’s coverage of the game come to mind, but that’s about it; unsurprisingly
those critiques both come from people who have been writing about games a lot
longer than most. I’m not saying no exceptions to my above prescriptions exist;
of course they do! I don’t know everything that everybody has ever said. But I
feel we largely aren’t able to move on from the most surface level of subjects
with regards to the game and what it’s doing.
I don’t mean to keep going on and on
with regards to KRZ as my prime
example (full disclosure: I’m friendly with Jake Elliott—the writer of the
game—on Twitter, not that that matters much). We need to nurture the critical
spaces around games of all shapes and
sizes by materially investing in independent publications and podcasts with our
dollars, by encouraging discussion of new works, by dissecting critiques
(kindly and in a way which encourages people vocalizing opinions that might be
construed by others as ‘wrong’ without fear of being demonized—within reason,
obviously; I’m not talking about encouraging bigotry, here). In doing so, we’ll
better be able to keep good thinkers within the spaces of games criticism and
game development for longer stretches of time which will pay significant
dividends to the future of how we talk about games. If we don’t, the wider culture
of games will never evolve and we’ll be doomed to come to the same
surface-level conclusions over and over and over again.
I think the onus is on everybody of all
ages and levels of experience to try and make this space stronger and more
inviting so as to encourage the retention of good, smart people. For young people,
that means trying an older game here and there you’ve heard about but never
made the time for and then reading what people have said about it not blogged
and made video essays about it 2020 but back in 2010, 2005, 1998, and even
further back (yes, work like that does exist!). For more experienced critics,
that means making your previous work easily accessible for all to engage with,
as well as engaging with what younger people are interested in with an open
mind and with snide remarks about how better things used to be kept to zero. For everybody, regardless of demographic,
that means actively seeking out works from people of cultures and regions of
the world different from yours which provide perspectives and conclusions you
likely wouldn’t have been able to come to on your own.
Nobody’s perfect, and nobody has time for everything; certainly not me. I love games,
but in the grand scheme of culture, they are still absolutely in the nascent
stage of their development, despite how popular they have become. I’m going to
try my best to not get complacent, to learn new things about the world through
games to fill the ignorant gaps in my brain and utilize that information to
hopefully try and kindly enrich this space to help it grow. I hope you’ll do so
too.
edit (10/25/2020): Sure enough, not 48 hours after I posted this this piece by lotus—who is becoming a favorite critic of mine—came across my Twitter timeline. It does *exactly* what I'm looking for more of: it looks at Kentucky Route Zero from a completely different angle, is written by a writer of a demographic tragically underrepresented in games crit (they identify as azn & nonbinary on twitter), and is rigorously researched with an eye for shining a light on the perspectives of people lotus feels the game doesn't represent too well if at all. I want more of this sort of unique work which shines a light on the aspects of games that tend to be analyzed less; this came to me just today, but another example of the 'KRZ's about debt, whodathunk!' kind of problem I'm talking about is all the myriad pieces about Supergiant Games' Hades which point out how its narrative progresses forward from loss to loss despite being a roguelike, which is similarly a pretty obvious thing to point out. That lotus' piece on KRZ is negative about the game is incidental; me linking it here is relevant more because it's interests are in the game's portrayal or lack thereof of indigenous and Black peoples' history with this country and specifically Mammoth Cave, a topic I have not seen covered much if at all with regards to critical dissections of Kentucky Route Zero. I will say though that it is refreshing to see open negativity about a game which is so often is regarded as unimpeachably 'good'. Open negativity is a topic I plan to cover in a future post, so look forward to that. Whether or not you agreed with me in this piece, I hope you'll still take the time to read lotus' piece on the game.
Much of the appeal of video games for me lays in
being afforded the access to do things I normally would not be able to do and
go places I wouldn’t be able to go. For example, I’ve been playing a lot of Super Mario 64 lately, a game with no
shortage of activities to engage in that have no direct analogue to ‘real-life’;
successively higher jumps, long jumps, butt stomps, giant dog things chained to
wooden posts, dropping baby penguins off a ledge into an infinite abyss,
changing the flow of time in a space based on when I walk through a painting,
etc. As well, as you get older, this sort of indulgence in fantasy scenarios in
games can extend into being afforded access to scenarios which have real-world
analogs but which for one usually unfortunate societal or cultural reason or
another, the player may never get to experience for themselves: such as being a
poor person and playing a game where you have a lot of money to spend while
still being able to make your rent on time, or being black and not being discriminated against by
police while driving a car or walking down the street, or shopping out in
public as a trans person and being treated by other customers and the employee
base as an individual worthy of dignity and respect, or even just the ability
to walk on Mars for a day. The list goes on.
While I would never say fantasy is the only reason I would play a video game,
twenty years on after my first experience with a video game—Crash Bandicoot 2: Cortex Strikes Back—I
can’t say indulging in fantastical scenarios has lost its luster. Meanwhile, in
the last ten years or so, there’s been more and more of an outcry by a subset
of video game players to see games which allow them to engage in more mundane,
everyday tasks which are far more universal (at least to those privileged
enough to have a roof over their heads), like brushing your teeth, starting up
a car, grabbing a beer from the fridge, taking a walk…
Or petting the dog.
The Twitter account ‘Can You Pet the Dog?’ dates
back to last year, 2019, when a person who was upset that you couldn’t pet a
dog in Ubisoft’s The Division 2
decided to make a Twitter account documenting whether or not, if a game has a
dog, you, the player, were allowed to pet the dog. The account’s anonymous
owner soon spread the account’s reach to beyond dogs, cataloging many instances
of an animal appearing in a game and whether or not you can press a button to
walk up to the dog and pet it.
This isn’t a scientific observation, but I feel like
just based off of my memory alone it was always sort of touch-and-go whether or
not you would be able to pet dogs in games which came out before the time of ‘Can
You Pet the Dog?’. In other words, games absolutely had dogs and cats and pigs
and what-have-you before ‘Can You Pet the Dog?’, but it wasn’t often the case
that you could interact with them. They might follow you around and bark or
meow here and there, but as game development is incredibly expensive and adding
a feature as simple as petting a dog requires the collaboration of modelers,
riggers, animators, programmers, and quality assurance testers and analysts, and
as games get more and more expensive to make due to HD development and larger
and larger team sizes, time and resources which could be allocated to
ultimately trivial actions like petting dogs were often instead dedicated to
more critical tasks necessary to ship a game on time.
As an independent game developer myself, I want
creators to have the freedom to do what they want to do. As a critic, I want to
be able to freely judge and analyze the work artists release on their own terms
on my own terms. And it’s sort of
impossible to do that now in a world where ‘Can You Pet the Dog?’ can quickly throw
together a 280 characters-or-less tweet with a relevant gif about a game which
doesn’t let you pet the dog to the account’s 450K followers to instantly write off
for not fitting into their preconceived mold of what games should let the
players do.
To engage with art is to come to grips with a series
of choices made by the artist. In an ideal scenario, the context that art is
experienced in is also the one which the artist intended for it, though of
course in reality this usually isn’t the case (Doom on a refrigerator, a David Lynch film on a smartphone, etc.).
But to play Doom on a refrigerator is
still to play some version of Doom as
it was originally intended.
Conversely, developer ZeniMax Online Studios did not
originally intend to allow you to pet the dog in The Elder Scrolls Online. As of April 18, 2019, you
couldn’t. About a month after ‘Can You Pet the Dog?’ released a tweet
confirming that the dog in The Elder
Scrolls Online was not petable, The
Elder Scrolls Online Twitter account replied to that tweet to confirm that
you now, in fact, could pet the dog.
There
have been numerous instances of the ‘Can You Pet the Dog?’ account
releasing a tweet stating that an animal in a game was not petable, the account’s
followers becoming visibly disappointed or even incensed that a developer would
dare to put an animal in a game which
isn’t petable, and then the account releases a follow-up tweet confirming that
you now can pet the animal after the developer/publisher of the game the
account was totally not criticizing noticed the tweet and decided they needed
to pivot to petable animals through a patch because ‘Can You Pet the Dog?’ has
a lot of Twitter followers.
And y’all, I fucking hate this shit so much. Like I’ve
said in this piece already, I value artists being able to do what they want to
do on their own terms. The Dog Problem as I’ll coin it here is a troubling
trend to me because it essentially means that game developers—a medium which is
already inherently extremely online
through the intersection of tech and art in games—may very well have to bend to
the whims of wannabe backseat designers armed with a keyboard and monitor who
want everything to look exactly like everything else. Games have always had
this problem; think back to the days of games being reviewed far more like
products, for their adherence to the industry’s current standards of the
cutting edge of visual fidelity, smooth controls, high-quality audio, etc. One
of the most encouraging trends in games over the last ten years or so which it
seems to me has allowed a wider variety of games to shine in the limelight has
been a new generation of writers often equipped with influences beyond the
pillars of nerd culture like Star Wars
and Indiana Jones.
Being able to pet the dog may seem like a fairly
innocuous realization of the art-for-online world we live in, but I see it as a
stepping stone toward other, potentially more insidious trends, chief among
these the uniformity of all things. I don’t want to live in a world where
everything looks just like some version of everything else, already a major
problem in today’s Apple-core minimalist design hellscape planet. Mainstream gaming
has this problem a lot of the time already, where every game has an open-world
populated with empty calories junk to be consumed and subsequently forgotten, or
every game has a battle royale mode, or every game needs to have extra things
to purchase to supplement the costs of development, etc. Worst yet, it means that
artists will have to perform labor that they very may well not be interested in
order to placate insufferable audiences who approach art with a series of
preconceived notions of what art fundamentally should be. It’s a perverse, weird sort of gentrification; the death
of art, and thereby the death of culture itself.
And I’ve already got cats in real life! Petting the
virtual animal will never hold a candle to the real thing. Petting dogs in
video games feels like nothing to me. I don’t get it. All this extra work and
budget spent on essentially the player-character bending down, petting a dog
for two seconds, and returning to their previous animation state. Why do people
want this so much? It’s utterly bizarre to me. Y’all do you, I guess, but think
about what you’re asking for when you hit follow on ‘Can You Pet the Dog?’.
Two weekends ago I played through The Beginner’s Guide, developed by
Everything Unlimited, which celebrated its fifth anniversary just a handful of
days later. It was the first time I’d touched the game—a short one hour or so
experience—since its initial release. It’s a game where you play as you, the
player, who is being sherpa’d through a series of short video game vignettes
made in Valve’s Source engine by the voice of Davey Wreden, a real person who
came into prominence after the success of the 2013 remake of his Half-Life mod The Stanley Parable, a game which playfully poked fun at typical
videogamey conventions, and which is sort of being remade again, or something?
With new content? In 2021? If that’s a thing you want, I guess?
These tiny games present within The Beginner’s Guide were allseemingly developed by Wreden’s friend who he refers to as ‘Coda’ for the
sake of their anonymity. The two met at a game jam after Wreden became
transfixed by Coda’s byzantine approach to game design; works where digestible
storylines, clear answers, and logical puzzles & riddles have no home. In
order to allow the player to see all of the ‘content’ of the games which often
in their original, completed forms would either be impossible or would take an irresponsibly
lengthy amount of time to see through, Wreden will often teleport the player or
unlock doors or move objects out of the player’s way just to move them along as
he regales the player with stories about Coda and his interpretations of why Coda
made certain design decisions in their games.
By the end of the game, Wreden suffers a sort of
nervous breakdown after showing the player the truth (or perhaps the player is
somehow discovering it without Wreden’s volition? It’s not super clear.); Coda
resented Wreden for his ceaseless prodding into their work, off-put and
disturbed by Wreden’s thirst for answers about his friend and by Wreden’s
desire to show it all off to the world either against Coda’s wishes or without
their consent. Wreden admits to the player having done some version of this; it
is, of course, a choice he makes in order to try and fill some gap in his life. Moreover, it’s revealed that
Wreden had also been adding visual iconography to Coda’s games to make them
feel more like ‘proper’ art, in particular a lamppost which shows up at the
conclusion of many of the games you’re shown which Wreden initially insists
were placed there by Coda themself as a sort of way of linking the games
together either narratively or thematically. The game ends on an ambiguous
note; the player walks through a space which is sort of a portmanteau of a
train station and some arcane ruins while Wreden admits to his wrongdoings and
comes to the conclusion that he needs to go away and work through his various
personal failings.
Due to the vague nature of the story being told, the
game became the topic of much critical discussion and dissection. Some took it
to be a commentary by Wreden—a game developer who after the success of The Stanley Parable had suddenly found
himself the target of a ton of new fans and their adulation—on the relationship
between fans and creators in an increasingly online world, a world which
brought with it heightened amounts of access into the lives of others whether
that level of access is necessarily owed or not. Others saw the game as an open
speculation on what ‘art’ is and/or should be fundamentally be about, whether
that be purely for the artist’s own catharsis or for audience engagement and
the subsequent notoriety that might come as a result of opening up those
experiences to others, or some mixture of the two.
Coda and Wreden’s relationship with them is of
course a fabrication for the sake of the story of The Beginner’s Guide, a fact which is obvious but which didn’t stop
some from believing in the veracity of it. Thus, it’s difficult to prescribe
any one meaning onto the game as purely canonical, which is sort of the point;
but there I go prescribing a single meaning! And that’s sort of the compelling
thing about talking about the game, discussions which at the time were both
tantalizing and maddening; playing it can feel like following a path laid out
before you to reach some conclusion, only that conclusion ends up looking much
like where you started, and you’re not quite sure whether at some point along the
path you somehow ended up getting turned around in your quixotic attempt at
transcending your current level of understanding The Beginner’s Guide to reach some deeper meaning about it and in
turn yourself and the world around you, so you end up attempting to follow that
same path again, ad infinitum.
A lot has changed about games, how they’re made, and
the people who make them since 2015. More and more people are playing games,
especially with the dawn of free-to-play games, and there are more free
toolsets than ever which allow developers to make games on their own or in
small teams. Often, it’s true that games come about as a result of developers being
directly inspired by games made by others. They want to make things which allow
themselves to more materially see themselves in the works of others, standing
squarely on the shoulders of giants.
Genshin
Impact by miHoYo cannot be written off as merely a clone
of Nintendo’s classic The Legend of
Zelda: Breath of the Wild. The game does a lot different, so much so that it
ultimately ends up feeling like its own thing. But throughout my time playing
it I can’t not think back to my initial experience with Breath of the Wild which, while itself was absolutely a game
inspired by previous open-world games like The
Elder Scrolls V: Skyrim and Red Dead Redemption,
instantly dignified itself by fundamentally rethinking so many of the clichés
and values of previous open world games, a genre which by 2017 for many had
become exhausting and untenable. Many of the design decisions and audiovisual flourishes
contained within that game are so hyperspecific that when you see an image or
hear a cue from Breath of the Wild, you
know it’s Breath of the Wild. And
almost all of these specific details are brought forward by miHoYo into Genshin Impact, from the piano-driven
direction of its music to the enemy designs to its color palette to the mob
encampments to the ability to climb anything to the glider (except now it’s
wings because anime), etc.; it makes me wonder what the Breath of the Wild team makes of Genshin Impact. I’m nobody, but if I saw somebody significantly
incorporating distinct elements of my work into their own, honestly…just
knowing who I am, I might feel a little jipped. But further psychoanalytical
probing on me and my problems will have to wait for a different post on my
video game blog.
Perhaps this may come off as a bit strained of a
comparison to make, but I can’t help but draw a line from how the fictional Wreden
treated Coda and their games in The
Beginner’s Guide to Genshin Impact developer
miHoYo’s relationship to Nintendo’s The
Legend of Zelda: Breath of the Wild. Both Wreden and miHoYo clearly see
some aspect of themselves in the work which they’re elaborating upon. Where Wreden
chose to populate Coda’s games with lampposts to add some strained conception
of symbolism and in-depth metaphorical meaning, miHoYo of course made their own
game which started with the Breath of the
Wild formula as a foundation and added to it the trappings of more
traditional anime fantasy, gacha mechanics—wherein players can spend money to roll
the dice and possibly earn characters to their roster which they may not have
earned yet—and a more typical open-world RPG progression structure a la The Witcher 3: Wild Hunt where you earn
experience for your overall rank and your individual characters in addition to finding
and upgrading weapons, armor, and different items, where talking to characters
doesn’t just give you gameplay information but also adds to your internal
understanding of the world Genshin Impact
lives within. While the scenario presented within The Beginner’s Guide is clearly painted as perverse, there’s
something a little bit insidious to me about what Genshin Impact and soon Ubisoft’s Immortals Fenyx Rising—another game which has made it a point to
bite off significant chunks of Breath of
the Wild’s core design tenets, this time with Greek mythology and typical
Ubisoft open-world clunkery—are doing.
And maybe I’m making the comparison between Genshin Impact and The Beginner’s Guide up because, well, I don’t really like Genshin Impact (and also because I
needed something to write about this week). The combat, nuanced as it is through
its emphasis on fusing the alchemical elements just doesn’t kinesthetically click
with me. The ‘open-air’ structure (a term coined by Nintendo for Breath of the Wild, wherein the player
is allowed to go anywhere and do anything more or less from the word go) doesn’t
work as well in a game where you’re essentially gated in where you can go by
virtue of the leveling system. Breath of
the Wild’s implementation of this world design structure worked because
since your only ‘stats’ were health, stamina, and inventory slots. As such, you
could just find and pick up a level 60 sword or strong piece of armor whenever
and hold your own, especially given that you’ll often find them throughout the
shrines which you’re encouraged to play through at any time. In Genshin Impact, going off the beaten
path might mean finding a mob of enemies that are 10 levels above your
adventure rank, and this happens to me so much that I feel pigeonholed into
playing it much more like a traditional RPG where I just follow waypoints and
focus less on the game’s aesthetics and worldbuilding. Genshin Impact will even sometimes remark upon the player
attempting to visit a location they shouldn’t yet and physically turn them
around, ensuring they don’t end up in a precarious situation, which is just
bananacakes to me. This sort of thing is the stuff of games! I love to
transgress, to go beyond the bounds. That, to me, is part of what makes a life
worth living, and games by being virtual spaces are so well-equipped to give
players those sorts of experiences. And I don’t like how chatty and
intellectually condescending it can be when compared to the quiet, reserved Breath of the Wild (your sidekick Paimon
is just…beyond the pale), and the gacha stuff is really off-putting to me as
someone who’s just never been into microtransactions in games; that stuff just
ejects straight out of what otherwise can be beautiful, engaging worlds I want
to get lost in.
Genshin
Impact at the end of the day is absolutely not a Breath of the Wild clone or fan game. It’s
trying to do its own thing, so I do feel bad for judging what it’s doing too
harshly as those aspects relate to Breath
of the Wild. But at the same time, since it doesn’t really shy away from
the fairly obvious influence, I feel like straining myself to not compare the
two is sort of a ludicrous premise. And as a person with my own subjectivity…look,
Breath of the Wild is my favorite
game. If I could snap my fingers and make every game Breath of the Wild, I probably would (and then regret it seconds
later, but). So I sort of have this need to
compare the two. Am I then, like Davey Wreden in The Beginner’s Guide, trying to mold Genshin Impact into something it looks like but also fundamentally isn’t all to fill some sort of Breath of the Wild-shaped void in my
life? Are my best days truly behind me? Does the toothpaste, in fact, not go back in the tube?
Jury’s out, I guess.
In our increasingly interconnected world, I wonder:
who owns an idea?
And now, time for a segue!
Kojima Productions’ Death Stranding is a game I’ve weirdly found myself sinking a
significant amount of time into lately. For those who’ve found this blog and
somehow don’t know what it is, it’s a game directed by notorious Metal Gear Solid director Hideo Kojima
where more or less you’re given directives to bring luggage A to location B
across a sprawling, Iceland-esque rendition of a post-apocalyptic America,
bringing individuals living subterraneously within isolated prepper stashes onto
a central distributed network, thus connecting humans both materially and
symbolically. But it’s not easy, because player-character Sam Porter Bridges is
a stumbling fool who will trip and
fall down a mountain face’s worth of crags if your backpack stash dares to lean
one whole inch too far to the left, unless of course you, the player hold the
L2 and R2 triggers down together. There’s also these ghost-zombie things called
BT’s, which stands for ‘Beached Things’, because there’s this place called ‘The
Beach’ where they live, which is where you go after you die but before you’re sent
to the real afterlife, so within our world are these echoes of people stuck in
purgatory, and they’re tethered to these umbilical cords which connect them to
the Beach while they’re in the land of the living, because there’s this whole
paternal thing going on with Sam having a little baby in a jar full of amniotic
fluid strapped to him which lets him see the BT’s, and if you die it’ll cause a
voidout, which imprints a massive crater in the landscape like the one in Akira, and you also build these
structures like bridges and set down ladders together with other players which
will mutually benefit every player in attempting to traverse the hostile world
by their lonesome, and there’s this guy with a mask who talks a lot, and this
guy with a mask under a mask who doesn’t talk as much, and the president’s name
is Samantha America Strand, and—
Yeah, it’s got some stuff. But I’m mostly playing it
as a surprisingly calming ‘podcast game’, wherein I play the game while
listening to a podcast or with a YouTube video on in the background (shouts out
to Jon Bois and Tim Rogers). I actually played the first four chapters and
change worth of Death Stranding back
when it first came out in November of last year but bounced off of it hard when
the narrative elements present within the game were really failing to land with
me in a way that (sometimes) they tended to for me with Kojima’s past games, in
particular Metal Gear Solid 2: Sons of
Liberty, P.T., and Snatcher. I sort of liked the game’s
mechanical structures, but at one point fell down a literal cliff and lost all
the stuff on my back and was already not at all into the worldbuilding and
storytelling the game was engaging in, so I got really mad and returned it to
Redbox (the second to last game I rented from Redbox! The last being Star Wars Jedi: Fallen Order, which, uh,
yeah…) and then watched the important cutscenes online and thought they seemed
dumb as hell so I felt vindicated in my displeasure with the game and yadda yadda
yadda.
So why then have I returned to Death Stranding, knocking out each and every one of the impossibly
lengthy laundry list (L) of generic standard orders that are being given to me
by hologram facsimiles of B-list celebrities like Edgar Wright and Junji Ito
within the game’s third chapter, of which there are four-fucking-teen? After
all, there’s absolutely no shortage of games which can be played in comfortable
accompaniment to a podcast, TV show, or what have you. Is it because the game’s
dystopian ecosystems mixed up with a goofy adoration for transportation workers
and a general vibe of positivity in community makes it a whole 2020 mood? Or perhaps it’s more the fact that writers I
respect like Lewis Gordon, Reid McCarter, Blake Hester, Tim Rogers (shouts out
Tim Rogers) and Caty McCarthy constantly sing its praises and I want to feel
like I’m in intellectual lockstep with the smart brigade? Or better yet, is it
just that I really like how Death
Stranding looks a lot and want to stare at it for 800 hours of my life in
some sort of ceaseless blinking contest which I absolutely will be winning, no
questions asked?
Most likely a combination of those three which both
reflects positively on aspects of the game I was too flustered to see last year
and also reflects negatively on my vain sense of self-worth has something to do
with why it’s clicking. But I also think Death
Stranding is resonating more with me lately because in 2020, miles away
from the zeitgeist and Sony’s marketing dollars at work, I’m more able to enjoy
the game for its own merits instead of how the game holds up next to my
pre-conceived notions of what I wanted it
to be. No doubt Kojima himself spurred on those expectations both through
his past works (I still would have liked it if this game featured some sort of Sons of Liberty-esque twist, but the plot
of Death Stranding is actually pretty
straightforward once you get down to it) and particularly through the game’s
arduous pre-release marketing cycle which just
would not quit, where trailers showed off arcane dark science-fiction
concepts and imagery and a naked Norman Reedus on a beach and a guy floating
upward toward a giant demon’s mouth while stabbing himself because that would
be a better way to go than being consumed by the giant demon and yeah you get
the point. After all, for the most part Death
Stranding just doesn’t have the sort of big-hype blockbuster-but-for-smarties
tendencies which could make it the target of shrewd dissecting (not that there’s
nothing deeper to be mined from its well of semiotic symbols; see Reid McCarter’s
analysis of the game’s overt allusions to historical wars and warcrime
atrocities which America has embroiled itself in as a particularly salient example)
But I still can’t help but feel as if 2019-me and much of gaming culture is
somewhat indicted in having wanted Death
Stranding to be anything else than what it is, even as the game’s launch
neared and it became more and more clear what you fundamentally do in Death Stranding which in turn revealed more and more about what the
game even is.
Death
Stranding, unlike Genshin
Impact, is not a game which when looked at and played naturally conjures up
an immediate analog to some other game. It has shades of Metal Gear Solid V: Ground Zeroes/The Phantom Pain in the chunky move and feel of its
player-character, the user interfaces in both MGSV and Death Stranding are
off-puttingly cluttered with greebles and doodads like a college freshman’s
dorm room, and…okay, yeah, the MULE encampments (did I forget to talk about the
MULE’s? So they’re literally a bunch of dudes dressed in what I guess is
supposed to be hazmat suits but they remind me so much of the cleaners from Monster’s Inc. that would clean off the
human sauce from the monsters. Okay, now get this: they are physiologically
obsessed with the sensation of delivering packages and subsequently receiving ‘likes’
(which you get in this game from other players (but also NPC’s sometimes? So I
guess they also get likes. But not from players, because players are all Sam
Porter Bridges, and Sam Porter Bridges and MULE’s are enemies. And MULE’s seem
objectively speaking pretty bad, so I guess when you think about it, it does
sort of reflect negatively on the NPC’s giving the MULE’s likes. Food for
thought.))) are basically a much worse version of the outposts from Phantom Pain, worse because let’s be
honest, the combat and stealth in Death
Stranding are half-baked, if we’re being charitable. The game has also been
derisively compared to outside walk-em-up’s like Firewatch and Everybody’s
Gone to the Rapture. But it feels so much closer to the sensation of
dragging our shambling, tenuous husks of skin, sinew and tendons up and over a
mountain, much wilder, more human than
the amusement park-esque strolls of the likes of Firewatch.
Such comparisons are made in an attempt to better
understand what Death Stranding is
doing through the lens of things we already grok. But the game simply can’t be seen
in that light, if my aside-sandwiches haven’t desperately made clear by now. I've also been on-and-off playing Super Mario Bros. 35, which is literally Nintendo taking a fangame they DMCA'd and spinning it out into a free game on the Switch which probably fits into this piece somehow and would have been smart to incorporate to build upon my thesis, but also it's not that interesting of a game at the end of the day and I don't have all that much to say about it. Death Stranding, on the other hand, is
a truly unique thing to have emerged from a sea of AAA gaming also-rans. There’s
your cultural commentary for the day.
To try and tie up this rambling nonsense with a neat
bow: sometimes you just have be in a particular mindset to find and take something
from out of a work as it wants to be seen and appreciated. Maybe in a year once
Genshin Impact is built upon even
further and more deeply entrenches itself into its own corner of the wide
landscape of games I’ll be better equipped to simply enjoy it without needlessly
contorting myself to think of it as a stepping stone along the way to Breath of the Wild’s impending sequel.
Or maybe I’m like the feral beast that absentmindedly leaps toward prey (video
games) without a second’s consideration; meaning that I still won’t like it (I
think that’s a metaphor?). No, better yet: maybe I’ll end up like Davey Wreden (the fake one) who just
wanted to see himself/myself in the things he/I invest time and emotional
energy into. Nature, or nurture. Player, or played. I’d like to think that, as
a critic, I won’t succumb to narcissistic self-obsessions or the critical apparatus’
Word of the Day in a year or so when I do revisit it. Art should be allowed to
breathe on its own says I, the critic. But then again…