Close Analysis: Fez and the “Sync” Room

Standard

Fez is an independent puzzle-platform game developed by Polytron that released in April 2012 to the Xbox Live Arcade.[1] Players navigate through an array of 2D platforming areas to collect cubes as Gomez, a pixelated avatar, to piece together a broken hexahedron. Fez, however, is a 2D platformer set in a 3D world. The hexahedron gives Gomez a fez hat that grants the ability to rotate the world by 90 degrees on its axis, realigning platforms and revealing hidden secrets in the process.

Slow-paced, ambient electronic music by chiptune artist, Disasterpeace, fittingly accompanies the puzzle-platform gameplay found in Fez. Entirely composed from chip music, Disasterpeace uses vintage computer and game console synthesizers from the 1980s. Fez as a whole serves as an homage to past games; pixelated graphics, cartoony sound effects and devious puzzles permeate throughout the game. One of the harder puzzles rewards the player with a secret location called the sync room. The synchronization of music and level design sets this area apart from the rest of Fez, as pink platforms appear in tempo to the music. The player must listen and time his/her jumps to guide Gomez through the occlusion and claim another cube. Fez practices a lot of classical film principles and concepts particularly found in essays by Gorbman and Whalen. Fez, like past video games, mimics early film music techniques and adheres to many of Gorbman’s principles of music in film, but Fez’s secret sync room and its combination of music integral to gameplay creates an emphasis on immersion and flow that film simply cannot replicate.

Fez relies on past video game and film conventions to communicate its own modern day message. In Zach Whalen’s essay, “Play Along,” the author argues that, “early cartoon music and horror films established certain tropes that videogames rely on today… [and] Cartoons rely on music to reinforce the impact of their visuals,” as both mediums emulate rather than simulate reality.[2] Like Donkey Kong or Super Mario Bros. from the 1980s, Fez adopts “mickey mousing” sound effects for Gomez whenever he jumps, falls, or collects a cube. Whalen states the result of these cartoony sound effects and musical cues, “instill objects with even more life than the simple appearance of figures in motion.”[3] The skeleton’s rise from the grave synchronized with an ascending scale from Disney’s 1929 film, The Skeleton Dance, for example, influenced early game sound effects and music. Fez, a very self-aware video game, incorporates “mickey mousing” as a tribute to retro games riffing on early film music. Musical accentuation makes the illusion of a cartoon character in a space more compelling and brings musical cadence to the fictional world.

Similarly, Fez follows some of Gorbman’s seven principles of composition, mixing and editing in classical film music to enhance its fictional world. Fez does not show the player the physical instruments Disasterpeace used to compose the game’s soundtrack on screen. The use of old synthesizers and sound chips would make it difficult to reveal to the player anyway since most of the instruments are housed inside of computer hardware, hidden from view. Fez partially follows the second principle of inaudibility. Gorbman quotes Leonid Sabaneev explaining, “music should understand that in the cinema it should nearly always remain in the background…it is bad business when…[music] begins to creep into the foreground,” distracting the viewer from the story.[4] The majority of Fez adheres to this principle; the ambient soundtrack provides a calming environment while the player focuses on solving puzzles. However, in the sync room, the piece of music is unabashedly brought to the foreground. The player must listen to the music to figure out when the pink platforms will appear and advance to collect a cube. Nevertheless, another point by Sabaneev about the music’s mood salvages some of Fez’s adherence to the principle. Gorbman states, “The music’s mood must be ‘appropriate to the scene’…the point is rather to provide a musical parallel to the action to reinforce the mood or tempo,” and Fez’s sync room is a perfect example of a suitable piece of music that fits the gameplay’s tempo and flow.

The music of Fez enhances the fictional world of the game as well. The majority of Fez values introspection and puzzle solving, and the peaceful electronic music like in the waterfall area naturally places the player in that mindset. Upon entering the sync room, however, the player is immediately struck by sharp staccato “bloops” of the pink platforms appearing out of thin air. Disasterpeace’s repeated electronic ascending and descending backing riff reveals itself in time to the platforms. The player immediately knows the sync room is special aurally because of the stark contrast to the calm electronic music from the rest of Fez. This relates to Gorbman’s fourth principle of narrative cueing, specifically, connotative cues. Gorbman argues, “Narrative film music ‘anchors’ the image in meaning. It expresses moods and connotations which, in conjunction with the images and other sounds, aid in interpreting narrative events,” and melody, instrumentation, and rhythm can illustrate physical events on screen. The room communicates its intent through its upbeat music harkening back to simple platformer video games. Instead of passively searching the room for obscure puzzles to solve, the music connotes the objective to actively jump and advance upward to the goal. The piece of music from Fez also literally illustrates the physical events on the TV screen – the pink platforms appear in time to the rhythm.

The music neither causes anxiety or calm; instead, the composition creates feelings of joy and bliss as the player watches in awe as the pink platforms appear in time with the music and create their own unique notes. The only instance of percussion in Fez occurs in the sync room, as a break beat drum pattern surfaces halfway through the piece of music. Related to Gorbman’s third principle of music as a signifier of emotion, the sync room’s music heightens the excitement of the player like an enthralling string orchestra can do for a movie audience. Gorbman states, “music brings a necessary emotional, irrational, romantic, or intuitive dimension,” to a given medium.[5] Gorbman’s essay also delves into music as masculine or feminine, but determining whether the sync room music has a gender preference runs into some problems. The game mechanics emphasize masculine qualities of work and reason, but the music in the sync room and elsewhere emphasizes leisure and emotion. Music, however, can trigger a response of an epic feeling, Gorbman claims.[6] This notion is more in line with Fez’s goals as a game. Gorbman says music, “elevates the individuality of the represented characters to universal significance,” and in particular, the sync room’s up-tempo and active synths uplifts the small Gomez in this instance.

Every area in Fez has its own piece of music, and through the repetition and variation of the musical material, the music, according to Gorbman, “aids in the construction of formal and narrative unity.”[7] The variation of electronic music Disasterpeace uses creates the narrative thread through Fez’s world; he uses the same synths and instruments from the title screen till the credits. The game does not feature many transitions, spoken of in Gorbman’s fifth principle of continuity; most of the game is seamless from area to area. However, when loading is required, Fez breaks the principle by having no music to fill the “gaps.”[8] The exclusion of any melody during loading breaks the immersion of Gomez’s world for a brief few seconds. Evidenced by the gameplay clip, loading is required after going through the teleport and the jubilant piece of music immediately gets cut off into silence.

Fez is a 2012 game that surprisingly adheres to most of Gorbman’s seven principles of film music and to Whalen’s analysis of early games and film. However, Fez’s sync room goes above and beyond Gorbman’s theory by melding background music with gameplay, which greatly enhances a player’s immersion and overall connection between player and gameplay, or flow. The various layers of the composition, from the backing riff, to the pink platform “bloops,” and the drumbeat, magically synchronize together and perfectly blend music and level design. A moment like the sync room provide extremely memorable experiences for the player that last long after the credit screen is over. New media is often rudimentary and reliant on other medium conventions at the onset. Fez harkens back to early video game conventions borrowed from film, but at the same time, includes a moment that goes well beyond what other mediums can do. Fez’s sync room parallels Janet Murray’s point in her book, Hamlet on the Holodeck, about the legend of Lumière brothers’ film, Arrival of a Train at La Ciotat. The movie audience panicked when they perceived a train coming right for them. In a similar way, Fez’s sync room shocks the player initially but then pulls them into the world with the combination of music integral to the gameplay. Films can include a piece of music that fits a scene perfectly, but the added player element and more active use of music in a game like Fez can propel the video game medium to a higher level of immersion.

[1] Fez, Montreal, QC: Polytron Corporation, 2012.

[2] Zach Whalen, “Play Along – An Approach to Videogame Music,” Game Studies, Nov. 2004, http://www.gamestudies.org/0401/whalen/ (accessed 16 Oct. 2012).

[3] Whalen, “Play Along.”

[4] Claudia Gorbman, Unheard Melodies: Narrative Film Music, (Bloomington, IN: Indiana University Press, 1987), 76.

[5] Gorbman, 79.

[6] Gorbman, 81.

[7] Gorbman, 73.

[8] Gorbman, 73.

 

Close Analysis: Bioshock Infinite’s Musical System

Standard

Bioshock Infinite released to critical acclaim in March 2013. Praised for its narrative, setting and art style, the game interweaves each of its working parts into a complete system that transcends the typical conventions of the first-person shooter genre. Incorporating historical events like the 1893 World’s Exposition and the recent Occupy movement, with concepts such as American exceptionalism, the game world is steeped in a rich backstory dealing with religious and racial tensions, giving an authentic sense of place despite the outlandish “city in the sky” premise.

Bioshock Infinite’s complexity is matched by its multifaceted use of music. In interviews with WIRED’s John Meyer and Kotaku’s Kate Cox prior to the game’s release, creative director, Ken Levine stated, “Music is going to have a strange role in this game. Stranger than BioShock at least. There’s definitely some surprises there,” (Meyer) and “The music will tie into the macro story, to some degree. But we have a lot of little stories we tell” (Cox). What is familiar is Garry Schyman’s work. Scoring the previous game in the series, Schyman’s new original soundtrack for Infinite emphasizes small string ensembles that evoke a sense of psychological terror and tension, echoing the first Bioshock title. Infinite also features popular licensed music from various eras of the twentieth century just like its predecessor. In William Gibbons’s article, “Wrap Your Troubles in Dreams,” the author argues in the first Bioshock:

On one level, this borrowed music signifies the time period evoked by the game, grounding the action in the mid-century despite the presence of futuristic technology, acting as a constant reminder of the aesthetic and cultural values of the predystopian American culture, creating a dichotomy between its optimism and the dystopian environment of Bioshock. This juxtaposition renders the songs deeply ironic, and highlights the tragedy of the grim “reality” that the protagonist experiences (“Wrap Your Troubles in Dreams”).

Set in 1912, there are plenty of period pieces within Infinite, especially church hymns, which situate the action at the turn of the century and reinforce the religious issues the game tackles. Gibbons goes on to say, “More significantly, atypically for games, the music is allowed to assume a crucial narrative function” (“Wrap”). Bioshock Infinite does this more pointedly and, I would argue, more profoundly. One of the key terms for my essay is “play,” but not in the sense of gameplay; rather, play as in using music in a variety of ways for world building, as well as hinting at the narrative’s mysteries. In “Atmospheres at Play,” Gregor Herzfeld links Immanuel Kant’s aesthetics of art and Johan Huizinga’s theory of homo ludens with music and play. He writes:

The Kantian “As-if” (B 18/A 18), which means that art in general does not involve a realistic approach in terms of knowledge or morals, but instead a kind of playing mode (as if it was real) of man’s faculties (B 28/A 28), relates both to the virtual reality in video games, and to music’s highly virtual, game-like, and non-representational character. The thesis of homo ludens and the concept of music involving elements of play (not only in the trivial sense of somebody playing music) do not seem to be out of date (Herzfeld 148).

Bioshock Infinite’s soundtrack not only establishes a unique and grounded game world, but Garry Schyman and Irrational also “play” with it in various ways. Interweaving music and narrative together, music is thus privileged and brought to the forefront of Bioshock Infinite’s game system, where sound and image merge.

The opening of the game highlights several moments of “play.” Nearly mirroring the first Bioshock, the game’s protagonist, Booker DeWitt, makes his way to a lighthouse perched on a small island. Gibbons says of the first entry’s opening moments, “No music accompanies[…]The lack of music provides player with no help in assessing their situation, leaving them adrift in a strange environment” (“Wrap”). Booker makes his way to the top of the structure, passing various religious sayings along the way. At the top, three bells guard a locked gate. No music occurs up to this point. In “Wandering Tonalities,” exploring the use of silence in Shadow of the Colossus, Gibbons cites Halo composer, Martin O’Donnell, saying, “Music is best used in a game to quicken the emotional state of the player and it works best when used least,” and Gibbons notes, “Silence provides the negative space to ensure the music’s emotional effect” (“Wandering” 123). The first instance of music in Infinite sets an ominous and uneasy tone due to the prevalence of silence. Booker has a card displaying the pattern to play the bells. In a moment of interactivity, the player hits the bells in the proper order and the gate’s locks replay their pitches, the center of the given tonic being a C# minor. Then, a deep tuba horn conceivably coming from the sky does the same at a much slower tempo. The screen shakes due to the loud dynamics and the sky turns red with each successive horn blare. Immediately, Bioshock Infinite has the player “play” with music. The three bells set the musical tonic and acts as the tonal center for the rest of the game. Despite Booker’s insistence to go along with the plot, the music denotes a wary feeling, hinting to the player not all is not as it seems. And of course once the gate opens, the chair Booker sits in transforms into a rocket. In the original Bioshock, the protagonist was sent down to the underwater city of Rapture; Booker is promptly launched into the sky toward the floating city of Columbia. The ringing bells and bellowing horns emphasize that music is the key to opening new dimensions in the Bioshock universe, later reinforced by Elizabeth, the game’s other protagonist, and her ability to open “tears” into new worlds.

Schyman’s score comes into full effect when a voice on the intercom tells Booker the altitude of the ride. The track, called, “Welcome to Columbia,” features a small string ensemble playing a rapid and rising succession of high-pitched notes, mimicking the rocket’s launch into the sky. Booker’s cries for help go well with the chaotic string pattern, creating a sense of panic. Schyman opted to go for small intimate string ensembles to reflect the simpler time of 1912 (Goldfarb). Set in a dystopian and crumbling city, the original Bioshock made full use of cinematic strings to create meaningful moments of shock and terror within its dark corridors and horrifying enemies. As Schyman states, “Infinite stands in polar opposite to Bioshock the original game in that it glows in light and openness” (Valjalo 2). The first moments of “Welcome to Columbia” hint at Infinite’s predecessor and signal Columbia as another utopian city falling into chaos. The intercom announces “ascension” upon the player’s first view of Columbia as the music cuts out. About two or three seconds pass before a sparse old piano greets the player to the floating city. Silence works particularly well in this moment; an expansive view of the floating city without any aural cues allows the player to make his or her own an interpretation of Columbia. Herzfeld talks about the importance of smoothness within game soundtracks and its ability to affect the mood of the player. He writes, “Game soundtracks are objects with defined attributes, which have the power to play with the player’s moods, and must, in turn, react to the (subjective) input of the course of the game. The modulated player modulates the play” (Herzfeld 151). The piano kicks in with a particular timbre of early twentieth century America, reminiscent of music heard on the boardwalk. The piano-driven track composed by Schyman shares the same melody as the popular Christian hymn from 1907, “Will the Circle Be Unbroken?” The hymn is brought up multiple times during the narrative and serves as a diegetic hint at the greater mystery of the game’s plot, but this will be discussed later. The piece creates a mood conveying a sense of optimism and nationalism; the city of Columbia is bright and beautiful as fireworks stream out of the central angelic tower in the center, vaguely similar to the Statue of Liberty. This optimism, however, becomes painfully ironic as the utopian city deteriorates before the player’s eyes over the course of the narrative. Schyman echoes this sentiment, “Understanding what was going on underneath the surface of Columbia was critical to how my music supported the story” (Valjalo 2). I have uploaded a clip of the “Welcome to Columbia” segment stripped of its music. The sense of panic is all but gone apart from Booker’s verbal discomfort, and the piano melody’s absence does not give the city a particular slant or edge to it. Silence works in most cases, but for a pivotal moment like first seeing Columbia, Schyman’s work stands out and serves a critical narrative function.

Silence does not work well in combat scenarios. I have uploaded a lengthy clip of Booker’s first battle in Columbia when he acquires both the skyhook and a pistol, but I have stripped the music from it. The scene is marked by an overabundance of violence and gore, as well as the panicked cries of the citizens and the shouts from the police force. Without music, there is no sense of urgency or purpose; the violence becomes a visually glorified distraction without a particular mood established by the presence of music. Schyman was partly inspired by Jonny Greenwood’s score for the movie, There Will Be Blood (Goldfarb). Greenwood, speaking to Entertainment Weekly, explains his philosophy for the film’s soundtrack:

We figured the instruments should be contemporary to the turn of the last century, but not period music. Even though you know the sounds you’re hearing are coming from very old technology, you can do things with the classical orchestra that unsettle you, that are slightly wrong, that have some kind of slightly sinister undercurrent (Willman).

Infinite adheres to similar design principles. With music, battles become intense unnerving affairs. Schyman infuses percussion-heavy arrangements to evoke the revolutionary cause and to reflect the fight against larger factions of enemy troops, while also highlighting frantic strings that fall in line with the original title’s psychological horror roots. The main combat theme, “Battle for Columbia,” shares a lot of similar techniques with Greenwood’s score. The battle music creates an impetus to end the conflict; the shrill strings and staccato percussion gives the player a sense of urgency and panic. The strings in particular seem to go all over the place musically, but it is a perfect reflection of the winding skyhook rail network of Columbia. The music rises and falls just like a rollercoaster. Combat also has some element of dynamism; when a player scores a headshot, a dissonant low-end string swell sounds, giving the player an aural cue to their effective action. This is an example of what Karen Collins calls kinesonic synchresis, or an interactive sound matched to an action (Collins 32). In addition, a short and shrill crescendo of violins play a little ending flourish once all enemies are disposed of in an area. The battle music then cuts off and silence ensues. The sense of panic, urgency and uneasiness is only effective because of the prevalence of silence Bioshock Infinite employs; battle is marked by a huge swell of intensity, dynamics, varied instrumentation and hectic composition.

Steampunk-aesthetic dive suit behemoths called “Big Daddys” were the main enemies from the original Bioshock. Infinite’s antagonist is “Songbird,” a Steampunk avian version of the Big Daddy. Similar to the weaving patterns of Columbia’s skyhook rail network, the intensity levels of the musical track, titled, “Songbird” are likewise just as unpredictable. Sound effects take precedence over music the first time seeing the mechanical beast; glass and tiles shatter on the ground, while Songbird claws at the room that holds Elizabeth and Booker. Songbird accidently hits the elevator button and with a moment of levity, the ring from the button causes the elevator to fall on the beast. Shrill metal scraping sounds emanate from Songbird trying to lift the elevator car, but they both fall and create a cacophony of distorted sound as they crash. There is then a momentary lull in dynamics once the “Songbird” theme starts. Similar to Greenwood’s score, tom drums and percussive beats play in a scattered, two-beat pattern while quiet, rising strings play eerily in the background. The entire scene is accented by the cinematic use of music, synchresis in action (Collins 26); as Booker and Elizabeth slowly climb their way out of the tower, the strings replicate their rise. The dynamics become louder with every step, and Schyman adds more instrumentation, like blaring horns and other drum patterns. Once outside the tower, the dynamics reach their max. Suddenly, the two characters fall from the tower and plummet in the air. The music drops out except for a dissonant low-end horn drone. There is more focus on Elizabeth’s visual and aural panic than on music. The eerie high-end strings return just before Booker latches onto a sky rail. At the exact moment he gets on the rail, the music comes back in full force, dynamics at an all-time high. The music now plays at a faster tempo and in a 4/4 pattern. The percussion becomes more frantic, adding additional clapping sticks and bells. On the first beat, the strings play a loud and sharp flourish, extremely reminiscent of Pyscho’s legendary motif. Booker eventually runs out of rail and plummets into the sea; the music then cuts out again as the sound of the wind rushing underneath dominates the soundscape. Synchresis is on full display during this scene; the visual rollercoaster ride matches the winding and unpredictable path of the music. The moments of silence elevate the sense of terror and panic as the player witnesses the destruction of a large part of the city.

Play is not restricted to interactive elements within Bioshock Infinite. Non-playable characters also contribute to building the game world’s believability by playing music customary of the early twentieth century. A group of NPCs in “Battleship Bay” play a traditional folk medley involving piano, violin and accordion. Elizabeth dances along and the player must interrupt her to advance the story. In another instance outside of “Fink Factory,” a woman sings an a cappella soul version of Creedence Clearwater Revival’s “Fortunate Son.” Likewise, I will get to the implications of anachronistic music within Infinite later. Within buildings, radios play other anachronistic versions of popular songs in the style of early 1900s music, as well as original songs. Creative director, Ken Levine even wrote a song called, “The Readiness is All” that deals with Columbia’s desire for racial purity. All of these examples not only establish the themes of the game, but they also go to great lengths making the fantasy world of Columbia feel established and real. Herzfeld comments, “A video game soundtrack contributes essentially to setting our imaginative apparatus in motion, in play; and the whole game, which depends on that apparatus, becomes more credible and immersive, the more animating the game is” (Herzfeld 148). The music works in context with the particular art style and historical inspirations the game draws upon from the American narrative.

Irrational and Schyman also play with musical terminology. The main antagonist’s name is “Songbird,” highlighting its own musicality. Songbird’s cries are a mix of highly distorted and pitch-bent woodwinds that come off extremely shrill, instilling a sense of fear whenever the monster enters an area. In addition to being called “Songbird,” the “key” to controlling the beast happens to come from a musical cryptogram. At the game’s climax, Elizabeth finally figures out the riddle that a cage will not control Songbird; instead, playing the notes, C-A-G-E in succession on “the whistler” yields control of the monster. From the beginning of the game, music is used to open new dimensions, and at the climax, for a greater sense of agency over the antagonist that threatens the protagonists throughout the narrative.

Bioshock Infinite is unparalleled in its use of music as a critical narrative function for a video game. The brunt of the game’s twist is hinted at with the Christian hymn, “Will the Circle Be Unbroken?” On the surface, the hymn fits the game’s religious themes and the chorus’s lyrics seem like they were handwritten for the floating city: “Will the circle be unbroken / By and by, by and by? / Is a better home awaiting / In the sky, in the sky?” While focus may gravitate to the second half of the chorus’s lyrics with its parallel to the city in the sky, the clue to Infinite’s narrative twist is in the title of the work and the first line of the chorus. Mentioned previously, the player is introduced to the chorus melody with “ascension.” Immediately following Booker’s arrival into Columbia, he walks through the “Welcome Center,” essentially, a chapel made in honor of Father Comstock. Within the chapel, numerous religious followers sing a choral version of the hymn while a zealot forces Booker to become baptized in order to enter the city. I have uploaded two videos from the “Welcome Center:” one of which has no music, and the other is an appropriation of the “Song of Time” from The Legend of Zelda: Ocarina of Time in place of the hymn. While the Zelda song reflects the same spiritual mood as “Will the Circle Be Unbroken,” the narrative weight of the hymn disappears. The hymn is so integral to Bioshock Infinite’s story, it could be considered an example of what Karen Collins calls synchresis, or when sound and image merge (Collins 26). The hymn recirculates time and time again in the game, alerting the player of its importance without explicitly giving away the narrative twist.

Upon stepping out of the “Welcome Center,” Booker enters the “Plaza” and sees the floating buildings and aerial blimps from an up-close and personal. A platform gently takes Booker down to the main plaza area while the track, “Lighter Than Air” plays. The song also shares the same melody as “Will the Circle Be Unbroken?” The track is very free flowing; the main violin melody is, for lack of a better word, airy, hanging on each note in a fleeting manner. Composed of a small string ensemble and piano, the simple arrangement gives a sense of wonder and discovery, mirroring the player’s own awe at first stepping foot in the utopian world of Columbia. The piano is the main driver for that sense of whimsy, as it seems to fall under the category of aleatoric music; it seems to be left up to chance and follows no strict composition. The piece resembles the work of American composer, Charles Ives, who was one of the first to experiment with aleatoric technique at the onset of the twentieth century. The composer was also renowned for combining popular American and church songs together with European art music, which sounds awfully familiar to the musical system of Bioshock Infinite (Burkholder 4). The player gets a taste of European art music in the memorial to Lady Comstock within the “Hall of Heroes.” Selections of Mozart’s “Requiem” play in each successive room of the exhibit. I have uploaded two clips, one without music, and the other with my own orchestration of the display. Neither captures the pain and woe Comstock feels for his wife’s murder and the “Requiem” perfectly reflects the high European architecture found within the memorial.

“Will the Circle Be Unbroken?” rears its head again midway through the game in an interactive scene. Elizabeth points out an acoustic guitar lying in an abandoned cellar and tells Booker music would help liven up the mood. The player can then interact with the guitar; Booker plays some backing chords while Elizabeth sings a portion of the Christian hymn. In Gibbons’s conclusion to the use of licensed music in Bioshock, he writes the music creates, “both a palpable sense of irony in its atmosphere – one of the game’s most-praised aspects – and a complex web of intertextual references, involving musical ‘puns’ based on song titles and lyrics (both heard and unheard)” (“Wrap”). In the case of the recurring “Will the Circle Be Unbroken,” the hymn’s uplifting message on faith becomes twisted as Columbia falls into dystopia while the title and lyrics become ironic after the player learns of the game’s dramatic narrative twist.

In the “Welcome Plaza,” the player walks around and discovers the fantastical floating world of Columbia and its outspoken citizens. Suddenly, a blimp appears in front of the player, a barbershop quartet atop it on a makeshift stage. They begin singing The Beach Boys hit, “God Only Knows,” despite the fact the song came out in 1966. Neither NPCs nor the game’s protagonist, Booker DeWitt, mentions the anachronism; only the player realizes the mysterious diegetic music at play. Other renditions of Cyndi Lauper’s “Girls Just Want to Have Fun,” Tears for Fears’s “Everybody Wants to Rule the World,” and R.E.M.’s “Shiny Happy People,” among others, appear in the style of various early 1900s music. The “strange role” of music in Infinite Ken Levine refers primarily to these anachronisms (Meyer). Like the recurring “Will the Circle Be Unbroken?” hymn, the use of popular music from various future eras clues the player in on the plot twist, peppered throughout the game like a bread crumb trail. The intertextual music fits perfectly with Elizabeth’s ability to open “tears” into new dimensions and worlds. First used in literary criticism, Julia Kristeva’s term, “intertextuality” refers to how a text’s meaning is shaped by another text (Allen 1). Infinite’s use of adapting and transforming music from several eras creates its own unique meaning. The popular music reinforces Gibbons’s argument: the licensed music, “[embodies] or reflect[s] on the general dystopian environment (most ironically)” (“Wrap). Columbia remains in harmony at the beginning of the game, and the popular songs give the sense of peace and joy to reflect that, most notably the cheery “God Only Knows” reinterpreted in a bright barbershop quartet style. As the player witnesses Columbia’s rapid decline, however, the anachronistic songs’ titles drip with irony, reflecting on a utopia soon extinguished. R.E.M.’s “Shiny Happy People” reimagined in a swing form, plays from a decrepit radio in a destroyed part of Columbia near the latter half of the game. In another straightforward example, some songs, through a combination of their titles or lyrics, ambiguously refer to an event in the game or location. In “Battleship Bay,” Elizabeth dances and interacts with many of Columbia’s citizens lounging on the makeshift beach. Booker comments on the need to move on quite often, but Elizabeth ignores him. Lauper’s “Girls Just Want to Have Fun” plays over the scene, remixed as a purely instrumental version on a calliope. Re-appropriating music from all eras, Infinite interweaves its music into its game system. The music conveys information while simultaneously keeping the mystery alive.

Gibbons offers a slight counterargument in his conclusion to “Wrap Your Troubles in Dreams.” He mentions the use of popular music as a narrative soundtrack element is evidently flexible. Quoting George Lucas, the director points out that, “the amazing thing…was that we could take almost any song and put in on almost any scene and it would work. You’d put a song down on one scene, and you’d find all kinds of parallels” (“Wrap”). I uploaded a clip of the “Welcome Plaza” with Norman Greenbaum’s “Spirit in the Sky” playing over it. Unsurprisingly, it works pretty well in terms of atmosphere and lyrical congruency. Yet, it does not have the same impact as Schyman’s original score or the restyled covers of the licensed music. Each facet of the soundtrack is carefully engineered to offer a commentary on the world of Columbia or the narrative. The music is brought to the forefront of the game system.

Bioshock Infinite’s various polished elements provide a powerful experience for gamers. However, the music tends to be one of the most memorable aspects of the experience, in particular, the irony of the songs’ tones and the anachronistic covers. While the original Bioshock set the foundation for utilizing popular music to create an ironic dystopian atmosphere, Infinite takes it to new heights. In terms of music serving as a narrative function, Infinite is unmatched. Schyman’s original score grounds the fantastical game world and makes it semi-believable, while the use of eerie string ensembles echoes Infinite’s predecessor, in terms of musical aesthetic and narrative. Music is privileged throughout the game, used for opening new worlds, controlling characters and as a constant narrative device. Irrational and Schyman coalesce music and narrative to create synchresis, melding of image and sound; music is thus brought to the forefront of Bioshock Infinite’s game design, showing new and unprecedented ways to incorporate sound into interactive media.

Works Cited

Allen, Graham. Intertextuality. London: Routledge, 2000. Print.

Burkholder, J. P. Charles Ives, the Ideas Behind the Music. New Haven: Yale University Press, 1985. Print.

Collins, Karen. From Pac-Man to Pop Music: Interactive Audio in Games and New Media. Aldershot, Hampshidre, England: Ashgate, 2008. Internet resource.

—. Playing with Sound: A Theory of Interacting with Sound and Music in Video Games. Cambridge, Massachusetts: MIT Press, 2013. Internet resource.

Cox, Kate. “Jazz, Teddy Roosevelt, and Jumping Off the Edge: What Makes BioShock Infinite Tick.” Kotaku. N. p., n.d. Web. 3 May 2014.

Gibbons, William. “Wandering Tonalities: Silence, Sound and Morality in Shadow of the Colossus.” Music in Video Games: Studying Play. Ed. K.J. Donnelly, William Gibbons and Neil Lerner. New York: Routledge, 2014. Print.

—. “Wrap Your Troubles in Dreams: Popular Music, Narrative, and Dystopia in Bioshock.” Game Studies 11.3 (2011): n. pag. Web. 3 May 2014.

Goldfarb, Andrew. “The Music of BioShock Infinite.” IGN. N. p., 12 Mar. 2013. Web. 7 May 2014.

Herzfeld, Gregor. “Atmospheres at Play: Aesthetical Considerations of Game Music.” Music and Game: Perspectives on a Popular Alliance. Ed. Peter Moormann. Berlin, Germany: 2013. Internet resource.

Irrational Games. Bioshock Infinite. 2K Games, 2013. Xbox 360.

Lahti, Evan. “Interview: Ken Levine on player movement, Disneyland, and how Bioshock Infinite’s villain compares to Andrew Ryan.” PC Gamer. 18 Dec. 2012. Web. 10 Apr. 2014.

Meyer, John M. “Q&A: Ken Levine’s Brave New World of BioShock Infinite.” WIRED. N. p., 26 Apr. 2012. Web. 3 May 2014.

Schyman, Garry. Bioshock Infinite: Original Game Soundtrack. 2013. MP3.

Valjalo, David. “BioShock Infinite’s composer Garry Schyman on making music for the Songbird.” PC Gamer. 14 Mar. 2013. Web. 10 Apr. 2014.

Willman, Chris. “‘There Will Be Blood’: Radiohead Man Scores!” Entertainment Weekly. 5 Nov. 2007. Web. 3 May 2014.

Close Analysis: Portrayal of Mexico and the Agency of the Gun in Red Dead Redemption’s “We Shall Be Together in Paradise” Mission

Standard

Red Dead Redemption, like other games in Rockstar’s catalog, presents a fictional realm based on a real-life counterpart. Redemption’s New Austin shares similarities with the state of Texas while across the border Nuevo Paraiso resembles Mexico. About a third of the way through the game, John Marston must travel into the Mexican territory in search of Bill Williamson and the rest of his old gang. John and the NPC ally, Irish use a makeshift raft to cross the river into Nuevo Paraiso. In a cutscene before the gameplay clip, Irish tells Marston the glories of Mexico and states the two of them, “shall be together in paradise.”[1] Of course, trouble always follows Irish and halfway across the river, Mexicans start to shoot at the two characters. Marston, like the majority of other gameplay missions, must shoot back in order to survive. In Red Dead Redemption’s “We Shall Be Together in Paradise” mission, Rockstar presents a parallel between the player forced to draw a firearm and attack the Mexicans and the real tension between the US-Mexican border in 1911 and in the current day.

During the “We Shall Be Together in Paradise” mission, John Marston must use the firearms at his disposal to mow down dozens of Mexicans who oppose him at the border. The mission plays like a classic showdown in spaghetti Western films. In American West: Competing Visions, Karen Jones and John Wills argue that the gun in Western film explains and mythologizes how the West was made in the US. The two authors write, “The majority of Hollywood Westerns forwarded the gun as a technological harbinger of victory on the frontier, the tool that facilitated the simultaneous conquest of savage natives, nature and lawless renegades. Guns fed into a distinctly violent myth, a Wild West imagining whereby out of conflict came civilisation.”[2] Rockstar does not shy away from what Jones and Hills call the image of the “gun-toting cowboy as a symbol of [the] Western,” and national qualities of “individualism, justice, freedom and self-reliance.”[3] Once the Mexicans start to shoot, Irish cuts the rope connecting New Austin and Nuevo Paraiso, causing the raft to float down the river sideways. Irish hunkers down and cowers away from the gunfire, leaving Marston to deal with the Mexicans by himself. Jones and Wills refer to William Raine’s assertion that a cowboy’s gun is his only friend in Western film: “The only protection he [a cowboy] had was his own character and the Colt revolver he carried on his hip.”[4] The gun in Marston’s case acts as the agent to secure a peaceful life away from injustice and violence. The tension of gun usage hovers over the entire game; although John Marston wants to separate himself from his old life as an outlaw, he must hunt down his gang using the tools of destruction from his past.

Red Dead Redemption glorifies the gun and defines John Marston through the use of it. A huge portion of Redemption’s content is devoted to buying new weaponry and upgrading Marston’s “Dead Eye” ability. I only used the repeater carbine to dispatch the Mexican foes in the gameplay clip, but there are over thirty different weapons for a player to choose from in the game. As the raft floats down the river, the mission resembles a shooting range as Marston methodically shoots Mexicans from across the river. The theatricality of the mission brings out Red Dead Redemption’s several allusions to spaghetti Western films. When the player uses Marston’s “Dead Eye” ability, the screen becomes engulfed in a sepia film tint. Many Western films of the early twentieth century used sepia film tinting because of its dusty tone paralleling the dirty nature of the Wild West setting. “Dead Eye” slows down time and lets the player target multiple enemies at once. The use of sepia and ability to take down many enemies in one fell swoop imply Rockstar’s perspective of Western film revolves around the use of violence to achieve an end goal. Jones and Wills say as much with their assertion, “The myth of ‘good’ violence, with the gun-toting cowboy as its minister, remade the conquest of the West in popular imagination. The lone gunfighter became an American hero overcoming Indians and the wilderness[…]Such a myth cemented positive ties between the West and firearms lore.”[5] Redemption also pays homage to the famous sound effect, the “Wilhelm Scream” which originated in 1951 and is still used in film today.[6] A faint sample can be heard at 8:13 in the gameplay video. Cinematic tropes like the pang of gunshots hitting rocks, the comical gesticulations of enemies getting shot and the conveniently placed dynamite crates all harken back to classic spaghetti Western films and add layers of immersion to Red Dead Redemption.[7]

For all the violence the “We Shall Be Together in Paradise” mission relishes in, this section of the game is steeped in historical accuracy and allusions. After successfully crossing into Nuevo Paraiso, ironically, the first mission available to the player is to help the leader of the Mexican army, Vincente de Santa, put down the rebels in his country. The senseless killing of Mexicans during the “Paradise” gameplay mission haunts the player’s time in Mexico, especially when Marston fights alongside the Mexican army and also the rebel factions. The choice of 1911 for Redemption’s time period allowed Rockstar to invoke the Mexican Revolution in the game’s plot, which is historically accurate officially starting in 1910. Throughout the “Paradise” mission, Marston remarks about the amount of Mexicans shooting at him and their unwavering intention to kill the two characters.[8] Jones and Hills note that cowboys were not the only ones who carried firearms around during the period: “National events, in particular the Civil War and Mexican War encouraged a boom in firearms sales from the 1850s onwards[…]Weapons served as agents of westward expansion, and gun ownership became widespread.”[9]

The prevalence of gun ownership across both nations allowed Rockstar to comment on the border tension between the US and Mexico. Camilla Fojas argues in Border Bandits: Hollywood on the Southern Frontier, “Hollywood has often exploited the trope of the southern border between the United States and Mexico to capture a range of “American” ideals and values,” like integrity, self-sufficiency, and survivalism, but the border also houses threatening ideas like globalization and terrorism, as well as, “undesirable or inassimilable people such as Mexicans.”[10] The player’s first foray into Mexico, evidenced by the “Paradise” mission, is an unwelcome introduction to the neighboring country. Rockstar uses John Marston and his gunmanship to express, what Fojas calls, “‘American’ anxieties, messianic prophecies, and fears about porous boundaries,”[11] of Mexico. The player must kill the Mexican foes during the “Paradise” mission to survive and ultimately advance Redemption’s storyline. Marston does what contemporary citizens of both sides wanted to do – cross the border and put an end to the neighborly tension. Manifest destiny dominated the expansion of the Western frontier but the southern border with Mexico stood as the contrast to the widespread American belief. Fojas claims, “the southern national boundary competes with the western frontier to delineate and define ‘America.’ Moreover, it is a boundary that must be protected and defended,”[12] from trespassers. At 5:56 in the gameplay clip, Marston says, “I haven’t stepped foot in this country, and they’re already trying to kill me,”[13] voicing his frustration over the US-Mexican border. Rockstar also alludes to the modern day troubles of illegal immigration along the southern border. On October 26, 2006, President Bush signed the Secure Fence Act approving the construction of a 700-mile wall along the US-Mexican border to halt illegal immigration into America.[14] Illegal immigration continues to be a point of contention between the US and Mexico, harkening back to the trouble during the late eighteenth and early nineteenth centuries.

Rockstar’s pivotal “We Shall Be Together in Paradise” mission transports the player into unfamiliar enemy territory. At first Marston’s goal seems to be shoot to survive, but Rockstar breaks conventional Hollywood stereotypes of Mexicans and shows the protagonist befriending Mexican NPCs in later missions. “Paradise” presents the real tension between the US and Mexico during 1911 and uses John Marston and his gun to comment on Hollywood cowboy tropes and the glorification of violence in the Wild West.

Bibliography:

Fojas, Camilla. Border Bandits: Hollywood on the Southern Frontier. Austin, TX: University of Austin, 2008.

Jones, Karen R., and John Wills. The American West: Competing Visions. Edinburgh: Edinburgh University, 2009.

Lee, Steve. “Sound Effects – The Wilhelm Scream.” Last modified May 7, 2005. http://www.hollywoodlostandfound.net/wilhelm/

Red Dead Redemption. San Diego, CA: Rockstar San Diego, 2010.

[1] Red Dead Redemption, San Diego, CA: Rockstar San Diego, 2010.

[2] Karen R. Jones and John Wills, The American West: Competing Visions, (Edinburgh: Edinburgh University, 2009), 61.

[3] Jones and Wills, 61.

[4] Jones and Wills, 62.

[5] Jones and Wills, 63.

[6] Steve Lee, “Sound Effects – The Wilhelm Scream,” last modified May 7, 2005, http://www.hollywoodlostandfound.net/wilhelm/

[7] Red Dead Redemption, San Diego, CA: Rockstar San Diego, 2010.

[8] Red Dead Redemption, San Diego, CA: Rockstar San Diego, 2010.

[9] Jones and Hills, 63.

[10] Camilla Fojas, Border Bandits: Hollywood on the Southern Frontier, (Austin, TX: University of Texas, 2008), 2.

[11] Fojas, 3.

[12] Fojas, 27.

[13] Red Dead Redemption, San Diego, CA: Rockstar San Diego, 2010.

[14] Fojas, vii.

Civilization IV: Religion’s Role in a God Game

Standard

In Sid Meier’s Civilization video game series, the main objective of the games directs the player to build a civilization that will stand the test of time. As the original Civilization manual states, the player is the “ruler of an entire civilization through many generations,”[1] and must go about advancing his/her civilization by working the land, acquiring natural resources and gold, building several infrastructures to house one’s citizens, a military force, and deciding what political, economic and cultural beliefs said civilization will adhere to. As Ted Friedman states in his essay, Civilization and Its Discontents: Simulation, Subject and Space, “you hold not just one job, but many simultaneously: king, general, mayor, city planner, settler, warrior, and priest, to name a few.”[2] The player, in essence, assumes the role of an omniscient god, overseeing all aspects of a civilization’s rise and future sustainability based on his/her own management and strategy skills. Mark J.P. Wolf categorizes the video game, Civilization, as a “management simulation,”[3] whereas Raymond Williams defines a real life civilization as “an achieved state or condition of organized social life.”[4] Meier’s games attempt to balance the two together in his video game series; on one spectrum, the managing simulation provides the addicting gameplay, but on the other, the player must consider what constitutes an “enlightened” state for society in Meier’s mind. One such aspect that appears in Civilization IV is the role of religion in the grand scheme of the game.

Civilization IV was the first game to include religion as a component in the series.[5] I believe religion may have been withheld from previous iterations due to the sensitive nature of faith and the tensions present between opposing beliefs. Meier and developer Firaxis placed themselves in a precarious situation: religions have played an essential part of shaping global history, and adding them as a cultural element that could affect domestic and foreign policy would add another layer of realism to the series. Nevertheless, how could the developers use a computer simulation to accurately represent the role of religion in history without angering real religious factions? Furthermore, Civilization primarily concerns itself with the accumulation of wealth and resources as a way to measure which civilization comes out on top. How could religion work in the face of opposing gameplay elements? Included in the Civilization IV in-game “Civlopedia,” are the developers’ thoughts on the inclusion of religion. Firaxis explains, “We know that people have extremely strong opinions about religions – in fact, many a war has arisen when these beliefs collide. We at Firaxis have no desire to offend anyone…all religions in the game have the same effects, the only difference being the requirements…We offer no value judgments on religion; we mean no disrespect to anyone’s beliefs. We’re game designers, not theologians.”[6] Firaxis chose seven popular religions to employ, “(testing having determined that seven was the optimal number for gameplay),”[7] which are Buddhism, Christianity, Confucianism, Hinduism, Islam, Judaism and Taoism. The developer’s comments almost read as a disclaimer to the game itself. And in an effort not to offend, the implementation of religion in Civilization IV is extremely conservative; each religion functions identically. Instead of causing big rifts between neighboring civilizations or strife within one’s own society between factions, religion serves as a minor gameplay element in Civilization IV. However, Firaxis’s decision about religion’s role in the game has its fair share of ramifications in the grand scheme of Meier’s video game series.

Starting out any single-player campaign, each civilization begins without any preset religion; to install a religion in one’s civilization, the player needs to be the first to discover a particular technological advance through several turns of research. In one campaign, my civilization was the first to discover divine rights, which led to the establishment of Islam as my state religion. When I played another campaign situation, however, my civilization discovered meditation first, leading to Buddhism. In each of these two campaigns, religion served little purpose for my civilizations and had minimal impact on gameplay. In the first campaign described my neighbor, Isabella, Queen of Spain, remained cautious of me due to the installation of Islam as my civilization’s state religion. She would constantly badger me to change my state religion every other turn. However, my insistence to keep Islam had a minimal negative impact on trade negotiations with her. My other neighbor, Genghis Khan, installed Buddhism as the Mongol civilization’s state religion and remained highly tolerant of my Islamic tradition throughout the game. I found trading with Genghis Khan slightly easier due to our mutual tolerance of each other’s beliefs. In Civilization IV, the only difference between religions is that neighboring societies with different beliefs will generally not like the other. Firaxis made the decision to shy away from controversy, but other game franchises in a similar vein to Civilization, like the Total War series, promote the benefits and drawbacks of religion equally. In Rome: Total War, religion can be used as a measure of civilian happiness or a means to start a war against an opposing faction.[8] Albeit, with this example, the scale of Rome: Total War is limited to a city with few religions as opposed to Civilization’s world simulation. Nevertheless, for such a significant part of world history, religion does little to influence the big decisions of a typical Civilization campaign.

Apart from creating of easing tension between neighboring civilizations, religion in Civilization IV is a means to greater economic gains and increased citizen happiness. As stated earlier, for a game inherently focused on accumulation of wealth and resources, I found the implications of having religion contribute to a civilization’s wealth conflicting. In some ways, Civilization reflects real world societies; religion can be used for political and cultural influence over a populace and to fundraise money. The player, however, only sees the accumulation of money in a management simulation like Civilization IV. Religion in Civ IV is more of a tool to help a player manipulate money and politics in his/her favor. Civ IV features “Great Persons” who spawn in random cities infrequently over the course of a game. One category of “Great Person” is the “Great Prophet.” Each religion can use this holy person to construct an exclusive religious temple that provides the player with extra gold accumulation for each city in their civilization that has citizens who practice the particular religion, as well as a visual representation of the particular structure contained in the city the prophet was activated. While each of the seven religions function similarly, religious civics introduced mid-game provide some useful gameplay affects for a player’s society. In the case of my two campaigns, I chose the civic of an organized religion, allowing cities with a state religion to construct buildings twenty-five percent faster. Isabella of Spain chose to install a theocracy, which gave the AI-controlled adversary two experience points in cities with a state religion. Religious civic status effects can have a considerable positive impact on the growth of a civilization. In my two campaigns, I sent out several missionaries to neighboring cities in order to take advantage of the faster building rate caused by the organized religion civic. If I agreed to open borders with my adversaries, I sent missionaries to their cities as well to convert the populace, leading to more wealth accumulation on my part. But in the grand scheme of both campaigns, religion served more as a tool than a necessity to win.

Looking back at William’s discussion of the word, “civilization,” the author struggles to come to grips with a definitive definition. Williams says, “As such it has come to be a relatively neutral term for any achieved social order or way of life, and in this sense has a complicated and much disputed relation with the modern social sense of culture.”[9] The same can be said for religion’s role in Meier’s Civilization IV. On the one hand, it may seem jarring to include a controversial and passionate topic like religion into a computer game. In his essay on Civilization II, Ted Friedman states, “Simulation games offer a singular opportunity to think through what it means to be a cyborg.”[10] Civilization IV completely removes the human elements of religion in favor for the impersonal societal benefits doctrine and belief may provide. Yet the incorporation of religion into the game provides ripe commentary and implications to consider. Personally, I feel the inclusion of religion into Civ IV was a good first step, but Firaxis could have developed it into a more feature-rich aspect of creating and maintaining a civilization. For a game that has its main menu screen music play “Baba Yetu,” a Swahili version of the “Lord’s Prayer,”[11] religion does not play the complicated and multifaceted role it needs to for a modern video game. A vital part of all real civilizations, religion needs to complicate and challenge worldwide beliefs to engage, as Williams puts it, “in the general spirit of Enlightenment.”[12] To pay proper homage to its real-life counterparts, Sid Meier’s Civilization series must do so as well.

[1] Ted Friedman, Civilization and Its Discontents: Simulation, Subject and Space (New York University Press).

[2] Friedman.

[3] Mark J.P. Wolf, The Medium of the Video Game (University of Texas Press, 2002).

[4] Raymond Williams, Keywords (Oxford University Press, 1976), 48.

[5] Civilization IV, Glencoe, MD: Firaxis Games, 2005.

[6] Civilization IV, “Civlopedia Guide.”

[7] Civilization IV, “Civlopedia Guide.”

[8] Rome: Total War, Horsham, UK: The Creative Assembly, 2004.

[9] Williams, 50.

[10] Friedman.

[11] Civilization IV, “Main Menu.”

[12] Williams, 48.

Metroid Prime: A Masterclass in Immersion, and a Guide for VR

Standard

Immersion, defined by Janet Murray in Hamlet on the Holodeck, is “derived from the physical experience of being submerged in water[…]the sensation of being surrounded by a completely other reality, as different from water is from air, that takes over all of our attention, our whole perceptual apparatus.”[1] In Metroid Prime, Retro Studios utilizes a first-person viewpoint and various HUD visors to blur the line between player, avatar and gamespace. Apart from very brief sequences of third person action when using Samus’s morph ball ability and cinematic cutscenes, the action entirely takes place within the first-person viewpoint. In Murray’s chapter on immersion, the author argues that donning a mask “gives us our entry into the artificial world and also keeps some part of ourselves outside of it. In digital environments we can put on a mask by acting through an avatar.”[2] Unlike the majority of other contemporary first-person shooters, the player sees the same HUD elements Samus sees due to the player and Samus both being placed inside the fictional space helmet. The subtle outline of the visor glass meeting with the helmet exterior reinforces the close relationship between player and avatar. The connection to the avatar allows the player to become further immersed in the gamespace. When Samus first lands on Tallon IV, she is greeted to an overgrown jungle in a light rain storm. If the player aims up at the sky, raindrops appear on the visor and cloud the player’s vision. Several enemies in the game launch projectiles at Samus that distort the visor with foreign substances for a short period of time. If the player gets too close to pulse bombu enemies, the HUD partially shuts down and static interference engulfs the screen.[3] Player, avatar and gamespace coalesce due to Retro Studios’ close attention to detail bringing the fictional realm of Tallon IV alive.

The default HUD in Prime is the combat visor; overlaid on top of the screen, the visor provides holographic projections of radar, a mini-map, a threat assessment indicator, energy capacity, missile count and lock-on reticules for targeting enemies and objects. The entire HUD experience mirrors the recent Iron Man films and Tony Stark’s holographic indicators inside his helmet. The ability to target and lock-on echoes McKenzie Wark’s chapter “Battle” in his book Gamer Theory. Wark uses Sega’s Rez as an example of targeting and its immersive qualities. Pressing the controller trigger down in Rez, “selects something other than you; release the trigger and the shot connects you to it again, but in a very special way, as engaged in the relation of battling.”[4] Similarly, the player first presses the left trigger to bring up a lock-on reticle to target the immediate enemy or interactive object. Then, the player presses the “A” button down to charge Samus’s arm cannon and lets go to shoot the energy burst towards the target. Rez only offers one way of battling, but Prime utilizes Samus’s arm cannon, as well as her grapple hook and other visors to target. Regardless, both Rez and Metroid Prime closely connect the player to the avatar’s actions. Wark says, “The payoff, if one targets accurately, is the coalescence of the self back again into a heightened level of coherence,”[5] adding another dimension of immersion for the player. The oscillation between Samus and her target parallels the relationship between the player and Samus herself; the player’s action mirrors what Samus does in the gamespace.

The other important tool Samus has at her disposal is the scan visor. Samus can scan certain objects and enemies to either learn more about them or perform a function like turning on an elevator. Similar to the combat visor, the player must use the left trigger to engage in a scan and wait for the visor to fully analyze the given object. Once the scan is complete, the game action pauses while images and several pages of text about the given object pop-up on screen. Metroid Prime is a game of complete isolation; Retro Studios decided to not include any spoken dialogue or other NPC characters. Instead, Prime’s story is communicated to the player through scan logbooks provided by Samus’s Varia suit interface. For a series not lauded for its storytelling, Retro Studios’ scan visor functionally and thematically fits their vision for Metroid Prime. The information from visor scans comes in a raw scientific format, but it allows the player to piece together the mystery of what happened on Tallon IV rather than dialogue or cutscenes revealing it outright. Samus can scan Chozo lore, the deceased local inhabitants history and the reason why the planet remains hostile, and space pirate data, revealing Samus’s enemies’ intentions on the planet.

All of the lore and information about the storyline is optional, however; Retro Studios lets the player decide how much they want to delve into the Metroid universe. Steven E. Jones’s chapter on “The Halo Universe” in his book, The Meaning of Video Games, also discusses the various levels of depth players can immerse themselves in when they engage in the Halo canon. Jones argues, “Even a dim awareness of the existence of an extensive back-story subtly alters the “feel” of an alien landscape in Halo, lending it an intuitive sense of depth, of a world beyond what’s in front of you on the screen,”[6] and similarly in Metroid Prime, the scan log entries alters the “feel” and depth of the mysterious planet, Tallon IV. The ability to scan nearly everything in Metroid Prime harkens back to the text version of Adventure by Will Crowther. In Crowther’s Adventure, the game uses text to describe what a particular environment looks like due to the lack of onscreen graphics. Metroid Prime has a very detailed world, but scanning enemies, objects and lore parallel to what Nick Montfort says is, “The pleasure is in solving them [text adventures], in learning the secret.”[7] Metroid Prime also shares traits with the Atari VCS version of Adventure by Warren Robinett. Text adventures represent space through language and thus, player movement between spaces, but Atari’s Adventure used graphics allowing for movement through and within spaces. Metroid Prime’s world is structured like Robinett’s Adventure: doors and elevators separate areas from each other (and, to mask the load times). Together through language and graphics, Prime offers the player two ways of representing the gamespace of Tallon IV.

The combat and scan visors are not only powerful tools to explore Prime’s gamespace, but they also symbolize a newborn’s first grasp at knowledge of the world from experience and perception. The player and Samus are thrown in media res into the world of Metroid Prime; Samus receives a distress signal from the Frigate Orpheon at the beginning of the game and is immediately tasked with investigating what happened to the ship’s crew. The Frigate Orpheon functions as Prime’s tutorial. Upon clearing the area, an electrical surge abroad the ship causes Samus to lose all of her powers before landing on Tallon IV. Both the player and Samus are blank slates, left without any indication of what to do. Player and avatar operate in a tabula rasa state of being; the theory states that individuals are born without built-in mental content and rather acquire knowledge from experience and perception. Henry Jenkins makes related claims in his essay, “Complete Freedom of Movement.” Jenkins cites, Keith Feinstein, President of the Video Game Conservatory, who argues that video games preserve many aspects of traditional play spaces and culture that motivate children to, “learn about the environment that they find themselves living in. Video games present the opportunity to explore and discover.”[8] The beginning traversal of Tallon IV and immediate use of Samus’s visors mimics a newborn’s first acquisition of knowledge and recognition of reality. The fact that Samus remains silent throughout the game strengthens the notion of being in a state of tabula rasa and reinforces the identification the player has with the heroine.

By exploring the world of Tallon IV, the player guides Samus and finds her suit upgrades, as well as new ones to progress through the game. Along with the option to learn about what happened to Tallon IV through scanning, both player and avatar escape the tabula rasa state of being and rise to have a firm grasp over the gamespace; previously restricted areas reveal themselves once the player acquires certain abilities, like the plasma beam’s capability to melt ice or the gravity suit’s added mobility in bodies of water. Caspar David Friedrich’s painting, Wanderer above a Sea of Fog, serves as a perfect analogy of the player and avatar’s journey in Prime.[1] The painting depicts a young man atop a cliff, facing away from the viewer. The wanderer stares down at a landscape engulfed in fog. The choice to have the wanderer have his front side face away enables the viewer to see the world through his eyes, like Prime’s choice to have the player see Tallon IV through Samus’s helmet. The painting suggests a mastery over the landscape below the wanderer; acquiring all of Samus’s suit upgrades and accessing every area offers a similar feeling of command for the player over Tallon IV.

The pursuit of knowledge comes at a cost, however, evidenced by Samus’s enemies, the space pirates. The space pirates’ goal is to acquire power through knowledge by any means necessary. Scanning space pirate data in Prime reveals the pirates’ fascination with the toxic chemical phazon, experimenting with the local creatures of Tallon IV and also exposing the chemical to their own race. Prolonged exposure to phazon biologically transforms the space pirates into brutish super soldiers, corrupting their bodies and mind. Samus must face three overpowered pirates as bosses in the game, each one more corrupted than the last.[1] The player feels mastery over Tallon IV once all of the areas have become unlocked and Samus’s suit has become fully upgraded, but the undercurrent of the space pirates and their mastery over phazon serves as an uncomfortable reminder of the pursuit of knowledge gone too far. The act of scanning then receives another layer of depth; the player wants to know everything, but it’s impossible. Cited in Bob Rehak’s essay, “Playing at Being: Psychoanalysis and the Avatar,” Jacques Lacan’s “objet petit á,” or object of unattainable desire, permeates throughout the game as player and avatar try to learn everything that has happened to Tallon IV, but the desire is left unfulfilled because Samus arrives late to the planet when major events have already transpired.[2]

Metroid Prime’s first-person perspective and detailed HUD still offer unparalleled immersion almost fifteen years after its release. From targeting to scanning, the player can easily identify inside the helmet of the silent, but strong protagonist of Samus Aran. Retro Studios coalesces player and avatar in the highly detailed world of Tallon IV. With the advent of virtual reality headsets, like the soon-to-be released Oculus Rift and HTC Vive, developers must take notes from the Austin, TX based developer on how to successfully create a sense of immersion or presence within a video game.

[1] Metroid Prime, Austin, TX: Retro Studios, 2002.

[2] Bob Rehak, “Playing at Being: Psychoanalysis and the Avatar,” The Video Game Theory Reader, Eds. Mark J. P. Wolf and Bernard Perron, (New York, NY: Routledge, 2003), 106.

[1] Caspar David Friedrich, Wanderer above a Sea of Fog, 1818.

[1] Janet Murray, Hamlet on the Holodeck, (Cambridge, MA: MIT Press, 1997), 98.

[2] Murray, 113.

[3] Metroid Prime, Austin, TX: Retro Studios, 2002.

[4] McKenzie Wark, Gamer Theory, (Cambridge, MA: Harvard University, 2007), 130.

[5] Wark, 137.

[6] Steven E. Jones, The Meaning of Video Games, (New York, NY: Taylor and Francis Group, 2008), 86.

[7] Nick Montfort, Twisty Little Passages, (Cambridge, MA: MIT Press, 2003), 3.

[8] Henry Jenkins, “Complete Freedom of Movement,” From Barbie to Mortal Kombat, Eds. Justine Cassell and Henry Jenkins, (Cambridge, MA: MIT Press, 1998), 263.

Choose Your File

Standard

 


What if everything you see is more than what you see — the person next to you is a warrior and the space that appears empty is a secret door to another world? What if something appears that shouldn’t? You either dismiss it, or you accept that there is much more to the world than you think. Perhaps it is really a doorway, and if you choose to go inside, you’ll find many unexpected things.

– Shigeru Miyamoto


 

This blog will solely focus on the games that not only excel at their craft, but further the medium in the process.

The ones that indeed have faults, but strengths too impossible to ignore. Games that make the most of what they’ve got.

The ones that instantly put a smile on your face. The games that have the undefinable and elusive “fun” factor.

The ones where you forget you’re holding a plastic controller. The games that establish and maintain a flow.

The ones that transport you to another world. When the only thing that matters is this, now.

Some call it immersion. Others, presence.

Shoot…it’s 3 in the morning again.

It’s a powerful thing.

The ones that say more about us than we can express to one another.

There’s so much more to consider with this project. An attempt will be made, more than anything.

So which games form monuments to stand alongside the classics?

That’s what File Select aims to discover.

What games matter. Because you have a choice.

-R