I was predisposed towards liking Valiant Hearts: The Great War. I mean, here’s a game about a war that is rarely seen in video games (the First World War), there’s no shooter gameplay in it, it is not about winning, the game has a distinct anti-war streak, the overall tone is melancholy, and Valiant Hearts even does a good job of educating its players about WW1 without turning into a moralising lecture. Whereas the vast majority of games set in wartime put you behind a gun or inside some vehicle equipped with guns, Valiant Hearts is largely pacifist in its leanings. Its protagonists are French, German, Belgian – and canine, since I hesitate to assign a nationality to a dog… as does the game, to its credit.
Author: Matt
They create worlds: Assassin’s Creed
One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.
I’ve walked the Holy Land at the time of the Third Crusade. I’ve explored Renaissance Florence, Venice and Rome. I have crossed the cupola of the Blue Mosque. Five minutes ago I was scaling Notre Dame de Paris.
Allegedly I’m an assassin, member of an ancient order whose creed is “Nothing is true, everything is permitted.” This is what I really am, though: a tourist. And I’m loving it.
2009-2014: HBO’s Second Coming, or its Silver Age?
I consider myself lucky for discovering HBO’s series during their Golden Age. Starting with The Sopranos, then moving on in short order to Six Feet Under, Deadwood, The Wire and Rome, showed me the potential of ambitious TV: ambitious in terms of direction, acting, writing, structure and production values. Even a more flawed offering like Carnivàle seemed infinitely more daring than most regular series with their standalone episodes, 20+-episode seasons and heavy padding.
I still love HBO’s output during that time, but the problem of getting into something during such a strong period is that whatever follows is likely to disappoint. HBO still does strong programming, and I’d count miniseries like Generation Kill and The Pacific among their best, but then there are series whose premise wasn’t enough to keep them interesting for their entire run, like In Treatment, or guilty pleasures that increasingly become more guilty and lesspleasurable, like True Blood. I haven’t seen John from Cincinatti or Luck yet, but neither sounds like it measures up to the heydays of Tony Soprano, Al Swearengen, McNulty or the Fisher family.
Boardwalk Empire is probably a good example of latter-day HBO. There’s no doubt that it’s a handsome series, with gorgeous production values. It’s well written, the cast is pretty much impeccable, it looks and sounds the part: this is quality TV. However, by comparison, it’s also average TV. For all its qualities (and there are many of them), it doesn’t have the freshness or the audacity of The Sopranos. It looks cinematic enough, but it meanders, feeling like a movie stretched out to several seasons. The same material, the same cast and crew, might be served better by a shorter format with more focus; instead, Boardwalk Empire feels somewhat rote at best and flabby at worst. Compared to so much TV, it’s still great – but compared to the pioneers, the real greats, shows that had something to prove and proved it, it can’t help but disappoint. It’s a shame, because there are moments when it’s up there with its stronger predecessors: disfigured war veteran Richard Harrow going to the woods to kill himself, or Chalky White interrogating an increasingly frightened Klansman after a racist killing. There are scenes of wit and intelligence, there are surprising and thrilling moments, and there are those insanely intense eyes of Federal Agent Nelson Van Alden: we never know from one scene to the next if Michael Shannon’s Fed is a stony-faced straight man or a psychopath waiting to happen, or both.
Most of the time, though, Boardwalk Empire feels like HBO by the book: there’s nothing wrong with it, it’s quality TV, but in being handsome and exquisitely crafted, it lacks the scathing punk attitude of The Sopranos or the squishy, pulsating heart and mock-Shakespearean grandeur of Deadwood, nor does it have the Dickensian scope of The Wire. One could argue that it’s its own thing, but I’m not sure yet what it brings to the table that is unique and that could only be done by this particular series. Boardwalk Empire is enjoyable, but it’s also strangely forgettable from one episode to the next.
Yet, there is also Treme, which was broadcast around the same time. David Simon’s series of post-Katrina New Orleans suffers by a rash comparison to The Wire – it lacks the structural focus of Simon’s Baltimore saga, which had a main case and storyline each season to peg its themes onto. Admittedly, it took me a while to get into Treme, but I’m now almost through the second season and have fallen in love with its world and characters. It’s less showy than Boardwalk Empire, which aims at the burnished looks of a Once Upon a Time in America and tries to recall mobster drama from The Untouchables (the Prohibition setting) to The Godfather (the ghost of Fredo Corleone haunts various characters), but it has attitudes, heart and a righteous anger at what ails New Orleans, both from outside and from within.
What seems flabby in Boardwalk Empire I’ve come to see as an asset in Treme: its many characters and plot strands all contribute to a portrait of a city that has been dealt a near-fatal blow but that is struggling to survive. As he did with Baltimore, Simon has crafted a passionate ode to a place and its people that does not shy away from its own faults but that is an example of essential, loving humanism. It’s not in the series’ individual moments, though there are many strong ones, but in their accumulation: each scene, each character, each moment of growth constitutes a brushstroke in Simon’s grand portrait of a city in struggle. Where Boardwalk Empire suffers from the TV format and practically calls for a more focused narrative format, Treme needs its sprawl to unfold its full effect. Simon’s rhythms and structures may not lend themselves to lean, muscular storytelling, but the way he portrays a society and culture could not function in a medium that calls for discipline and brevity. Is Treme up there with HBO’s greatest? Well, I’m not even halfway through the entire series, but I will say with confidence that few TV series have made me care as much about a place I’ve never been to and people I’ll never meet.
Double trouble
The One I Love, directed by first-timer Charlie McDowell and starring Mark Duplass and Elisabeth Moss, is a neat little Twilight Zone-style examination of Sophie and Ethan, a couple in their 30s trying to rekindle that original spark. When their couples therapist sends them to a secluded vacation home, they find that the adjacent guest house seems to accommodate uncanny doppelgängers: an Ethan who has cooler hair, doesn’t wear glasses, works out and does a much better job of taking Sophie and her frustrations with the marriage seriously, whereas the other Sophie doesn’t resent Ethan for his past infidelity, doesn’t nag and cooks a mean scrambled eggs and bacon for breakfast. Is this just the thing that their marriage needs, a reminder of who they fell in love with? Or is something else going on, something more ominous?
They create worlds: Fez
One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.
I love exploration in games. I love it when developers create virtual worlds that hint at a story about its history and inhabitants: the shack in the wilderness with the single plate on the table and the gravestone in the back garden; the eerie, sparsely lit alleys with people whispering for you to go away and leave them alone; the ornate mansions with their ostentatious displays of wealth and the secret compartment hidden behind the owner’s portrait; the desolate, windy good at creating memorable characters, but their biggest strength for me lies in creating places.
The Prisoners’ Dilemma
I like the idea of Paolo and Vittorio Taviani’s 2012 film Cesare Deve Morire (Caesar Must Die) a lot: a group of inmates at a high-security prison in Rome, all former drug criminals, mafiosos and murderers, portray themselves rehearsing for a production of William Shakespeare’s Julius Caesar. The boundaries between reality and fiction are dissolved, as everything is a performance of some sort to one audience or another.
Longing for that paper moon
For all the imagination that goes into creating new worlds and fantastic creatures on screen, film and TV are predominantly beholden to naturalism. For these media, suspension of disbelief means being able to accept wholeheartedly what is on screen as real, at least for the purpose of the story you’re watching. Directors, VFX crews and CGI artists need to keep happy the twin deities of Spectacle and Realism: that dragon, that lizard the size of a building, that planet that no one has ever set foot on, they all need to fool us into believing that they are real.
I am not immune to the lure of big screen spectacle, and I like a well made special effect as much as the next geek. I too get pulled out of a film if the greenscreen fakery is too obvious, if the orcs, goblins or giant worms look like My First Photoshop. At the same time, there is something limiting to the extent to which we’re conditioned to expect a narrow, superficial expression of naturalism. There is something liberating to forms that are overtly unreal: even at their most real-seeming the animated worlds of, say, Hayao Miyazaki are made rather than found, and the audience is aware of this, whereas the Pandora of James Cameron’s Avatar needs to look as much as possible as if Cameron and his crew had filmed on location. And the more what we see is removed from the Real Thing (or the Convincing Fake), the more we as audiences are tasked with co-creating these worlds in our imagination. Continue reading
They create worlds: Grand Theft Auto
One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.
Rockstar Games’ Grand Theft Auto series has received a lot of flak, from all sides of the political and ideological spectrum. They aspire to being The Great American Satire, and sometimes they achieve moments of wit and insight, but while they’re great games, all too often as cultural critique they resort to lazy, crass caricature that says little more than, “America, huh?”
Better Holmes and Gardens
The British have perfected a certain kind of movie. They are tasteful, well-wrought, polite, but utterly unexciting. At best they are charming due to their cast – The King’s Speech comes to mind, which mainly works because of Colin Firth and Geoffrey Rush – but at worst they’re lukewarm and somewhat boring, expecting nothing from their audiences and going out of their way not to challenge them.
Mr Holmes is a prime example of such a film. It’s nicely shot, the script is well crafted and inoffensive, it all smacks of a certain middle-of-the-road blandness. Unless you’re into bucolic idylls, there is little about the movie that is memorable – with one major caveat: the central performance by Ian McKellen is a thing of beauty. Continue reading
They create worlds: Journey
One of the things that video games can do magnificently is create worlds. From the satirical real-world analogues of Rockstar’s Grand Theft Auto series to the historical simulacra of Assassin’s Creed infused with secret meaning, from Super Mario‘s candy-coloured vistas to the stark alien worlds of Metroid: in games we can experience spaces that are uncanny twins of real places or that are thrillingly new. This isn’t exactly a series of posts or a new feature as an occasional exploration of games that I love because of where they take me.
One of these games is Journey, originally developed by Thatgamecompany for the PS3 and now available for the PS4. In terms of its gameplay, it’s a simple game, almost entirely devoid of challenge; it has also been called an ‘art game’ and I’m sure there are some who would even deny it’s a game to begin with, for some reason or another. It wonderfully evokes a sense of place, though: in Journey you’re a lone traveller, perhaps a pilgrim, marching onwards towards the distant mountain through deserts, among abandoned ruins, across the bottom of the ocean and up snowy slopes towards the goal that keeps getting closer even as it remains tantalisingly out of reach.
While the actual virtual locations are fairly small and can be traversed in a few minutes, they come alive through a wonderful blend of the real and the imaginary. Visually, Journey has a minimalist but beautiful style, using strong colour contrast and simple shapes to evoke less real places than our dreams of such places. There’s a sparsely surreal quality to the deserts you travel through early in the game, as if Lawrence of Arabia‘s vistas had been reimagined by Giorgio de Chirico. At the same time, the place is tangible: you leave behind lines in the glittering sand as you move through it, sliding down dunes. There’s a tactility to these environments and your place in them; late in Journey, as you travel up the mountain towards your destination, the cold wind holds you back, slowly freezing you in place. Journey‘s spaces feel both alien and real – these are worlds you could otherwise only explore while asleep, but you feel the sand between your toes, the snow on your face.
Journey offers fairly little in the way of interaction to its players, its chief method of interaction being movement, and the game gets that very right. The player avatar becomes a part of the world, where in a lesser game that avatar feels superimposed on it. Other than walking around, the player can also fly, though this power is very much limited and feels less like the kind of power fantasy common to gaming than like a moment of freedom – again, very much like in dreams. There is one more thing the player can do, though, and that’s where the world gains a dimension: he or she can sing… and if others are around, they will hear that song. Journey is a multiplayer game, but it’s a most unusual one: on your pilgrimage to the mountain, you encounter other pilgrims, looking exactly like you. They walk, fly, and they sing; where one pilgrim may chirp in short, playful sounds, another may hold a note, almost as if inviting you to join voices.
It’s strange how other people can make a virtual space in a game feel more real, but that’s definitely how I experienced Journey. It’s maybe a bit like Marianne Moore’s “Poetry”, which talks about “imaginary gardens with real toads in them”: if you inhabit a world of the imagination with someone who may be incomprehensible to you but who is real, reacting to your movement, your flight and song, then that world becomes more real as well. Some of the pilgrims I encountered in Journey went exploring with me, others were kind guides pointing out an interesting ruin or a forlorn statue for me to find, and yet others seemed to sing at me in an increasingly frustrated voice, unable to make me understand their song. And then there were some that ignored me entirely. Yet most accompanied me, for a short while or for longer stretches, on my pilgrimage towards that mountain. For a few moments, they were friends, the only friends I found in that strange world. And when I dream of the desert and the bottom of the sea and that mountain, I also dream of their song. It’s those disembodied voices that we’ve left behind, floating over the dunes.








