Flash fiction of the dead

Telltale’s The Walking Dead was a surprise to most critics. While many of their earlier adventure games received moderately positive reviews, no one expected them to deliver one of the critical successes of 2012, and they definitely didn’t expect anything as emotionally engaging and harrowing as what we got. I was just as surprised myself; I’d read the comics and seen some of the TV series, but to my mind the game was by far the most effective of the three incarnations of The Walking Dead. The TV series delivered on the action, but it meandered and had too many characters it didn’t know what to do with, whereas the comics to my mind decided that the most effective way to get to the readers is to shock them.

Myself, I quickly got bored with the escalating brutality and gruesomeness of the comics. It very much felt like they were telling variations of the same story, turning up the volume as the story progressed. The underlying emotional arcs, though, remained the same – and progressively got drowned out by the visceral cruelty.

The Wlaking Dead

Telltale’s game series didn’t skimp on bitey walker-on-human action, but it didn’t rely on shock to carry most of the weight. It mainly worked on the strength of the central relationships that developed slowly, decision by decision. Would you have the protagonist side with this character or that one? In a split-second decision, who would they save? In the long run, your decisions didn’t change what happened, but they changed how you felt about things. They made the story personal, and this was reinforced by the quiet moments. Similarly to Cormac McCarthy’s The Road, the story was less about “Will you be butchered horribly by cannibals and your flesh devoured by crazed survivors?” than about feeling responsible for another person succumbing to despair or clinging to hope. Yes, there were crazed cannibal survivors, but they were the background to a story that was relatably human.

Time was an essential factor in the game, however. The Walking Dead got players to care about its characters over several storylines, developing relationships slowly. You didn’t feel the same way about little Clementine at the end of the first episode as you did when the final credits rolled when you finish episode 5. When Telltale published the extra episode “400 Days”, with few direct links to the game’s first season, they decided to do away with what had worked so well: “400 Days” tells five stories, in chunks of no more than 15 minutes, starring five different sets of characters. By the time you’ve got to know one of them, you’re whisked away to play a different character. It’s zombie flash fiction, basically, and it’s a strange choice, coming from a developer whose most successful game depended on slow, gradual character development.

“400 Days” is not an unconditional success. Not all of the storylines are equally engaging, and as with all zombie fiction, there’s a risk of diminishing returns – there are a handful of tropes that stories of the undead keep returning to – but I was surprised by how effective the extra episode was nevertheless. The game ends with another survivor trying to recruit the protagonists of the individual episodes for a settlement up north, and they accepted or declined based on the decisions I’d made a few hours earlier. It didn’t feel like winning or losing the game: and when several of the characters decided to decline the offer and set off on their own, it felt like I’d failed them. I’d failed to show them that even in a world of the dead trust was something worth pursuing.

Both players and reviewers, while largely intrigued by “400 Days”, noted that whatever emotional resonance the game had was less strong by its end than the ones developed in the original five episodes of the first season. This is undoubtedly true – but as developers experiment with different story formats and different ways of engaging the player, we only benefit. Not all such experiments work, and few work 100%, but there are many as yet untried methods of telling stories with the medium. Doesn’t mean that every game has to tell a story in the first place, or that every game must be a formal experiment – but games are a literal playground for storytellers, from the likes of Braid and Journey to Dear Esther and The Walking Dead. Personally I’m excited to see where they’ll take us next.

The Walking Dead: 400 Days

Oh, the places you’ll go!

I’m sure I’m not the only one who finds it difficult to make it clear to non-gamers what I enjoy so much about computer games at their best. While I think the medium has made great strides, it’s still quite alien to people who don’t get the same kind of enjoyment out of games. They see the silly writing, the weird genre conventions, the way that so much gameplay seems to be about doing the same thing over and over and over again, which should bore any sane grown-up, one would think.

For me, the main attraction of playing games is that it takes me to worlds I couldn’t go to otherwise. I’m not even talking about escapism, at least not in any conventional sense: just like fiction allows me to meet and spend time with people I wouldn’t meet otherwise, at its best gaming can put me in places that, whether they’re subtly or wildly different from our world, I could otherwise only enter in dreams. A good game is like a lucid dream. It’s not the power fantasy, at least for me – I can get as much enjoyment out of walking around a virtual deserted island exploring its nooks and crannies as I might get out of running and gunning.

This is also one of the attractions Virtual Reality – or rather, VR done right *coughOculusRiftcough* – has on me. It’s about putting me there in those worlds, with no obvious demarkation line where the screen ends. And that is why projects such as YouTube user ultrabrilliant’s Other Places hold such a fascination for me. Other Places shows video game worlds through the same eyes as Alastair Fothergill’s BBC documentaries show our planet.

So, since it is tritely said that pictures speak a thousand words, here are three epic monologues. Enjoy! (Ideally in full screen and with the resolution turned up as high as possible.)

Twilight of the Superheroes

What if normal people decided that the way to tackle crime was to put on costumes, assume a silly name and fight crime on a one by one basis? And what if Hollywood, as it is sometimes wont to do, did not one but two films based on that premise, pretty much at exactly the same time? (I’m sure there’s a fancy, latinate word for such occurrences, AKA the Armageddon Effect.) Well, that’s exactly what happened in 2010, with Kick-Ass (based on a Mark Millar comic) and Super – although arguably someone who puts on a costume and becomes a masked vigilante is by definition not quite normal, which both Super and Kick-Ass explore. Neither does it entirely successfully, though, mostly because they give in to the perceived needs of the stories they’re telling and the audience they’re hoping to satisfy.

Kick-Ass in full fetish gear

Kick-Ass was the more successful of the two films according to the main metric that determines a film’s success, namely box-office take – so successful, in fact, that it’s got a bigger-budget sequel coming out later this year. It’s probably more immediately entertaining than Super, playing the situation more for laughs: its protagonist is a geeky teenager who reads too many comics, like a sadder, radioactive-spider-deprived version of Peter Parker who is at least as interested in copious masturbation as he is in fighting crime. More interesting, and more funny for the most part, are the secondary protagonists, though: Big Daddy, an ex-cop turned vigilante, and his adorable moppet of a daughter, Hit Girl. A lot of the film’s laughs come from the incongruous display of Hit Girl effecting maximum carnage as she slices and dices the criminal element of New York City. While the actors (Nicholas Cage and Chloë Grace Moretz) make the most of the roles, though, the film does become pretty lazy once it’s discovered its most effective punchline, that of an 11-year old cursing like a sailor while committing acts of hyper-violence, repeating it so often that the movie should almost be renamed The Repetitive Adventures of Hit Girl (introducing Kick-Ass, the Boring Boy Wonder).

More problematic than the lazy comedy, though, is that Kick-Ass only takes its own premise seriously for the first half hour. Our teenage protagonist quite aptly gets his ass kicked – not to mention an ugly knife wound in the abdomen – on his first attempt to fight crime. By the end, though, he’s flying around with a jetpack firing shoulder-mounted gatling guns that, if fired that close to his head, would shred his eardrums in seconds. He dispatches the film’s big bad with a bazooka that’s almost bigger than he is. Kick-Ass‘s initial “What if?” is long forgotten as its eponymous hero commits acts as unbelievable as Hit-Girl’s, and barely any less realistic than those of his super-powered brethren.

Super takes its premise of a socially challenged shlub becoming a masked vigilante more seriously. The film still plays as a comedy, but the humour is decidedly more dark, as the protagonist’s vigilante crusade is shown to be deeply messed up. Sell drugs? Get a spanner to the head. Proposition a child prostitute? Get a spanner to the head. Cut in line at the cinema? Get a spanner to the head. Super‘s wannabe hero characters may in part react to what they see as evil, but what motivates them just as much is the self-righteous power trip they’re on. If the world treats you like a loser, put on a mask and costume and show the world that you’re not a loser by hitting it over the head with a spanner.

... okay. Better Kick-Ass' fetish gear than this... thing.

While Kick-Ass ends up like a more snarky, hyperviolent version of the stories it sets out to comment on, Super feels more like a grungy, sometimes adolescent take on Taxi Driver. Its protagonist, Frank Darbo AKA The Crimson Bolt, isn’t miles away from Travis Bickle, and just like his ’70s precursor he is torn between seeing bad things in the world and feeling utterly powerless and inadequate (not least when it comes to women). Differently from Taxi Driver, though, Super can’t quite resist buying into the power fantasy. The Crimson Bolt goes on a violent spree not too dissimilar from Travis Bickle’s, and we’re supposed to see it as messed up, but damn, if our clumsy, shlubby loser of a protagonist isn’t suddenly an absolute badass with guns, explosives and inventive movie-hero kills! The film ends up feeling less ambiguous than suffering from ADD, oscillating between, “This is sooo cool! This is sooo messed up! This is sooo cool! This is sooo messed up!”

In the end, when it comes to the messed-up-ness of vigilantes, my go-to hero is still Watchmen‘s Rorschach, himself clearly influenced by Travis Bickle’s philosophy. Doesn’t “All the animals come out at night – whores, skunk pussies, buggers, queens, fairies, dopers, junkies, sick, venal. Someday a real rain will come and wash all this scum off the streets.” sound quite a bit like “The streets are extended gutters and the gutters are full of blood and when the drains finally scab over, all the vermin will drown. The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout ‘Save us!'” Admittedly, Rorschach may not offer the same kind of snarky giggles as The Crimson Bolt’s escapades or Hit Girl’s adventures, but as so many times before, Alan Moore knows the score. As far as I’m concerned, we’re still waiting for a “What if people really became superheroes?” comedy that actually takes its premise seriously and works as a comedy.