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New England Gamer
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November 2009
To Tell a Tale of Gaming
I am a big fan of storytelling, but then who isn't. There's a reason certain books,
films and yes, video games, remain in our memories longer then others. There's a
reason why after decades people still quote The Godfather, or read books like
Ender's Game. They are built on the foundation of exceptionally memorable
stories. Similarly, gamers remember titles like Chrono Trigger, Final Fantasy VII,
and Shadow of the Colossus amongst others because they managed to touch us in a
way more substantial then just the shallow thrills of a gory action game. They
managed as narrative packages to incite the feelings, emotion and critical thought
of the people playing them. They, in short, managed to achieve the status of art.
Uncharted 2 may not be remembered as a work of art, but it is certainly a dramatic
step forward for gaming as a medium for storytelling. Uncharted 2 manages to
bring to an interactive experience all the trappings of a summer blockbuster, and in
fact pulls off a lot of what it does better then the movies it's emulating. Its writing
is witty and well performed. Its action sequences are over the top while remaining
grounded in the realm of physical possibility. Most importantly of all, it manages
to integrate its storytelling elements almost seamlessly with its gameplay.
It isn't the first game to do that. Shooters like The Darkness and Call of Duty 4
both presented well integrated stories that didn't negatively interrupt the act of
playing the game. 2008's Dead Space, while not gifted with the best narrative to
ever come out of the industry, competently immersed players in a narrative
presented entirely within its gameplay. It never once fell into the trap that is the
cutscene.
Because as any gamer knows, there is nothing more annoying then a cutscene. You
can't play them and as many might argue, what's the point of a video game you
can't play? Such was the biggest criticism of Metal Gear Solid 4. The last chapter
in the decades long saga of super soldier Solid Snake, Metal Gear Solid 4 from the
get go faced the ample challenge of tying up one of the most complicated and
convoluted narratives in video games. To its credit, the game managed to do this
and ably so, presenting gamers with a narrative that not only wound up making
sense, but was also poignant and meaningful. I would even dare to argue that Metal
Gear Solid 4 stands as a triumph of what video games can do if a developer has the
guts to really try for something great.
If only there hadn't been so many cutscenes The game was brilliant to play,
offering up some of the best stealth styled action gamers have ever seen, but as
many reviewers (myself included at the time) noted, for every bit of gameplay you
were almost guaranteed four or five lengthy cutscenes to sit through. As a rule I am
not opposed to cutscenes if they are necessary. While I love playing a story, I do
believe that there are occasions where things can be experienced better by
watching than experiencing.
Even Uncharted 2 which has been praised up and down the critical aisle for its
story integration has moments where you are relegated to the passenger's seat. The
problem with Metal Gear Solid 4, and for that matter, the Metal Gear Solid games
as a whole, is that the developers generally insisted on showing us everything and
then some, whether or not we needed to see it. It is telling to me that the entries in
the franchise that are considered to be the best by many, the first and third, are
those where the story-to-gameplay ratio was most balanced. You had to watch stuff
sure, but you got to play too when the time was right.
What it comes down to essentially is that video games as an entertainment medium
have reached the point where they can compete with things like film toe to toe.
Some, myself included, would argue that they've been there for awhile. Video
games have become mainstream. They make more money on a yearly basis than
film and music put together, and their position in our collective culture is only
growing larger with time. That said, it's still nice to have something like
Uncharted 2 to point out when detractors (here's looking at you Mr. Ebert) come
along with their naysaying. Video games are a storytelling medium. Whether
they're telling us about mushroom powered plumbers, aging super soldiers or
treasure hunters with perpetually perfect hair is irrelevant.
Read more by Stewart Shearer