Yeah!
Whoo! Bring it On, Sucker! This is My kind o' Shit!
Imulsion?
Posted
18:08 (GMT) 26th March 2008
Feel
free to ingest and enjoy today's ripe comic
offering. It was written in 2006 when I was but a lad
so you have to understand how weird it is to finally see it up on
the site. In fact, the whole comic (aside from a few anachronisms
here and there) could well be set in 2006 and these news posts don't
do much to keep us on the chronological cutting edge.
I really
want to talk today about Gears of War, for example. But
that game came out in 2006 and to any geek worth his salt it's old
news. And even though there have to be people like me who didn't
get a 360 until Christmas '07 and are now playing catch-up, I still
feel like I'm sucking you guys into a time warp, albeit a very small
one.
I also
have reservations about presenting myself as a 'gamer' because that
word to me presents a minefield. For some
people it means discussing a relatively new art form
with grace and intellectual integrity. For some
people it means an easy way to rope in a demographic.
But if I deliberately didn't write about Gears of War just
to be different that would be just as fake. So here goes.
Gears
of War is one of the dumbest games I have ever played. Playing
it is like being hit in the face with a heavy, solid brick made
out of pure, compact dumb - and liking it. I got this game plus
a second controller so my brother and I could play it together in
co-op. And it has been so much fun. Every time one of us dies, the
other has to heal them. We formulate strategies on the fly, we bicker
about me sniping from a distance too much and him running in with
the shotgun too much. Aristotle said bravery was the golden mean
between the extremes cowardice and stupidity. I'll let you decide
where my brother and I fit on that scale.
It
is a game that demands one's undivided attention and constant co-operation.
Between squabbling over ammo and chain-sawing monsters through the
face, we have a damn good time. We had the most fun playing on casual
mode and last night we finished playing through on punishment mode
(which the game calls 'hardcore', but I have been very vocal in
my belief that this name does not convey the sheer humiliation the
game subjects you to at this difficulty setting). Yes, punishment
mode feels like the game is saying:
"What,
you want to play Gears of War? Really? Okay! Ha-ha-ha-ha!"
I can
only imagine what insane mode is like. I don't think I ever want
to find out.
But
I mentioned before that I considered games an art form and so I
have to subject them to the same scrutiny I would a novel or a film.
And this is where Gears of War falls short. It's really
really dumb. Lo, behold:
The
Title
'Gears
of War' sounds like a good title until you play the game and find
out what it means. The game constantly bludgeons you over the head
with a motif of cogs and gears in everything from the architecture
to the cog-shaped crosshairs on one of the weapons. Even the soldier's
dog tags are shaped like tiny cogs. They are called cog tags. In
case you haven't noticed, cogs are very important to these people.
Even their army is called the 'Coalition of Ordered Governments'
and you have to wonder which came first in their society, the acronym
or the architecture. Or maybe it's just a coincidence? Anyway, the
'gears' of the title are the soldiers. That's what they're called.
So, it just means 'Soldiers of War'. The whole title of the game,
once you find out what it means, is a tautology.
The
Characters
All
the characters are hard-bitten, grizzled, scarred, aggressive soldiers
with necks as thick as a normal man's thigh. They're ridiculously
bulky and this is only accentuated by the five tonnes of body armour
they sport at all times. They all get big hard-ons at the prospect
of killing monsters, they all deal with the horrors of war with
sardonic irreverence and they all played quarterback in high school.
Considering the cocktail of adrenaline, testosterone and steroids
coursing through their bloodstream, it's a wonder they have any
room in there for blood. They all must have testicles the size of
raisins. The problem is even though all the characters are hopelessly
generic and clearly all cut from the same cookie-cutter, the writers
think they're a diverse and colourful bunch, whilst in reality the
only thing that separates each guy is the degree to which he is
grizzled or sardonic.
The
hero Marcus, for instance, is perpetually jaded and fluctuates schizophrenically
between having no sense of humour and being able to take nothing
seriously. One second he'll be delivering a cynical one-liner, the
next he'll be muttering about society's 'lies' with all the specificity
and world-weariness of a fifteen-year-old boy. At his most down-beat
he sounds exactly like Eeyore from the Disney animations of Winnie
the Pooh. His side-kick (and lover?) Dom does nothing but state
the bleeding obvious and deliver exposition. Baird is meant to be
the smart guy of the group but is just as dumb as the others - we
only know he's meant to be smart because at one point he is said
to have hacked something and at another he proclaims himself to
be "the smart guy". That's it. Needless to say, this truly
is excellent characterisation. The most laughable character is Cole
(as in 'coal', as in 'black'), the unashamed stereotypical black
guy, a walking cliche who says nothing but bombastic exclamations
like "Wooh! Bring it on sucker!" and "This is my
kind of shit!" He's like a mutant combination
of LL Cool J's chef in Deep Blue Sea, Will Smith in Independence
Day and the guy who attacks Marty with a baseball bat in Back
to the Future Part II. In fact Cole sounds like a hollow, charmless
version of 'Terrible'
Terry Tate: Office Linebacker, which makes sense since
they're both played by the same actor.
Sometimes
the gears communicate with jovial informality, sometimes they use
nothing but military jargon like 'wilco', and 'KIA', a jarring change
in tone which is entirely dependent on what sounds coolest at the
time. Some of the monsters glow in the dark - the voice-over lady
describes them as 'lambent'. Jesus Christ.
The
Monsters
The
monsters, called 'Locusts', were once thought to be the eponymous
'boogey-man' but have revealed themselves to be a very real threat
since 'emergence day' when they all came out of the ground and destroyed
civilization. Actually, the real plot of the game is a lot dumber
- the animalistic monsters just took over (such is a mindless animal's
appreciation for fascist order) and the humans destroyed their own
civilization out of spite.
The
Locust females are eight-foot berserkers, twice as ugly as the males
and completely blind. They use sound and smell to find their way
about and charge clumsily in the direction of any sound they hear,
destroying everything in their path, including men and walls. How
a race with creatures such as these managed to take over a planet
without destroying its civilization is a mystery to me.
I hope you can appreciate how utterly alien Locust culture is, though.
Why,
then, do they use the exact same technology as the humans?
They wear pretty much the same clothing, build the same buildings
and use the exact same weapons. They live underground! How does
that make a lick of sense? They even look human. Well, they're ugly,
hulking armoured brutes to a man but then so are the human characters.
We had to keep friendly fire turned off throughout. They're that
similar.
They
speak excellent English. Why do they speak English? Even if they've
learnt it from the humans, they'd still be better off communicating
in their native tongue instead of shouting "Reloading!"
every time they need to reload so you know when to shoot them. I
thought they were aliens the first time I played through the game
but the game never actually says they are, just that they came up
from underneath the ground to kick humanity's ass - but 'humanity'
in this case are the people living on the planet Sera, which leaves
two possibilities:
1.
The game is set in the far future, in which case humans have journeyed
into space and colonised Sera so they are the alien invaders,
which makes it (even) harder to sympathise with their plight.
2.
The game is set in another universe in which Sera is the home planet
of both Locusts and humans, which would explain why the humans were
so God-damn surprised to find monsters living under the surface
of their planet.
The
Nomenclature
Calling
the invading horde of monsters 'Locusts' only makes sense and is
not confusing if there is no such thing as a locust already. The
same thing goes with 'cogs' and 'gears'. These names would be very
confusing in real life. It's like if I discovered a new species
and decided to call them 'mice'. That name's been taken. That's
why people make up new words all the time, why science fiction is
full of made-up names. Because the alternative is calling them something
stupid like 'Locusts'. There's even this glow-in-the-dark petrol-like
power source called 'imulsion' in Gears. But that name
would only have come about in a world in which emulsion does not
exist. The first time they introduced this substance it was mentioned
in passing, completely out of context - so I thought they were talking
about paint. Even if my alternate universe theory is correct, not
only would this have to be a universe without such things as locusts
or paint but also one without cogs and gears but we know that isn't
true because everything is decorated with cogs and gears.
The
sad part is that people have spent years of their lives on something
this dumb. Hearing members of the production team talk about Gears,
it soon becomes apparent that they think they've made something
intelligent, something you can take seriously. What they've made
is something which is fun to play but painful to contemplate.
Am
I asking too much of a video game? I don't think so. Is it too much
to ask for a work - be it a film, a book or a game - to be set in
a coherent, realistic world? Assassin's Creed and Bioshock
deliver that and I would not hesitate to call either one a work
of art. But, as in films, for every Alien there's a Predator.
Gears
of War 2 is Steak
Posted
17:01 (GMT) 31st December 2008 by David J. Bishop
I am
tremendously pleased to report that Father Christmas left Gears
of War 2 in my stocking this year. It is an amazing game. Reading
back over my comments about the last game I feel I might have been
a little unfair. I described in detail the one-dimensional characters
and the ill-defined world they inhabited but didn't go into much
detail about what I liked about the game. Well, I felt at the time
that those of you immersed in the world of video gamery as I am
will be fully aware of what that game had to recommend it and the
uninitiated would be indifferent. I thought that other writers,
other points of view who would praise the combat and gore effects
highly enough to render my input redundant. Well, if I can't describe
chainsawing a monster in half in a way which is at once unique and
accessible then I don't deserve a website.
Okay,
here's what I loved about Gears of War. It wasn't just
that you could cut a Locust in half with a chainsaw. It's the sheer
unalloyed brutality of every second of the game which is epitomised
in such stunts. That mentality of "it's not enough to just
shoot the bastards, give them a chainsaw" - which in turn leads
to "it's not enough to hack at them with a chainsaw, let them
feel every second of it as the camera goes nuts and blood sprays
wetly over the screen before pieces of the enemy fly in all different
directions" - that mentality is evident in every facet of the
gameplay's design. I complained about how the characters were unsympathetic
but I cannot deny that when the grizzled and perpetually sardonic
hulk clad in futuristic armour you control takes cover you can really
feel it as he slams against the wall - a jolt on the vibrating
controller, a whoosh of the camera and suddenly it's you
taking cover, not some prick you don't care about. That immediacy,
that physicality is truly ubiquitous. The feeling of a relentless
force of scaly monsters charging at you, the desire to kill said
monsters, the satisfaction of running up to them, sticking a grenade
to their backs and running away, watching chunks of torso spray
across the architecture as the bemused victims meet their timely
end - these sensations bypass the brain entirely and are instead
delivered straight into the spinal chord. It's like having morphine
injected into your ass - the subsequent euphoria is almost instantaneous.
I'm
not the person I was ten years ago or even five years ago... but
a part of me still is. Part of me will always be a four-year-old
on his first day at school, part of me will always be a nervous,
sweating 13-year-old and part of me is 10 and just wants to see
a lot of blood fly everywhere, the part that was on the edge of
his seat throughout Michael Bay's Transformers. Gears
of War taps into 10-year-old David, constantly. Every time
I successfully pull off a head shot, my inner child raises his fist
in triumph. Of course it's not a masterpiece but I am able to operate
on different levels of sophistication. I mean, the writing in Bioshock
appealed to the side of me that is 18 and familiar enough with early
19th-century philosophy to know what a categorical imperative is.
Hell, putting down the controller and reading The Importance
of Being Earnest appeals to the modern-day University-educated
David. I can enjoy works of art that tax my knowledge and intelligence
on their own level and even acknowledge that they work on a higher
level to Gears of War. But I am not so discerning that
I will turn my nose up at perfectly decent entertainment, especially
when said entertainment offers such visceral thrills as sawing
a monster in half with a chainsaw.
On
this level Gears of War 2 manages to improve on its predecessor
by cranking the awesomeness up past 11 in as many ways
as is possible. Now, not only can you chainsaw an enemy, you can
engage in a thrilling chainsaw duel and if you happen to catch your
enemy from behind you can perform what I can only describe as a
chainsaw colonoscopy. You can pick up locusts and use them as shields
or break their necks with your bare hands. Head shots work the same
as before - with careful aim you can instantly kill an enemy with
a well-placed bullet and watch their skull explode like an over-ripe
melon but now instead of just falling over the rest of
the locust's body sort of stays in the same place for a second,
like he hasn't figured out he's dead yet, before crumpling to the
floor. It is immensely satisfying.
The
thing that made the first Gears most compelling for me,
and something I remarked on before, is the co-op campaign. There
are disappointingly few games that allow you to split the screen
and play with a friend but Gears of War was there for us
- it allowed my brother and I to battle through its storyline co-operatively.
The dialogue was our heated conversations as bullets filled the
air, in the absence of any real story we created a sort of buddy
movie narrative of our own - a story of two friends working together
to defeat increasingly challenging odds, healing each other and
watching the other's back. This fraternal bonding process is not
something other players will have taken away playing the single-player
campaign, this is something we created in our own minds and through
our own shared experience. Yes, Marcus Feenix and Dom Santiago were
unlikable thugs devoid of personality but we filled those empty
vessels up with our own personalities - we made our own game within
the half-scripted shell of Gears of War.
It
was only after my brother and I had finished the game and breathed
deep sighs of relief that 10-year-old David sat quietly while my
adult self contemplated what had just taken place. Plot-wise Gears
of War is merely a series of loosely connected series of gun
fights and action set pieces leading up to nothing in particular.
By all means feel free to skip the next few paragraphs if you want
to avoid spoilers. Delta squad's mission is to put the locusts down
once and for all. With this in mind we are treated to a three-act
red herring which leads precisely nowhere, after which time the
real push for monster genocide can commence. Another two acts of
chainsaw-fuelled brutality pass - only then can they put the locusts
down once and for all. Except they don't. It doesn't work! Not only
is this borne out by the existence of Gears of War 2, they
fucking tell you it didn't work right at the end of the
game! This voiceover comes in over the footage of the destruction
the Gears have wrought, a lady's voice, and she says "They
do not understand. They do not know why we wage this war."
And that's when I thought to myself "Hey, I don't
understand. Why do they wage this war? And who is Dom looking for?
And what's the deal with Marcus and his dad? And are the locusts
aliens from space or have they been underground all this time? And
who the hell is this talking, anyway? Some sort of locust queen?
I thought their females were blind, unintelligible berserkers."
Then the voice says: "Why we will fight, and fight and fight...
Until we win..." Powerful stuff. Then the voice adds "...Or
we die." Ruined it. "And we are not dead yet." No,
there's no recovering from that.
Yeah,
so the voice explicitly states that the locusts aren't
dead. So all of this, this whole game, has been a hiding to nowhere.
They did a thing and that didn't work. Then they did the real thing
which was totally going to work once and for all and right
at the end they say that didn't work either. Well, that was a complete
waste of time.
Side
bar, voice-over lady: if someone is willing to fight and fight until
they win, they're not going to sit back rationally in mid-sentence
and add that, on the other hand, ostensibly, they could
die. But, that said, they're not dead yet. That's not good
writing, that's actually the opposite. It's writing so bad it undermines
itself. You can't say "I have a dream that one day this nation
will rise up and live out the true meaning of its creed," and
then add, "or not. Who knows?"
Anyway,
the toe-curlingly bad script punctuated with oblique references
to fathers and people being searched for in lieu of storytelling
was easily the worst part of Gears of War and in many ways
Gears of War 2 is a drastic improvement. God damn it, there
are moments where you actually feel for these guys emotionally,
these men who but a disc ago were nothing more than aggressive slabs
of ham with guns and frowns. There's actually a real story
being told here, a sense of pacing and scale, of character and depth.
That Baird is "the smart guy" is no longer just an informed
attribute but an actual real facet of a (fairly) believable entity,
one who says and does relatively smart things. There is a plot,
which develops. I mean, I would expect this of a novel
or an above-average film but you have to grade on a curve for new
media - Gears of War 2 ticks a lot of the narrative boxes
that culminate in a satisfying story. And those niggling questions
from the previous game are all answered. First and foremost among
the questions on my mind was "How come the locust aren't dead?"
Turns out that underneath the locust tunnels which were obliterated
was another layer of deeper, more ancient tunnels filled to the
brim with even meaner monsters. No doubt if they are obliterated
there will be a third even deeper level of even older locusts beneath
for Gears of War 3 to tackle. This whole planet is like
a giant gobstopper. How many licks does it take to get to the extermination
of this stupid species? God knows. So, we can assume the locusts
don't come from space and have been down there a long while. And
that crazy voice? That was indeed the locust queen but whatever
questions that raises about locust reproduction are swept under
the carpet by the convenient absence in Gears 2 of berserkers.
Yeah and also it turns out that Dom is looking for his wife. There,
was that so hard? Why couldn't they have told us that in the first
place - i.e. made Gears of War 2 the first game and not
bothered with the cock-tease prequel?
I mean,
aside from chainsaw fun, what purpose does Gears 1 have
when all it did was hint at a story that wasn't told until the second
installment? If we're suddenly supposed to care about Dom's wife
by the sequel the least they could have done is told us he had one.
All we got was "I'm looking for someone." If the Gears
series was a film Gears 2 would be the film and Gears
1 would be an incredibly flabby opening credit sequence best
left on the cutting room floor. It's like the Star Wars
prequels - if you want to tell the origin story of Darth Vader we
don't need to see him as an innocuous little kid, you start your
story at the point of interest, in this case the point at which
he starts becoming Darth fucking Vader (which incidentally occurs
at some point between the episodes One and Two, since by the start
of the latter he's already an egomaniacal douche). Gears of
War 2 is the point of interest - all its competence only serves
to highlight the narrative uselessness of the previous game.
And
that's all it is - competence. This still isn't Oscar Wilde. When
the exposition finally comes it's delivered in the clunkiest ways
- voice-overs, speeches, question and answer sessions between
characters à la My Best Friend's Girl. Poor Marcus
Feenix is still the same guy he was in the last game. He doesn't
care what the locust eat, he just wants to kill them. When Dom becomes
frustrated and tearful about having lost his wife, Marcus looks
like he doesn't get it, like he still doesn't understand normal
human emotion. He's all like "Are you okay, Dom?" and
Dom's like "I just need a second, okay?" He might as well
add, "It's always the same with you, Marcus. There's more to
life than killing monsters, all right? I miss my family! Jeez."
Poor Marcus, he's in the wrong game.
I didn't
notice the huge exposition dumps in the first third until I sat
my girlfriend down in front of the game. Whenever the characters
started talking about the plot she said "Derp a derp a teetley
tum" and I
knew what she meant. There has to be a better, less
predictable way to deliver this kind of information whilst at the
same time not leaving us in the dark. Why didn't I mind before?
Well,
a)
It was Christmas day and
b)
I was just happy to have answers.
All
of which lead me to the sad realisation that the difference between
Katie and me was that I was invested in the story.
Despite
the heavy clunks of exposition falling around us, my brother and
I still had a blast ploughing through the narrative. I'm not sure
if the sudden presence of personality and humanity in our in-game
avatars didn't detract from the sort of buddy cop movie
scenario we normally cook up on the fly. We didn't need to invent
motivations for our characters anymore, they already had them. Perhaps
something was lost because of that. It's like in the fifth Harry
Potter book where Harry stops being just a cipher through which
we see the world of Hogwarts but starts to develop a personality
of his own, and a very angry one at that. I found that annoying.
I felt me and Harry were desynchronised in our responses to what
was going on (and yes that was a deliberate Assassin's Creed
reference - I'm on a roll!).
I am
being facetious. Chainsaw guns and explosions were Gears of
War's raison d'etre and it could have been called
Gears of War: The Quest for Pudding and the explosions
would have been just as enjoyable. That the makers of the game acknowledged
that more was expected of them and rose to the challenge, delivering
something even remotely emotive and even more gripping action-wise
is nothing short of a miracle. It's like if Mac Donald's brought
out a gourmet burger made from 100% organic beef. Yes, it's still
a burger but you wouldn't know it had come from the same kitchen
as a big mac.
And
I think beef is the perfect context in which to view such things
as Gears of War. Those of you shaking your heads in bewilderment
as I describe my joy over visceral head-shots need to understand
that this is me at my most primitive. I can't help it. Do you think
my time would be better served reading a book? Do you think I can't
see your point? But I don't see things quite the same way. Different
art forms have different flavours and some are undoubtedly more
nutritious than others. But Gears of War and its delicious
sequel are steaks. One is better seasoned than the other but they
are both just unhealthy, buttery slabs of rare beef steak, bloody
as hell and appealing to everyone's inner troglodyte. What can I
say? Sometimes it's nice to just knock back a beer with your bro
and tuck in.
Sorry,
vegetarians.
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