I’m Big in Herring

What do you get when you put my busy schedule together with GameShark’s technological sophistication? Timeliness, my friends. Like this review of Patrician IV (NA release date: September 21).

GameShark assigned the game to me while I was digging myself out of a massive hole, and it went to the back of the line. Truth be told, it wasn’t something I was particularly excited to play, and so I installed it feeling nothing beyond professional obligation and unprofessional annoyance.

Naturally, it turned out to be a very pleasant surprise.

Bioshock 2 Closing Thoughts

Over at Gamers With Jobs, I just posted a piece breaking down the story that unfolds in the last half of Bioshock 2. It’s called “We Are Utopia” and you should look it over. It does contain plentiful spoilers, if you care about that sort of thing, but personally I enjoy reading analysis more than I care about preserving the secrecy of the plot.

The only thing I had to leave out is how great the gameplay is during the finale of Bioshock 2. From the midway point onward, Subject Delta has an incredible array of tools to use against his enemies, and the level design and enemy design creates a lot of different ways for encounters to go. In Fontaine Futuristics, with my health and ammo levels rapidly running down, I had to face off a Big Sister and save two Little Sisters with a scant amount of resources to use.

So I turned a couple of the rogue Alpha-series protectors against a Big Daddy, killing the Daddy, and then rescued the Little Sister. This brought the deadly Big Sister out of hiding, and I spent a minute frantically laying traps. Once I was ready, I hovered close to the remaining Big Daddy and waited for the Big Sister. Sure enough, in the course of our brawl she angered the Big Daddy, and they started going after each other. As the Daddy was ground down, another Alpha happened on the scene, and I fed him into the fray. The Big Daddy went down, and the Big Sister charged at the Alpha. While they were slugging it out, I scooped up the Little Sister and saved her. Only now did I turn and face the Big Sister, who was badly weakened by her battles.

It was a great sequence, because it was all about using a combination of my powers and enemy behavior to arrange a really intricate series of encounters. It was so different from the running battles and slugging matches that marked much of the rest of the game. The end of the game was full of similar creative destruction.

The strength of the gameplay let me power through to the finale, but it was still the characters of Bioshock 2 who won me over. When the credits finally rolled, all I could do was marvel at how gracefully Bioshock 2 told its story, and made it matter. That’s its major achievement, and that’s what I’m writing about over at GWJ.

Scorecard for 2010

At my family’s New Year’s Eve celebration, as everyone started talking about their resolutions over Irish coffee, I realized that I had left myself with few things to feel resolved about. As work wound down in early December, I had a chance to critique my habits and take steps to improve the flow of life and work. It’s life as a racing game: where am I losing time, and where can I gain an edge? What’s the best line through a workday?

This can be carried too far. One thing I realized is that I lose the most time when I start to fixate on productivity, and dwell on unmet goals. My entire life, I have told myself I need more mental discipline so I can stay on-task. Now I start to think it’s more important to have the discipline to avoid giving free rein to my doubts. Bailing on work to play a game or watch a movie only takes a couple hours out of the day. Panic or frustration can cause a complete unraveling. That accounts for a lot of my fits-and-starts pattern last year.

Even with some missteps, however, last year far exceeded the expectations I laid out at the beginning. I started working for a lot of new outlets, and I branched out into new kinds of work. Hopefully that trend will continue into this year. But if I enjoyed a more successful year in 2010, it was in large measure due to Three Moves Ahead and my friendship with Troy Goodfellow and Julian Murdoch. 3MA and PAX East turned a lot of casual internet acquaintances into dear friends, and neither my work life nor my personal life would be as half as satisfying without them.

I also made it into print last year with Kill Screen. It was a huge honor to contribute, and I’m sure it made my parents very happy to actually see my work on the printed page. Working with Chris Dahlen and Ryan Kuo was eye-opening: they put me through three or four rewrites (and I had more drafts in between) until they were finally satisfied, and that is just not something you find in most places. My father, reading my article in Issue 2, said that he was amazed at how precise my phrasing was, and how neatly the article flowed together, and complimented me on my writing. I had to admit that it was their editing that made me look that good.

It’s also nice to get recognition for your work, and there was a lot of that last year as well. My friends at Gamers With Jobs brought me aboard to do some writing for them, and I got some of the biggest responses of my career after I started writing there. GWJ is a blast: I get some good editing (particularly from Sean Sands and Shawn Andrich) and near-total freedom, and then I get to put my work before a big audience a great group of commenters. The guys at Critical Distance, especially Ben Abraham and Ian Miles Cheong, were also kind enough to spotlight a lot of the stuff here on the blog and over at GWJ, and that definitely helped some of my pieces reach a much bigger audience, as well as gave me confidence that I’m doing worthwhile writing.

So in some ways my goals are modest as I approach the end of my vacation. I have more work now than ever before, and my focus must necessarily shift to quality rather than quantity. This blog is likely to change as more of my games writing ends up elsewhere, but there’s still quite a lot that I’m more comfortably jotting down here than publishing for someone else. No matter what, though, I will probably update it a little less regularly now that I’ve got a lot of commitments elsewhere. But I’ll be more diligent about drawing attention to what I’m up to.

In fact, this would a be a great time to mention that I just published some more thoughts on Civilization V over at GamePro. Civ V has changed a lot with patching, and my views on it have evolved quite a bit from when it was released. But even as I grow to appreciate the design more, I am also realizing why I still prefer the type of Civilization game I grew up with: they had more faith in progress and the future. Civilization V is touched by the pessimism of the present.

Furthermore, if you’re looking for that special belated Christmas gift, you should grab Issue 2 of Kill Screen, where I contributed a story about attempts to use games to teach foreign languages. It’s on sale now, and it’s become much more affordable in the time since it launched. I highly recommend grabbing a subscription.

As much as I’ve enjoyed being back with my family this break, I’ve also never been happier to finish a vacation. I’m excited about what’s next. I’ve been given a great platform over at Gamers With Jobs to practice and hone my skills in front of a big audience and a great community. Look for me to be doing a lot more over there on Tuesdays, because I will be trying to stretch myself once I’m back in the Boston swing of things. There’s a lot of other irons in the fire, a lot of pieces I’m excited about writing and new directions to take my particular brand of criticism. I’ll probably over-reach at times, but that’s the kind of risk I’m looking forward to taking.

Christmas Movie Recommendation – Remember the Night

Every time I watch Remember the Night, I am amazed.

It’s so unlike anything else Preston Sturges ever did, and the story goes that he was so furious with how director Mitchell Leisen butchered his script that he demanded to direct all his films. He would go on an unmatched streak of brilliant romantic comedies, blazing through Christmas in July, The Great McGinty, Miracle at Morgan’s Creek, Palm Beach Story, Sullivan’s Travels, and The Lady Eve all in just a few years. Then, as quickly as it had come, the streak would be over. Sturges would be an angry burnout after directing the disastrous football movie, and would leave behind just this handful of films that both define and defy the romantic comedies of the 30s and 40s.

I’ve watched this film once every year for as long as I can remember. Call it twenty times. I’ve come to the conclusion that either Sturges never understood what Leisen accomplished with Remember the Night, or he was just burning to direct and took issue with Remember only as a ploy. It is the best film Sturges helped make, although I would hesitate a long time before ranking Remember the Night, The Lady Eve, or Palm Beach Story. They are peers in excellence.

But Remember the Night stands apart, a strangely honest and heartfelt film from a writer, and later director, who made such self-conscious films. Sturges never stooped to meta-filmmaking preciousness, but he loved to rap his knuckles against the fourth wall. His characters weren’t real people but the caricatures of a brilliant cartoonist. He played with words and loved to share the fun he was having with his audience. His situations were absurd: card-sharks and con artists traveling on the same ocean liner as a renowned herpatologist / brewing fortune heir.

Remember the Night doesn’t have the same absurdist streak. It opens with Deputy DA John Sargent (Fred MacMurray) called to a trial on the day he is supposed to travel home from New York to his family’s farm in Indiana. He finds himself prosecuting Lee Leander (Barbara Stanwyck), a career criminal who is looking at her third conviction. Her lawyer plays on the jury’s Christmas spirit and bottomless credulity and is on the cusp of securing an acquittal, so Sargent holds the case over until the New Year. Feeling bad about having used a procedural trick to keep her in jail and deny her an acquittal, Sargent has a bondsman friend secure Lee’s release. Because she has no money and nowhere to stay, and because she’s from a small Indiana town not far from his family home, he agrees to drive her home for the holiday. The rest of the film is their week together before the trial resumes.

Sturges’ script is preoccupied with deeper questions than most of his other films. Sargent and Lee come from almost identical backgrounds and experiences. Yet one of them has become a successful attorney and the paragon of honesty and decency, and the other has become a small-time crook marking time until the state finally locks her up and throws away the key. Why did their paths diverge so starkly? How much responsibility does she bear for the way her life has gone, and how much credit can Sargent claim for what he’s accomplished?

One of the threads that runs through Sturges’ films is that virtue and decency are conditional, and judgment is perilous. At the start of the film, Sargent does not understand this. He thinks he lives in a world where things are roughly as they should be, and so he can’t make sense of Lee. She’s smart, kind, and in many ways honest. He cannot imagine how those virtues exist in a criminal, because he has deluded himself into thinking the world is a place of absolutes. Lee knows better. The film is a record of his education. She says, early in the film,  “Gee, you’re sweet. You never think of anything wrong, do you?”

He doesn’t, and that is what blinds him. As they head into Indiana to see her family, Lee tries to explain that she and her mother parted on very bad terms but Sargent’s response is simple: “Of course she’ll be glad to see you. She’s your mother.” Anyone could look at Lee’s face and know that it’s not that simple, but Sargent can’t because he just assumes that all mothers love and forgive their children.

The scene where he and Lee meet her mother is one of the all time great moments in American cinema, a sequence of prairie gothic that evokes the later Night of the Hunter. As Lee’s mother, a hard-faced woman straight out of a Dustbowl photograph, relentlessly tears into Lee for being a lifelong sneak and a liar, you can see the understanding that is finally striking John Sargent.

Lee had to leave home because, her mother explains, she stole “my mission money that I put by with the sweatuh mah brow.” Lee, almost sobbing, says, “I told you, I was going to pay it back.”

“But you never paid me back, didja? And ya never paid anyone else back, either.”

“How could I after you called me a thief in front of the whole town?”

We learn later that this is a mirror of an event that happened between Sargent and his mother. His mother later reminds him of the incident and asks if he remembers how bad he felt when he learned it was wrong, and how hard he worked to pay back the money he took. He says, “You made me understand.” She shakes her heads and whispers, “No, dear, it was love that made you understand.”

Lee’s family is the polar opposite of Sargent’s. Both poor Indiana farmers, Sargent grew up surrounded by love, security, and the sense of opportunity they afford. Lee was ground down by the hardness of country living and her mother’s unrelenting, self-righteous misery. Her mother was the grim prairie zealot, choosing to live in near misery and squalor but making a special point to set aside money for the church mission, while setting aside neither money nor affection for her child. Sargent comes from an idealized America where things are as they should be. What Sargent comes to understand is that while Lee might be guilty of many crimes, she is also a victim of crimes and circumstances for which the law affords no protection.

Playing Optimally

My latest article is up at Gamers with Jobs. It’s about cover-based shooters and how cover mechanics push shooters in a lot of bad directions. I used Mass Effect 2 and Red Dead Redemption to illustrate how cover usually goes wrong. But what’s been interesting to me is how many people have come back with a variation on what I call the Hocking defense: “If you’re bored, it’s because you’re boring.”

I call it the Hocking defense because of a remark he made at a talk I attended. One criticism a lot of people directed at the otherwise excellent Far Cry 2 was that it was repetitive. You could play just about every mission using the same three weapons, and one random encounter or mission tended to look a lot like another. Hocking laughed and, admitting he was going to come across like a jerk, said, “I think if you find Far Cry 2 repetitive, then you’re probably repetitive.”

Hocking’s view was that he’d created a game where there were dozens and dozens of ways to approach the same problem. Players had access to different weapon combinations and weapon types, an incredible fire and physics model, and a beautiful open world in which every battle was likely to be different. If your reaction to all that freedom was to do the same thing over and over again, that was on you.

If that Krogan ever managed to get close, I would have been in mild danger.

In the case of Mass Effect 2, the problem isn’t with the game, but with the way I played it. The argument goes that it is my fault for, first, picking the soldier class. The soldier only has access to guns, and the only opportunities to use biotic and tech powers come from her AI squadmates. Had I played a different class, I would have been less tied to cover, and been able to adopt more variable tactics. Second, nobody made me play every encounter the same way. I could have tried different strategies than the “stand in cover and shoot” tactic that saw me through most of the game.

Now, in Mass Effect 2, there are several reasons why I suspect changing classes or approaches will still leave every battle in the game feeling generic and boring. But I’m more interested in the widespread assumption that because other options are available to players, they should use them. The existence of these other options apparently makes boredom or repetition the fault of the player.

The argument seems a little churlish to me, because I don’t generally consider it my responsibility as the player to locate the fun and variety in some aspect of a game. Besides, if a game is not fun or appealing while I am playing it, that makes me less inclined to try alternate approaches. The games that I experiment with are the ones I loved while playing in whatever was my natural style for that game. That’s what gives me confidence that experimentation will be rewarded. Great games invite you to consider other options, and they often show them to you.

Bioshock 2: where crazy stuff is always about to happen

But the argument is also naive about the powerful draw of optimal play styles. If the same tactics work again and again, players will use them again and again. Even if they don’t want to, because it is a guaranteed way to pass the next challenge. In fact, it becomes a vicious circle. The optimal tactic works everywhere so players use it too much, their overuse of the tactic makes the game boring, their boredom and frustration makes them want to rush through the boring parts, so they use the optimal tactic.

Second, if the same one of two tactics work in every situation, there is a problem with the game. Optimal tactics should be situational, not universal. Is the sniper rifle turning every encounter into a shooting gallery? Take away long lines of sight. Is the assault rifle slaughtering everyone from cover? Have enemies that can close quickly and deal massive close-range damage, before the rifle can whittle them down. Or simply deny the player cover and force him to close and assault. There are so many ways to introduce and force variety that it’s hard to forgive a game, even an RPG-shooter, that lets you coast through using the same tricks.

There and Back

I bailed.

Rabbit and his family were going to be out of town through Thanksgiving, and MK was going to be putting twelve and sixteen hour workdays together. So it seemed like a good time to leave Boston and all my habits behind. Before I knew it I was back at Rabbit’s burrow in the Mass countryside.

It was like I stepped out of my life. I was enjoying an unfamiliar, complete solitude in a familiar and comfortable setting. At first, I was trying so hard to unwind that I was actually stressing out. I would be furious at myself if I wasn’t walking in the forest before lunch, or reading a book in the last of the afternoon light. But by the end of my second day, I was off-schedule and not looking back. I was sitting down to dinner and a movie at 11:30 at night. At 1 in the morning I was enjoying the juiciest clementines with the coldest, driest martini I could make.

I took a long, long walk in the woods one afternoon, wearing my heavy boots and warmest flannel. I walked until I was exhausted. Then I descended the hill into town, where I saw the lights burning in the window of the game store. Inside it was warm and snug, and I spent an hour browsing the inventory and chatting with the owner about the glory days of PC gaming and the delights of board gaming. I ended up buying War of the Ring and Hold the Line, a wargame of the American Revolution.

Walking the woods with MK and the Murdochs

Somewhere in all of this I started realizing that hours and hours were going by without checking Twitter, or even opening a web browser. I scarcely used my laptop at all. I was focused on whatever I was doing. I had no responsibilities and no distractions. Was it time for a game? Then that’s all there was in the world until I was bored with it. Then maybe it was time for a movie, or another game, or a chat with a friend on Skype. Or both.

I wrote, of course. Not as much as I intended, but that was all to the good. The lesson of Julian’s house was that I intend too much and enjoy too little. Finally, when it was time to bring MK out for Thanksgiving, I felt as light as a feather. I enjoyed every minute of the long drive in and out of the city, and we quickly started preparing for our little Thanksgiving celebration.

On Twitter, I could watch my friends enjoying or enduring familial gatherings. But for us, Thanksgiving was just a chance to try some ambitious new things in a big kitchen. We played and cooked and walked all we wanted. Then Julian and Jessica came home with the kids, and we spent another day or so doing more of the same with them. I lost an excruciatingly close game of War of the Ring to Julian, went on a long walk with him and the kids, had a blast doing an epic-length GWJ podcast (edited to be listenable-length), and finally had to leave. I was ready, and even eager to start making some changes to how I do things here in the city.

The classiest bird ever: butterflied, rubbed for two days, red wine and tangerine glaze

I’m back now, and have been for about a week. In some ways, at least. In others, I have yet to return. I’m still keeping life a bit quiet. It seems a little pointless to get back to full speed when I’ll be taking a train to the Midwest in under two weeks. I’ve got a couple assignments left to clear off my plate, and a few pieces whose status is a complete mystery to me, but after that life will kind of come to a halt while I’m on my holiday travels.

I’m also trying to put some lessons I learned these last few weeks into practice. Small stuff, but important stuff. My goal is to find a new balance and a new rhythm. Something a little closer to the quiet, relaxed productivity of my time in the country than the insignificant sound and fury that sometimes characterized my workdays here in Cambridge.