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June 09, 2009

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Can a video game rival a movie for emotional intensity? Well, obviously. Just, you know, not when David Cage is at the helm.

To my mind he fundamentally, massively, misunderstands what will bring games forward as a medium. Farenheit was a nightmare, it's actually kinda embarrassing just how much that game wished it were a film. Initially it was just the playing as both cop and apparent killer that eroded my interest (mutually exclusive goals aren't a fantastic idea for protagonists in interactive media), but the QTEs, the plain awful writing (what kind of film would get away with that god awful nudge-wink bedroom scene?), and the rubbish control scheme were just too much to bother with.

The guy needs to sit down and spend some time with something like Small Worlds, Passage, or maybe Dear Esther. Stuff that excels at drawing you into the story they convey without all the gimmicks he's so dependant on. Like you say, there's nothing wrong with linearity (Choose-Your-Own-Adventure books don't win Booker prizes), and the emotional engagement that games can really excel at is in the narrative told in the interactions between character and enviroment, and the resonance between that and the game's scripted story. There's no need for all the silly crap he focuses on. Good storytelling and good level design is enough, you know? This is where a player's actions become meaningful.

Anyway...

"Even more remarkable is that the QTE mini-games are influenced by the character’s emotions and health"

Eight years after the Silent Hill 2's achingly beautiful "In Water" ending, and the way the played went about arriving at that, I'm not sure that this kind of intention counts as remarkable. Also, if Cage acheives anything like that kind of resonance with his clumsy, overwrought approach to this kind of thing, by all means Fedex me a hat and some Tabasco.

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