Thursday 13 December 2012

The Walking Dead: How Videogames Are Stupid, But They Don’t Always Have To Be

I love gaming because basically I love buttons. Everyone loves buttons. We live in a world obsessed with buttons. What does this button do? What happens when I press this? - Mike, House Party Pill Head

Videogames are stupid aren't they?
I love games, I really do.  But it’s hard not to get a little self-conscious as my better half sits and quietly watches me stab a bad guy, brutally garrote another and deliver a shotgun coup de grâce  to a third party’s face. Context is everything, I remind myself. There’s a perfectly valid narrative reason for all this wanton slaughter, and I will inform her of this once I’ve finished eviscerating this guy with a chainsaw. My character, ever the wordsmith, yells ‘SUCK IT, BITCH!’ as he steps through a puddle of shiny HD giblets.  My fiancé’s eyes glaze over. I stay quiet.

Thing is, video games are the fastest growing form of mass media, teeming with all sorts of exciting and emergent ideas. The passivity of reading a book, or watching a film, stands in stark contrast to the wonderful interactivity games can offer. The unique stories that could be told- the sheer potential. And yet the only games that find traction sales-wise are variations on pixelated men running around a pitch and/or pixelated men running around shooting each other.

So I don’t entirely blame my other half for her indifference. At £40 games are expensive enough to be self-indulgent. The AAA titles that get all the budget and press are, let’s face it, a sausage fest. Some of the better written videogames are still about as emotionally resonant as an episode of Hollyoaks, trotting out tired character tropes, and big titted exposition-machines passing off as women. Their idiosyncrasies and esoteric logic can only really be understood with experience. Give a newbie a game pad, with its 14 buttons (and that’s before you try explaining that pressing down on either of the two analogue sticks counts as a button too), they will freak out. Who can be really be arsed with all that?

That’s why it’s nice to play a game that defies all of this, and is my personal 2012 Game of The Year:

The Walking Dead

The Walking Dead by developer Telltale is not perfect, nor does it innovate per se- it’s a traditional point-and-click adventure game (with terrific production values) of the like that’s been around for decades.  What IS innovative is that I can say with a completely straight face that it is a game about human relationships.  Relationships explored with nuance and insight, character-driven plotting, pithy dialogue delivered by exceptionally strong actors. Serial drama that's genuinely dramatic. But you know, with zombies.

You play as Lee Everett, a man who may or may not have done a bad murder. About the time Lee is getting transported to prison, the zombie apocalypse starts and gives him a "get out of jail free" card. Shortly after you encounter Clementine; eight years old, scared, resourceful- awesome. Together you try and escape the city, meeting fellow survivors along the way. Yes, there are action sequences, even some lightweight puzzles- but you'll spend the majority of your time walking, talking- making decisions and living with the consequences. Your choices affect gameplay; create diverging story paths- in what Telltale calls a ‘tailored narrative’.
In The Walking Dead, someone will ask you a question and you'll have a limited time to pick one of four responses. Whatever you decide, there’s no going back. Characters remember what you say and take note of your pronoun usage, demeanour, and so on. Over the course of five episodes, you’ll have to ration a small amount of food for a large group of starving people, make alliances, choose who will live, who will die. You’ll teach Clementine how to protect herself, work your way through abandoned cities and sewers, evade zombies and deal with renegade survivors (sadly, I never encountered a 'curtsy' option to get out of a fight).

The game is worth your attention and purchasing pennies for a number of reasons-

1)      Stellar writing and characterisation – and not just in the usual ‘it’s good for a videogame’ way. The game dispenses with the TV show’s apathy towards fully fleshed out black characters, there’s no Lori, no Carl and at no point do you spend half the season searching for a lost little bint called Sophia- so in that respect the game’s already head and shoulders above the show. And you know how sometimes you want reach inside the TV and bang together the heads of some characters; stop them from saying and doing stupid things? In the game YOU CAN DO THAT. Of course, in Robert Kirkman’s world, the zombie apocalypse is about so much more than fighting zombies. You’ll form a close-knit, but deeply fractious bond with your fellow survivors- and make no mistake; every member of the cast will be memorable in their own way, driving the plot towards its inevitably bleak and harrowing conclusion (Yes, even Ben).
2)      Episodic gaming is cheap- Games are, as I mentioned earlier, are very pricey. At £40 you, the consumer, want something dependable, safe; something that shows off that HDTV you shelled out for. That’s why bloated franchises and sequels are so rife in games- AAA titles like Call of Duty, Assassin’s Creed, Mass Effect- squeeze out the middle-tier games, make new intellectual properties hard to stand out- precisely because £40 is such a gamble. With an episodic series like The Walking Dead, developers can release one episode, and test the waters. They can afford to be experimental, to innovate. With The Walking Dead, a full season pass costs £15. Fifteen pounds sterling. That’s nothing. An episode by itself is a few quid. Each episode was released about six weeks apart, generating great word of mouth. After the finale a few weeks ago, and many plaudits, awards and shiny baubles later, The Walking Dead is now out in Ye Olde Shops. Episodic gaming can work.  

3)      Easy to pick up and play (hard to put down)- In The Walking Dead, you move around with the sticks and use a single button for pretty much everything. That’s it. Camera angles are static so there’s no 3D space to throw new players off. The user interface is clean, simple- hints can be turned on or off. You rarely die, checkpoints are kind, and puzzles are logical and straightforward. Anyone who could handle Wii Sports can sure as hell handle The Walking Dead. And that’s fantastic.

4)      Clementine- the ace up The Walking Dead’s sleeve is undoubtedly the character of Clementine. If Clementine didn't work as a character, the game itself wouldn't work. She is the best videogame character in years. But even more impressively, she is a masterclass in how to do child characters in any medium.
Children are an easy way to raise the stakes. But it’s because of this ease of use that kids in entertainment rarely work out well. Lazy writers use them for instant dilemma fodder and thinks having a kid on its own is enough to provide a compelling reason to protect, or care about them. They listlessly concoct stereotypical and wholly unlikable characters in the process- whiny, helpless, always getting into trouble. Intelligent viewers can tell when kids are being used for a cynical grab at the heartstrings, and so we’re very quick to call bullshit on it. When used wrong, they’re just annoying, an anchor that keeps dragging the main protagonist down. Even The Walking Dead’s very own Carl in season two of the TV show, who can’t stop being either a mouthy little shit, or eager zombie bait and has to be rescued all of the time even though we don’t care about him because he has no personality.

But Clementine is something different. First of all, she’s not a useless burden; she saves your character Lee’s life multiple times. While she’s a child, as vulnerable and in need of rescuing as any other, she’s not a walking target. She has a very distinct personality; she cares for people and tries her best to remain upbeat and friendly. Rather than existing merely as the obligatory child, she exists first and foremost as an actual person. She doesn’t shriek, squawk, or rattle off snarky platitudes. Clementine is soft spoken, shy, modest- but also strong and mature for her age.

And players LOVE her.

I found myself protecting Clementine, making decisions with her feelings in mind. Not because the game was telling me I had to, but because the game made me want to. I’m actually compelled by Clementine, not tied to her. Watch the YouTube reaction videos of when Clementine is kidnapped in the penultimate episode- the panic, the anger! Read the countless blog write ups like this one eulogising Clementine- she’s a proper phenomenon.  Telltale keeps very thorough stats on the game- how many people chose to do this, or that, lied or told the truth etc etc. The stats are fascinating

The very same gamers who stabbed, garroted and eviscerated their way through countless other games, en masse chose to do the right thing, the moral thing the majority of the time. With Clementine acting as their moral compass, we gamers were honest, caring and would bend over backwards to protect a little girl.

Sometimes, video games aren't always stupid.   

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