Cat. I’m a kitty cat…

I was following Stray on and off during its development for a few years, eagerly awaiting the release of the Unreal Engine powered cat walking simulator that involved exploring smoky, neon drenched cyberpunk city scapes. I caught wind of it when I saw a very early tweet promising more details to come in future that featured at least one delightful gif. That initial impression, forged by the gif of a cat wandering aimlessly, just being in an evocative environment, is what stuck with me the most, even as the game developed and crystalised into something more the closer it got to release. Effectively, the Stray that lived in my mind’s eye was the Stray of the prototype gifs that captured a game in a time before any promise of the ambition and scope of environment and narrative of the final release.

So it came as more of a surprise to me than It should have when the game opened on a colony of cats just living life and enjoying each other’s company under clear blue skies. It is during this opening that Stray tips its hand about one of its preoccupations: simulating with uncommon care and fidelity, the act of being a tiny kitty. The game will not progress until you walk up to each member of your colony and hit Triangle, the universal Interact as a Cat button (it is important to note that there is a separate button for non-cat interactions. This makes sense in context). This triggers a series of interactions, each of which is different but all something a cat would do with a friendly cat. They are paid back in kind by your colony members. Play fighting, nuzzling, flopping on your side and being bopped in return. You all then gather together to sleep.

It was a delightful opening gambit that sold its commitment to making the player as much of a facsimile of a cat as possible within its limited gameplay frame. These little touches continue throughout the game and hint at developers who are very familiar with and love how cats behave. Shortly after your cat wakes up again and progresses to the rest of the introductory sequence, you are presented with the best button prompt in gaming since Titanfall 2’s “Press LB to time travel.” The game tells you to “press Circle to meow.” The first gameplay achievement I unlocked was “A Little Chatty”, awarded to me for meowing 100 times. I unlocked it within my first 5 minutes of play. You are able to scratch at carpets, walls and sofas. There are dedicated sleeping spots. You can stop and lap water out of bowls or puddles. If the mood takes you, you are able to rub up against some characters’ legs. Pool balls can be swatted around. You can interrupt a game of mahjong by jumping onto the table and scattering the tiles onto the floor. The players of that mahjong game react to this with dismay. These interactions, triggered by hitting the dedicated Interact like a Cat button, for the most part, confer no immediate gameplay benefit to the player. It is the canniest trick the game plays, simultaneously priming the player to “think like a cat” and to allow for plausible deniability when the game anthropomorphises the cat (by this I mean the game relies on the cat to follow logic and patterns of behaviour that are decidedly human and not feline.)

The game spends its limited time with other cats on the surface trying to get you to bond with them as expeditiously as possible. It offers you multiple opportunities to interact with them by playing with/nuzzling them directly, meowing in call and response with them, scratching on trees together, or gathering around puddles to lap up some water. It is a section of the game that is utterly brimming with charm and makes it all the more painful when you’re separated from them in a tremendous fall into the Walled City. I really did spend the rest of the game primed with a sense of pervasive misery after witnessing the precious baby limp for a few steps after landing to a chorus of distressed meows from his family before collapsing and passing out. He comes to all alone, surrounded by silence.

I might have buried the lede here, but if you are sensitive about animals in pain, this game does contain two painful falls that result in temporary limps, enemies that latch onto the cat and overwhelm him until he collapses to be eaten, sentry drones that shoot electric bullets at the cat and will down him in one shot, and (spoilers) an unavoidable cutscene where the cat is shot by said drones off screen (end spoilers). If you don’t like unhappy animals, Stray has moments of that too.

Unfamiliar Surrounds

You find yourself trapped in the depths of a city that has been sealed off from the outside world. Above you, the stars are actually lights in a far off ceiling. Your first few minutes exploring this city take you through abandoned locales, slowly teaching you through context clues. You are introduced to the game’s first threat, the zurk, gradually. At first, they appear in small numbers and scurry away from you, until you come across a partially eaten robot (called a Companion in game) covered in them. They scatter as you approach the dying Companion, but their menace is made clear. It is not long before you are confronted with a swarm of them and are given the button prompt to run. this should be enough of a clue that they are bad news and you should not stick around.

The game takes a similar approach to teaching you how to interface with its puzzles and its world. In the time you spent above ground with your family, it forced you to engage with the other cats like a cat would, gating progress behind this. It then presented organic opportunities to act like a cat, rewarding your indulgences and compliance with cuteness. Early in your exploration of the inside of Walled City 99, you are presented with a line of paint cans, and approaching them gives you a button prompt with no written context. Interacting with them causes you to knock them off the edge of the platform they are on, you know, like a cat would. This same interaction s used in a number of puzzles throughout the game, including the very next puzzle.

Your path through the world has you running from rooftop to rooftop, balancing on pipes and planks, and crawling into small holes and windows. Your perspective, so low to the ground compared to a human or a Companion as the case may be, invites you to interrogate the way you inhabit and navigate space. You can get to places a humanoid character otherwise wouldn’t be able to because you are a cat. If you didn’t grok this intuitively through the course of play, the game makes it explicit by having characters tell you as much, not once but twice. I wasn’t sure how much of the cat behaviour priming was critical to progressing through he game until I came across a person with no cat experience who said they were struggling with the game until they tried to think of what a cat would do and where a cat would go. So there you go, a singular data point.

A robot by any other name

If you are sensitive to spoilers, please stop reading now.
Your journey through the game takes you through linear platforming and puzzle sections which lead into a non-linear hub section where you are free to explore and complete objectives somewhat out of order. While the linear sections can sometimes feel like you are being rushed through them to avoid threats, the hub sections allow you to slow down and soak in the atmosphere. The hubs are Companion settlements that you come across at different levels of Walled City 99 as you slowly climb your way out. It is here where you spend your time in Stray observing and interacting with the characters that inhabit Walled City 99. The first one you meet is a consciousness trapped in the city’s network, whom you help download into a drone named B12. B12 acts as your means of communicating with the Companions you come across, and parallels their behaviours and cultures with that of the city’s long extinct human residents. You learn through your travels that the Companions of the lower levels of the city began replicating human customs uncritically through acts of random mimicry. They began eating and drinking before setting up restaurants that serve RAMen (It’s made of RAM modules. That’s the joke). B12 observes a mural before musing that the Companion’s art has slowly transitioned from mimicry to genuine expressions in their own right. It becomes evident as you travel through the game that the Companions have, as a society, moved from mimicry to developing their own culture and customs.

There are little flashes of humanity in the Companions’ behaviours. You run across Companions that take care of plants, meditate, play a guitar-like instrument, run businesses, make mix tapes and dance defiantly, play table top role playing games, forget their character sheets for their TTRPGs, attempt to have haircuts, knit ponchos and live in family units who love and miss each other. You can run into Companions that you can affectionately rub up against, and more often than not, they will respond joyfully. Some of them invite you in to take shelter. They have developed a system of spirituality and beliefs based on the materials humanity left behind, believing, for example, that the outside is a myth and that there is no world to be experienced outside of the confines of the walled city. In the lowest levels of the city, they even believe that they are unable to break through to the upper levels, that they are destined to stick in the slums, picking through scraps and garbage filtered down from those on high.

It is easier to imagine the end of the world…

As you progress you come to realise that the legacy that humanity left behind has created a shaky foundation for the Companions to build their society on. You also begin to realise that Stray isn’t a cat game, as much as it is a game that uses the alien perspective of a cat in a post-humanity Earth to chew upon and interrogate capitalism as a system of oppression in one handy, vertically stratified microcosm. Stray posits that capitalism is a destructive system that causes stratification in society. The humans of Stray created the Walled Cities as a means to protect themselves from an unspecified plague. Walled City 99 is fashioned the safest city on Earth. It is treated as exclusive. But only those on the upper layers got to live with any degree of luxury. They died out because the rich recreated the material conditions of the old world within the walled cities, saving all the resources for them and apportioning limited resources to lower levels. The farther down you go, the fewer resources apportioned. The rich never felt the need to heed science and take precautions against the plague, and so were doomed to a slow death. In the meantime, they engineered a bacteria to eat through all the garbage they were creating. In their absence, the bacteria eventually developed into the zurk and began to eat whatever they could, organic and inorganic alike. In their wake, humans and their capitalist society continue to poison the world.

The Companions, in replicating human customs have also replicated capitalism. They continue their isolation of robots in lower layers. They continue to apportion fewer resources to them, forcing them to live off cast offs and limited allocations of energy. A company, Neco Corp, survived the fall of humanity and continues to function. The hub city surrounding Neco Corp is a police state in which Companions are disappeared for agitation or suspected agitation. Sentry bots were created by humanity to act as surveillance. In what is becoming a pattern, their years of operation in a world set up by humanity but not overseen by it has hardened them into unflinching enforcers of order, operating beyond their original mandate. But this is a familiar notion. We currently live in a world where the powers at be continue to test how far they can overreach in the name of security. As you enter this hub, you see a random Companion being arrested on mere suspicion of association with a wanted individual. The wanted individual in question is the Companion you are looking for, one who is trying to break free from the Walled City to take a glimpse of the outside world. This quest is fashioned as a journey of curiosity, of a burning sense of wanting to see the sky and breathe the fresh air. Of following a dream and nothing more. Around her and her handful of companions, life continues as it always has. Before the three of you are able to make your escape, you are double crossed by an associate who was paid to turn you in to the authorities. Even in a world devoid of humans, filled by entities who fashioned themselves identities from seeming nothingness, there are still individuals who preference gaining money over the lives of others. It is easier to imagine the end of the world than the end of capitalism. It is a series of sour notes in a game that tries its hardest to find the moments of joy and life in squalor.

The game ends on a bittersweet and ambiguously hopeful note. The cat is able to escape and has opened the dome over Walled City 99 in the process, filling the world with natural sunlight for the first time in centuries. And yet the structures of cruelty erected by the game’s narrative have given me no hope for a better future for the Companions. Perhaps my read is too pessimistic. Perhaps I am missing something. I have seen the cruelty of our world, and any society built on the foundations we have laid down is doomed to the same path of misery.

To me, Stray is a melancholy game punctuated by stabs of sharp sadness.

Stray observations:

  • I like very much that the depth of field around the cat in an early cutscene fails due to fur in the same way that early portrait mode on an iPhone would. Very true to life.
  • I love that when you first get your backpack, the cat flops over, and then spends a bit of time walking super low to the ground. This will be familiar to anyone who has put a harness on a cat. Truly, the devs knew what they were doing.
  • The cat does the licking his lips thing when he is upset/scared/angry. So much detail has been paid to replicating real cat behaviours.
  • You scratch on objects by alternating presses of R2 and L2. this is an element of Kinaesthetic gameplay I first remember experiencing in Call of Duty Modern Warfare 2 while scaling a cliff using ice picks, and then later experienced in a more benign context in Grow Home (albeit also while climbing). I just find it kind of interesting that this mechanic transcends external trappings of genre and setting to convey the same presence boosting intent.
  • Another thing that reminded me of Titanfall 2, there is a portion of the game where you are given a means to fight back against the zurk. As soon as you have completed this segment, that ability is taken from you, the device destroyed due to overuse, much like the time travel device from the Effect and Cause level. The developers try to shake things up like this from time to time and don’t let any one wrinkle overstay its welcome.

A little side note on Stray’s imagery:

With a twitter @ of @HKdevlog, it is understandable to be sceptical of the French developers, Blue Twelve Studio, for muddying the water about their origin. It is in the history of the cyberpunk genre to make use of Asian iconography due to the economic anxieties of the 80s, when the west did fear Japan as a rising technological powerhouse. Whether or not that is a dealbreaker for you, I will not judge. I would merely like to take the time to invite people to have a look at what is being discussed regarding the developers obfuscating their identities, the game’s refusal to tackle the history of Kowloon Walled City, and even the problematic framing being used by people to discuss the game’s failure to engage with the imagery it is using:

This whole thread is worth a read to be honest:

Another thread for your consideration follows:

Just for fun.

So I noticed something today.

They sound pretty similar.

I am not kidding, they really do. That said, the soundtrack was the best part of the Battlefield 3 single player campaign, and Hans Zimmer did have a hand in composing for another EA published FPS released in 2011:

Coincidence? 😛

Shame, Sexuality and Video Games: A personal account

Recently, I have been both looking forward to and dreading Vanillaware’s upcoming Dragon’s Crown. Vanillaware have developed one of my favourite Wii games, Muramasa: The Demon Blade. So when I found out they were developing a game for the PS3, I began to salivate. Those familiar with Vanillaware’s games know that they are absolutely gorgeous. The thought of seeing amazing 2D artwork in HD and having a fun game underneath thrilled me to no end.

Then I saw the game…

It definitely is a gorgeous game, with beautiful environments and creature design, and amazingly smooth animation. I did, however, find myself deeply uncomfortable when I saw the player character art. The character design pays homage to the artwork that adorns low fantasy novels; muscular men and barely dressed women representing the pinacle of “masculine” and “feminine” virtue (from a certain perspective). Impossibly sculpted bodies one would expect of some deity and not a mortal. These physiques were representative of an ideal. It was not an ideal I really subscribed to, but it was nevertheless an ideal of some sort.

If you have a look at the character art for Dragon’s Crown, however, it appears the pulp covers of low fantasy were but a starting point. The end result being grotesquely exaggerated caricatures of an idealised human body that is at times disturbing and at others strangely fascinating. It is something that has already attracted commentary from both detractors and supporters and it is not my aim to parrot opinions in this piece.

What I want to do is work through having a game that I want to play because the gameplay looks genuinely fun to me, and a game that makes me feel uncomfortable due to its representation of the human form.

Through various events and thought experiments, a realisation has been dawning on me: I have an aversion to things related to sex and sexuality and I am confused and ashamed of the fact I am a sexual creature.

I have been confused about my sexuality for the past couple of years. Prior to this confusion, I had untreated depression and anxiety and so my libido was effectively suppressed. Life was easy and I could ignore any issues that may have cropped up.

However, after getting treatment, I must say I am feeling a lot happier more frequently, and for the most part, my anxiety is manageable. This has also come with an increase in my libido and a confusion about being attracted to people both romantically and sexually. I guess you could say I am dealing with teenage sexual identity issues in my mid 20s.

Having not really dealt with my libido much before this time, it feels alien and unnatural for me to feel any sort of sexual attraction to anyone, and the mere recognition that certain things can be viewed through the lens of sexuality makes me uncomfortable. I just haven’t had the time to work through these issues and I find myself on the back foot. I have been too embarrassed to raise these issues and concerns with my parents and my mental health professional, and I think I am beginning to view sex related topics as something to be embarrassed by and ashamed of.

I find I play as a female character in most games that allow me to customise my character or play as a pre-made female character. I have been jokingly asked if I do this so I can stare at the character’s ass while I play (something that seems both silly and counterproductive to me). I am also pretty sure that it’d be pretty hard to do so in a first person game =P

Anyway, ogling is not why I play female characters, in case that wasn’t clear.

I’ve finished Mass Effect 2 only once though I have attempted two playthroughs of it. The first run through, I played as Male Shepard and I did not feel at all connected to my character. However, playing through as Female Shepard allowed me to invest much more into the game. I felt more attached to my Shepard, and I wanted to see her story through to the end. Any moment where my Shepard was taunted or insulted, I felt personally insulted and any moment of triumph was similarly personal. I got none of this with the Male Shepard.

I’ve been wondering why I feel uncomfortable being around men in real life and why I dislike being reminded of my male-ness. I’ve cringed in the past at being called a man by a friend, yet my pronouns are still He/Him/His. It feels like I am cheating a little, but I’ve concluded that I’d rather be seen (by myself at least) as a genderless, or at the very least, not male entity. In video games, the easiest way to be non-male is to be female. I feel much more comfortable playing as a female character because I am not reminded all the time that I am male. In virtual spaces, a female avatar is what I feel most comfortable representing myself as, even though I don’t feel like I am female myself.

The gaming landscape is a strange place that handles sexual identity and gender identity in a number of ways, whether intentionally or not. The “everyone is bi” of Mass Effect, the homoerotic undertones of the Metal Gear Solid franchise, the male default of Minecraft’s Steve or the power fantasy that is Duke Nukem.

As a person confused, intimidated and ashamed by my own sexual identity, gender identity and by sexuality in media, it can make things more complex when choosing what to engage with. Coming back to Dragon’s Crown, if I were to ever pick up the game, I would play as the Elf. She is the least stylised of the female characters, a fact that has been co-opted by users of the internet to ridicule those who took offense at the portrail of women in the game (something that many feel strongly about given the prevalence of sexism in the industry. Use google if you need reading material). “She exposes her ears! Strumpet!” ring the cries o those who mock the offended. Insinuations of homosexuality sprout forth from the character designer. “You do not like exaggerated women? Then you must like these exaggerated men I drew in response to your (admittedly, not completely defensible) article! Ha!”

And everyone who wanted to have a discussion about the role of sex, sexuality and gender in games is reminded that for the most part, they won’t be able to find one.

And I am reminded that not only will I have to deal with personal anxieties and shame related to the subject when picking up a game such as Dragon’s Crown, but I will also be drowned in an ocean of writhing, wailing bodies unable to back down from their stance if I ever attempt to seek clarity or opinion online.

I made a game

I have successfully completed the first of my 4 games I need to create for the course I am currently doing as part of my degree.

It is not a very good game. It is playable, and it has a screen that tells you what the objective is. It has sounds I created by myself (three of them!).

Well, so what about a basic navigate the maze and pick up blocks game with 3 whole sounds that I created by myself? I guess it’s kind of a big step for me, going from someone who was utterly intimidated by all things computers to finally stepping up and completing a group assignment by myself (I completed it by myself because I am an external student and the other students had already formed groups).

It’s given me a grasp of the basics of game construction in Unity3D and has given me the confidence to be able to check the documentation and forums when I am in need – something I never had when dabbling in LOVE2D.
It kind of makes me feel that if I (by far the worst person in my year 9 and 10 computing class) can make a functional game, anyone who puts their mind to it can. And with a little experimentation, great things can come from the game making journey. I am looking forward to the other 3 games I have to make, and hopefully, now I will spend less time on trying to create character controller scripts and more time on making the rest of the game.

BRO-TASTIC BRO-VERLOAD~!!

I apologise for being away from this place for a while, I’ve been focusing on my game development studies and such. Assignments take away from free time and all.

However, I have come across something that I just felt needed to be discussed.

TRIGGER WARNING: Sexual harassment and Violence Against Women will now be discussed.

It’s something that seems endemic to the geek/gamer culture. We have seen it in the Fake Geek Girl scare that has (had?) swept the internet, the Cross Assault Sexual Harassment incident, in which Fighting Game Community (FGC) member Aris Bakhtanians defended harassment of a female colleague because (paraphrasing here) “removing sexual harassment from the FGC is removing the FGC from the FGC”, and we have seen it in the many pieces of evidence posted up for all to ridicule on sites such as Fat, Ugly or Slutty. The culture appears to be exclusionary of women.

Anita Sarkeesian’s Tropes vs Women in Video Games series started life with a gigantic hate campaign via youtube, and (I hesitate to say) culminated in the creation of a game in which you punch Anita in the face. I hope people can see that whether or not you agree with her thesis or the strength of her argument, this is not an appropriate thing to do.

It is not being politically correct to call out attacks on a person’s character and their likeness because of the fact they are viewed as an outsider to your culture, especially if what qualifies them for outsider status is their sex or their gender.

The exclusionary stance against women is something that needs to change. Games and Geek culture are things that should be inclusive of everyone. There should be no self appointed Gatekeepers tasked with keeping those deemed of “inferior stock” from our ranks. It is a sad state of affairs when I am more accepted than someone else by virtue of the fact I possess a penis and they do not.

That it is coming from the community itself goes some way toward reinforcing the notion that geeks and gamers are immature men getting lost in “inferior” product of little consequence because it allows them to engage in juvenile power fantasies in which they are “better” than they could ever hope to be in real life.

We are more than that, and our preferred media and products deserve recognition beyond what the mainstream give them. Our attitude towards women or others is not going to help this.

It would be one thing if this were an issue at the community level, where introspection, soul searching and some frank and open discussions about the way we treat outsiders could help us to be more inclusive and nurturing to those who want to enter the fold.

This is why it is with some degree of sadness, though without any real surprise, I stumbled across this site: corp.ign.com.

With all seriousness, a scroll at the top of the page states:

The Greatest Sites Known to Men.
The Greatest Sites Known to Gamers.
The Greatest Sites Known to Influencers.

“So what?” you may think. “I see nothing directly insulting to women, right?” Well, this is where things get ugly. IGN is no small thing. Ziff Davis recently purchased IGN and related sites for an undisclosed amount, though News Corp were asking for USD $100 million for the bundle. IGN is a big thing indeed. After the purchase, sites in the bundle were shut down with Ziff Davis wishing to focus on flagship sites IGN and Askmen.com. IGN has for the past 12 months (February 2012, to February 2013) boasted over 4 million unique visitors per month.

So it is a big site, worth a lot of money that gathers a large amount of unique page views. And?

Going back to the scroll at the top of corp.ign, everything is framed in terms of men. Men are gamers, they are influencers, they are MMORPG players. Never is it suggested that women partake in any of those activities. This language is exclusionary. It implies that women do not matter as it is men who are the gamers, MMORPGers and the influencers. Why would you care about women?

But wait, there’s more: Yes, this is real.

“BRO-VERLOAD!” The page reads:

“With a male composition index pushing one and a half times the online average and heaps of traffic, our original properties together reach 1 in 4 men online in the 18-34 age range. Simply put, we do a better job of applying your media dollar directly to the young male demographic you need to reach. Matched by our breakthrough creative and guy acumen, our pitch adds up to integrated, targeted campaigns with room to scale: it could only be better if our rate cards were printed on crisp bacon.”

Mmm, crisp bacon, the manliest of all meats. All kidding aside, the page goes on like that, talking about how IGN properties bring in the men, men that you, the advertiser have to target because women do not matter to you.

1 in 4 gamers, all men, women don't count.

1 in 4 gamers, all men, women don’t count.

It is a clear institutional and systemic exclusionary approach taken by games media that feeds into gamer culture’s exclusionary approach. It is not fair to blame only the gamer without taking into account the companies and outlets that feed them, and until we do, we will only be having a temporary effect.

The rise of independent game development tools, such that I have mentioned in a previous post, have enabled people of all sorts to share themselves through the medium of video games. Having mass media supposedly for gamers choosing to target the male demographic is setting our chosen medium back. We cannot progress if the audience is kept blinkered as to the possibilities of what can be done and expressed with games, and by whom.

I cannot offer a solution just yet, other than look elsewhere for your games related news. Perhaps Gamasutra and its sister sites will help in that regard. Pixel Prospector is a pretty decent source for independent games, with an abundance of tutorials and links to resources, and the TIGForums provide a community for independent developers.

The next thing you could do is make yourself known and felt within these communities. Make it known that women exist and matter and are part of the face of the gaming and game development communities.

PS:

Need I say this attitude is damaging to men as well? I wonder how many men out there are “bros”, or have a fondness for crisp bacon, or fall for all the pandering sites like IGN employ. How many men out there are the kind of man IGN says men should be?

How many men are better off believing that their culture is for men alone and that anything that deviates from this expectation is dangerous to the foundations of the culture?

We the Giants

“In everyday things the law of sacrifice takes the form of positive duty.”

– James Anthony Froude

We the Giants is a simple flash game that will not take much of your time, but I highly recommend you play it.

In fact, go play it now before reading on.

Last time I talked about how the independent scene was producing games that represented different narratives to that of the Straight White Male power fantasy. We the Giants is a really interesting example of such a game.

“A man must be sacrificed now and again To provide for the next generation of men.”

– Amy Lowell

In the game you play as a rectangular cyclops. You can move using the arrow keys and pressing the shift key affords you a view of the entire map.

So far so standard. You are asked to carry out three rituals, the first two being movement and viewing the entire level. The third is something profound.

You are asked to sacrifice yourself and leave a helping of wisdom, in the form of a short message, to provide a foundation to future generations of giants. Once you have sacrificed yourself, you can never play the game again. You can only watch the progress of future generations of players as they too sacrifice themselves in the name of progress.

This simple game speaks to something very deep within the human experience, the drive to sacrifice for the benefit of others. It may be as simple as a parent devoting their life to raising and supporting a child, or it may be a soldier sacrificing their life for the stability of their country and way of life.

It is something that even games like rogue-likes, with their permadeath, cannot touch. After all, you are still allowed to play those games, just as a new character and starting from scratch.

The power is in our hands to create games that speak to the experiences we face in daily life, or the thought experiments that we wish to bring to life. If you want to make a more “traditional” game in line with Triple A games, that is fine, too. But with the ability to have your voice published for others to experience, you can do much more if you choose.

An off white narrative

I am not white and I will never be.

It may be something that does not come across the minds of people I have only met online, most knowing me either by a handle or by my first name. It has, however, got me thinking about an article I read a while back called Straight White Male: The Lowest Difficulty Setting There Is. The article got me thinking that Straight White Male is also the default difficulty setting and the default narrative path through the game of life. Perhaps the game analogy falls down a little, but when people do not know much about you other than words on a screen, what do they picture you as? A Straight White Male or an, albeit, Straight Indian Male?

Looking to media and I can see a lot of Straight White Men being the protagonist and very few characters of differing skin colour, ethnicity, sex, gender, and any other distinction that I may have left out due to ignorance on my part. The Bechdel Test, something already much covered by much more qualified writers highlights a problem of representation in media. It is a little sad, really.

I recently picked up a copy of Anna Anthropy’s book Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form, available here for Kindle, and was enthralled by the idea of video game as zine, self-published chronicles of whatever the author wishes to share with their readership. That Triple A Video Games (A quality video game expected to sell well, typically with a higher budget than budget software) cost so much to make and represent such a narrow viewpoint is disconcerting to say the least. In Hollywood you get the big blockbuster action movies, but you also get the comedies, the romance films, the dramas, and there are healthy scenes for film outside of the mainstream. Distribution may still be difficult to come by, but many films do get to see an audience.

In the Video Game space, there seems to be a rise in the popularity of indie games. Indie Game: The Movie came out last year and served as an, at times, heart rending primer on the indie development scene. Its reach was necessarily small in order to adequately profile the stories it chose to tell, but there is only so much one film can do.

In addition, sites such as Pixel Prospector, indiegames.com, indiestatik.com, and others, shine a spotlight on the indie game scene. Indie game developers are becoming Rock Stars in their own right. Jonathan Blow’s charming platformer, Braid was wildly successful. Hotline Miami, as of 12/12/2012, has sold 130, 000 copies, and is a favourite among some of the staff over at Gamespot, among other video game publications. (Hell, I bought three copies of the game myself).

The success of the indie scene is a wonderful thing to see. And branching off from this success, it would be even more amazing to see games that chronicle additional experiences to become more known to the public. We, as people other than Straight White Men (and I have nothing against Straight White Men), have something to say to the world, and the medium of video games has become increasingly open to outside perspectives. Software such as Game Maker and Constuct 2 allow those of us who are code-illiterate to create video games without the hassle of learning code.

For those of us who do know how to program, there are a multitude of solutions out there to suit our needs, from Unity to LOVE2D, UDK to even CryEngine 3 allow individuals and teams to realise their visions and release them for general consumption.

I have no idea which solution is best for me as I cannot code or script to save my life. I am currently learning Lua and Python, and am planning to experiment with LOVE2D and Pygame at some point in the future.

I have a story that I wish to tell, a view of the world that I need to allow others to see. I will no longer be content to remain silent in an age that democratises media creation.

The basic idea is of a boy of Indian origin being troubled by being the odd one out in his surroundings, wishing he were more white, and dealing with alienation and the nightmare that is early high school. It will be based on things I have experienced, though necessarily abstracted to allow for ludic engagement. It is something that bothers me to this day. Every time I gaze at myself in the mirror or in a photograph, I catch myself saying “Damnit, I am still Indian”. I am scared of getting to know people, or even attempting to find a mate because I rationalise that no one would want to know me, for I am Indian.

I forget what I am from time to time, and those are my happiest moments. I am no longer human, I am no longer male, and more importantly, I no longer have a body with a skin tone that used to make me stand out from the crowd. I am nobody, I am nothing.

It may not be healthy to feel that way, and I am hoping that this project will help me work through this issue as well as bring an experience, and maybe some understanding, to others who may not have considered what it would be like.

I may have to collaborate with someone more knowledgeable than I, but that is a necessary evil in a quest to bring about a greater good.

So far, this article may end up depressing people more than it gives them insight into the fact that someone can take up the challenge to make their voice heard. What happened to me in my past has defined how I interact with people and how I live my life, and I want to share with anyone willing to listen that even the most insignificant of actions can have far reaching consequences.

Now I could recommend that you read Anna Anthropy’s book (it is an interesting read), but that costs money, and money is not something all of us have in abundance. I’d like to suggest you pick up a free version of Stencyl or Game Maker and have your voices be heard.

We may be lost in a sea of bombastic advertising and big budget launch events, but we will be content in the knowledge that someone out there will have the option of listening to our stories if they so choose. The world will be a worse place for our inaction.

TPPA and China

So I read an interesting little piece about the Trans-Pacific Partnership Agreement (TPPA) that you can read here.

The article goes into how the TPPA is forcing US corporate interests down the throats of nations in the Pacific, nations with trade interests and relationships with China. To put it simply, countries such as New Zealand and Australia can find themselves between a rock and a hard place, not wanting to upset the US, but also not losing their favour with China, a massive economic power.

I don’t particularly want to get into the politics or implications of TPPA in a serious sense, but in more of a speculative fiction sense. “What is it you are hoping to achieve here?” I hear you ask. Why, go play Black Ops II and then come back! Or don’t, maybe you shouldn’t feed the juggernaut that is Call of Duty any more than it has already been fed.

Let us just say that the game pushes, quite heavily, US interests in the framing of a second cold war, one between the US and China. The impetus behind this cold war is Rare Earth minerals, which China seems to have a monopoly on and are used in electronics.

So what?

Well, the article above mentions the possibility of TPPA and US Corporate interests fuelling a cold war between the US and China with Pacific nations used as a proxy battleground, with the two superpowers posturing for economic superiority.

I just found it quite amusing that it basically provided the plot of a new Modern Military Shooter.

Though it is a bit worrying that such issues could exist, that countries could be torn between their allegiances to other nations because they do not have the power to resist larger powers. Being an Australian citizen, I am also a little worried about what TPPA could mean for me as an individual. I will, of course, need to do some reading about this, and hopefully find some accurate information to avoid another ACTA furor (even though once clarified ACTA was still a horrible thing). I doubt I’d be able to wrap my head around all of it though, and we have another dragon to slay in the form of the ITU.

Once again, the governments of the world aim to govern the internet in an opaque fashion without public consultation. At least, I believe this time it is not motivated by corporate interests? It’s still a worrying thought though. Here is a video.

Act of Valor and Crossing the Line

So I was going to write this review for Act of Valor yesterday, but then it completely slipped my mind due to reasons.

Let us begin O:

So Act of Valor is a movie about Navy SEALs tasked with rescuing a captured CIA agent, which leads them to discover a deadly terrorist plot. Naturally, they are the ones who are sent in to stop said plot from occurring on US soil.

It started off life as part of the US Navy’s recruitment initiative, but then grew into a feature length production.

If you were witness to the film’s advertising, you are probably aware of its one draw card. The film stars active duty SEALs using actual military hardware, firing live ammunition, and carrying out actual battlefield tactics.

In that regard, the film acts as a peek into the life of a SEAL. There is a standout moment near the beginning of the film in which the SEALs infiltrate a terrorist installation. It’s quite interesting stuff seeing how SEALs would carry out a stealthy infiltration. Moments like these aren’t really seen in other films. As an Ask Men article charitably put it, other films are pretenders.

It is a shame then that the action is let down by an overuse of shaky cam and quick cuts. It can be argued that shaky cam can create a cinéma vérité, documentary, or “you are there” feel to a film (see Saving Private Ryan for a successful example), however, an overuse of handheld camera work can annoy or confuse a viewer. Your mileage may vary on this, by the way. But an almost constantly shaking camera with quick cuts between subjects without care for considering the geography of the scene can leave the viewer confused as to who is doing the shooting and who is getting shot. A particular instance I can bring to mind is a car chase early in the film where the scene cuts from the inside of one car to a 1 second shot of the outside of another car to the inside of that car and someone being shot in the head. Having the camera focus on the backlit backs of characters’ heads also added to the confusion of the scene, something a few more seconds of film footage showing the outside of the second car would have reduced.

There were also a few tracking shots in which the camera was merrily bouncing around.

I state again that this was a shame because the film presents you with something you rarely get to see in a work of fiction; active duty SEALs using the tactics they would use in the field and firing live ammunition. It seems like a missed opportunity to more clearly portray how these highly trained men do their work.

Onto the story side of things. It honestly seems like the plot was a bit of an afterthought. It is a fairly standard hunt for the terrorists movie. There is no character development beyond the one SEAL who wants to spend more time with his family increasing the number of times he mentions his family as the film goes on. The villains aren’t dwelled upon long enough to understand their reasons for wanting to attack America. They just want to attack America due to some nebulous and all consuming hatred for the country. It feels like their characterisation was ripped from post 9/11 headlines, while the body of the articles were discarded.

One can be excused for not feeling attached to the SEALs. They sure are active duty SEALs, and with that comes an expected lack of acting talent. Line delivery during most of the movie is what one can expect from non-actors. The villains fair better with the line delivery, however, leading to an awkward situation where they seem more real and relatable than the good guys. The SEALs really come into their own during the film’s numerous action sequences, as can be expected.

The plot of the movie is strung together by scenes of exposition, and every transition into another portion of the world has a map overlay that makes it feel like the loading screens from the Call of Duty: Modern Warfare trilogy. Generally, the entire narrative structure of the movie feels like a generic military shooter. It pains me to compare the narrative of a film to a video game to highlight its shortcomings, but that really is the tone of the film. Adding further to the video game allusions are the numerous first person perspective shots where the audience gets to see what the SEAL sees. I do not recall any first person kills, but the resemblance was uncanny.

Oh, a positive to note, the film had quite wonderful sound design. Well, as far as the bullets whizzing past and the gun reports go. I did find myself getting sick of the repeated squelching sounds of the many, many headshots in the film. Seriously, there were a lot of headshots. One would think they stumbled into a zombie movie part way through.

I would say watch it just to see how SEALs actually operate. Do not, however, expect a good film, or even an okay film.

I wonder if the FPS allusions were deliberate on the part of the filmmakers. Act of Valor, while on the surface level being a tribute to the SEALs who have fallen in service to their country, is part of a Navy recruitment initiative. What better way to increase interest in the Navy amongst the new generation than by tapping into the video game zeitgeist? Call of Duty: Modern Warfare 3 earned a mind numbing $400 million in the US and UK in its first 24 hours alone, with Call of Duty: Black Ops (developed by the much derided Treyarch) making a cool $360 million in first day sales. That is big money and a large potential audience for a film of this kind.

There is big money in the macho, testosterone fuelled and highly fetishised portrayal of war, and it seems like that is all that big media will cater to. It is a safe investment and it makes people feel like they too can be a hero. We are a generation of armchair Operators. Soldiers on the digital front.

With that said, let us segue into the second part of this entry.

So last night I played Spec Ops: The Line, hence why this review wasn’t posted then. It got me thinking, here is a military shooter that uses all the game play elements seen in popular third person shooters (A cover system, two weapon limit, regenerating health, turret sections, an “A380” section for lack of a better term) and subverts them to drive a knife into the player’s conscience and twist. It is a game that hates you for wanting to enjoy war. It is a game that punishes you for wanting to be the hero. It is also a game that raises interesting questions about obsession, morality, and choice on the battlefield.

Spec Ops: The Line has one of the most interesting and horrifying stories I have seen in any game and it stands on the polar opposite of Act of Valor.

Spec Ops pushes the message that war is a hell of our own making and that the road to war, though paved with good intentions, is a road leading straight to hell. It reduces Delta Operators to fallible and corruptible. It brings into question whether men can truly even understand the truth of what they are witnessing, and foresee the consequences of their actions.

Act of Valor is a film that glamorises the Navy SEALs and military intervention. It is hero worship with the aim to pay tribute to servicemen with one hand, and draw in fresh blood with the other.

It is really encouraging seeing the ever demonised video game medium pushing an anti-violence, anti-hero worship message. I would like to explore more sides of war than the one that makes it look like a good idea enacted by just and honourable men.