One of the reasons I still write here.

This is the second part of a two-part series. Read “Part 1: Discovery”

I started thinking about writing full length reviews of video games in late 2001. I was still at University. I was going to make a website and came up with some generic name I thought was edgy and reflective of what I wanted to accomplish. It was going to cover more than video games. I had some things to say about popular culture.

After talking to some friends at school about my vision, there was some interest in this collaborative effort. There was already a zine floating around our faculty, but it was horrible. It was a soapbox for people frustrated with school and mostly contained their annoyingly priveleged views on an “oppressive” society. Instead of being provocative or insightful it was lampooning popular culture with pedestrian observations and half-baked philosophy. I could do better.

Of course, when you rely on friends to produce something for free, it doesn’t happen unless you get on their case about it. And I wanted to keep my friends. Plus, the whole “trying to graduate from University with a degree” thing. The project died on the vine, and I gave up the dream. For the time being, anyway.

I graduated from school the next spring, and started playing video games while I looked for work. My comptuer was getting old, and at this point the most it could muster was Unreal Tournament and Civilization III. I read the issues of PC Gamer that were mailed to me to keep up with the industry and the hobby I loved. I hung out on the internet a lot, and read too many terrible reviews that people actually got paid to write. My head started filling with ideas again. I could do better.

I started thinking about another website. Something that would capture my love of video games and provide an outlet for my brand of scathing commentary. I would call it “Tales of a Scorched Earth”, because I am an insufferable Smashing Pumpkins fan. I would adopt the handle of “Gatmog”, because it sounded cool and it provided the mystery any good internet handle should have[1].

During this time, I started playing and thinking about video games as if it were research. I built a new desktop PC after I got a job and some money. I had a new purpose: I would record my thoughts on video games, write some reviews and share them with others. The availability and ease of use of self-publishing tools made this easier than I expected. I thought I would be doing something different than the typical weblog, and I used that as inspiration.

I wrote a lot of reviews and embarrassing posts during that time[2]. I published most of them. It was a start.

The more like a movie it is, the more cinematic it is, right?

Medal of Honor: Allied Assault (2002)

When Medal of Honor: Allied Assault was released, it recieved endless praise from the entire video game industry. The word that reviewers liked to throw around was “cinematic.” The movie reviewers liked to reference was Saving Private Ryan. Which was completely natural, seeing as how Spielberg himself had something to do with the game. But this was the start of a recurring problem with video games.

With the success of the Medal of Honor franchise, everyone wanted to tap into this new sub-genre. We started to see a lot more games use World War II as a setting. And the people that loved every single one of them would soon turn on them as fickle audiences often do. And not because the setting had nothing new to offer (Brothers in Arms proved that[3]), but because it was simply a skin designers would stretch over the same tired FPS formula. Will World War II games ever be fashionable again? Will they ever explore anything deeper than gun-toting heroics? Maybe we’ll see a bunch of games about Iraq in 40 years that leave out all the bad parts, too.

I didn’t actually get to play Allied Assault until later in the year, when I upgraded my desktop. In hindsight, this was fortunate, as everyone was over the initial hype and playing Battlefield 1942. I played the Omaha Beach landing and took part in what everyone called “the most intense experience you will ever encounter in video games.” At the time, I agreed with these hyperbolic reviews. And I still do, mostly. It is intense. It is absorbing.

But is it accurate? And, even though we already know the answer to that, is it right to give these games praise for offering a sterilized simulation rather than realism?

The World War II genre is simply a manifestation of the gaming industry’s obsession with “cinematic presentation.” Big budgets and bigger expectations encourage developers to create the equivalent of Hollywood’s summer blockbusters, in the hopes that this will somehow contribute to the validation of the medium.

However, by doing this you have now have reviewers who base their opinions on how games reference the “source material”, which are movies, and are themselves not entirely genuine. No one who reviews one of these games understands what happened out there on the battlefield. You can’t expect a veteran to play this and give their solemn nod of approval[4]. They fought so we wouldn’t have to. Why do we insist on reliving these horrible events? Why do we call it a game?

Allied Assault got me interested in the history behind the events of these games. I started reading about World War II, and the famous battles and operations summarized and retold by its various missions. I wanted to know what it was really like. I read the first hand accounts of Allied soldiers who were just kids thrust into the front lines and expected to carry the weight of the free world on their shoulders.

In Allied Assault I had autosaves and quick reloads when I died. After reading some of these books, I found the whole concept disturbing. At this point, I wanted to study these games. I wanted to record and categorize the effect of this genre on people’s impressions of World War II, and war in general. I wanted to prove how out of touch our generation was, and how these events are being perverted by an industry.

And yet with all that introspection, I was ensnared just like everyone else the following year by Call of Duty[5], designed by key members of the 2015 team who left EA to create Infinity Ward. This was a game I could get behind. You weren’t Rambo, you had buddies standing around with you joining the fight for freedom. See how much personality they had? See how everyone reacted when they died?

I wouldn’t articulate these feelings for another few years, in an article I wrote for The Cultural Gutter[6]. I detached myself from the spectacle of it all. I thought about those 20 minutes spent in 2002 trying to beat the Omaha Beach mission in Allied Assault, and how I was annoyed at the number of attempts it took me to complete. Indirectly, these games still had a lot to teach me.

Ok, so I played as the Romans occasionally.

Rise of Nations (2003)

I played Civilization II along with everyone else in University. I stayed up way too late for “one more turn”. I tried out Alpha Centauri after Sid Meier left Microprose to form Firaxis in 1996. I felt that Civilization III was a richer game than its predecessor and probably the best in the series, even though the critical reception for Civilization IV has long since overshadowed it. When I heard that Brian Reynolds was leaving Firaxis to form Big Huge Games and was planning to make a real-time Civilization, I was a little shocked. Would this be a travesty or the breakthrough crossover that everyone had been waiting for?

I got Rise of Nations the week it was released. I played it for at least three months straight. I introduced it to friends and acquaintances that had never played Civilization, and whose experience with Real Time Strategy was the brute force reactive tactics of StarCraft and Command & Conquer. I watched as they succumbed to the spellbinding combination of civilization building and front-line battles. Tales of a Scorched Earth was almost ready and this would be the first review I would write.

My review for Rise of Nations became an obsession. I was struggling with the review style I would use on my website, as I wanted to avoid the type of product summaries that everyone else slavishly followed. I had to pick apart this game and figure out what made it work so well. I wanted to trace its influences back through video game history, and put words to Reynolds’ brilliance in how he selected the best aspects of these influences and combined them into a satisfying whole. As I struggled to find my voice, I also tried to develop my own rubric for reviewing video games with words and not numbers. While I was familiar with the criticisms surrounding either approach, I just wanted to write.

I never did publish that review; instead, smitten with the recent purchase of a Game Boy Advance I finished and published my review of Castlevania: Aria of Sorrow. A more simplified effort, and what I thought was the safer bet. I didn’t know what audience I would acquire, and I didn’t have confidence enough in my detailed analysis of Rise of Nations to think anyone would find it worth reading. Going back to read the Castlevania review is disappointing. I could have set the tone for this website a lot earlier.

Rise of Nations is stilll one of my favorite games. But it also remains one of the most important in the development of this website.

How fun it is to listen to gamers react violently to screenshots on the internet.

Metroid Prime (2002, played in 2003)

One of my friends got an XBox and Halo: Combat Evolved the day they were released. I was still in University. Naturally, I had to see for myself what everyone was getting excited about. Microsoft entering the console market? Preposterous!

Halo was a first person shooter, designed to be played with a gamepad. As an overzealous PC gamer[7], I looked upon this game as an abomination. How could anyone get used to this? Nudging an analog stick provided nowhere near the same responsiveness or precision as a mouse. There had been numerous attempts prior to the XBox to bring FPS to game consoles, and this effort would be no different. I’d give it a try, just to say that I played it. I made it a third of the way through the co-op campaign in two sittings. You know, to humor him.

A few years later, Halo would be identified as not only the XBox’s “killer app”, but the game that made consoles a viable destination for FPS. With the introduction of XBox Live, people were playing Halo 2 online like I was playing Unreal Tournment a few years prior. This was it. The end was coming.

I refused to legitimize this shift in attitudes towards console gaming, even in light of what I called “PC Defectors”: developers and gamers who were growing tired of the PC as a platform, and moved over to the XBox for a more streamlined and hassle-free experience.

Back in late 2003, the Gamecube was subjected to a massive drop in price by Nintendo. It clearly couldn’t compete with the PlayStation 2’s stranglehold on the market, or the unexpected rise in popularity of the XBox. The Gamecube had a limited selection of 1st party titles, but no “killer app” that would sell consoles the way the Grand Theft Auto and Halo series did for the PS2 and XBox. At this cheaper price, Nintendo would settle for being someone’s second or third game console. This is how I got in.

I had heard about The Legend of Zelda: The Windwaker, Metroid Prime and Super Mario Sunshine. I knew they were good games, and reason enough to own a Gamecube. However I found myself connecting the most to F-Zero GX at the time, because I had so many great memories surrounding the SNES version. For $150, how could I go wrong?

Well, I was wrong. About the title I bought the console for, anyway.

Metroid Prime caused an uproar among fans of the series. Like everyone else I was astonished at how such an iconic side-scrolling action game could be transformed into a first-person shooter.

Metroid Prime was the game that proved me wrong about FPS on a console[8]. Retro Studios made a PC gamer feel right at home with the Gamecube controller, creating an accessible blend of action and adventure in a vibrant new environment, while still retaining everything I enjoyed about the old Metroid games (even the backtracking!). The combat may have been made easier with the lock-on feature, but the controls were forgiving enough to allow me to get comfortable with the idea of using a gamepad to move and jump and shoot instead of the trial-by-fire approach to Halo’s brand of action. Metroid Prime may not have been a true run-and-gun FPS, but it allowed me to get comfortable with the concept. There was nothing to fear about FPS on a console.

While those sentiments were sincere, I still remained faithful to the PC. My aversion to console gaming wouldn’t be dispelled until much later.

I want to say something witty, but I can't. This is an incredible game.

Vampire The Masquerade: Bloodlines (2004)

Like everyone else, I bought Half Life 2 on the day of release. I can’t say my excitement was of Diablo II-proportions, but it was a day that would cement Half Life into the video game collective conciousness, after attracting a cult following since the original’s release. It would also mark the launch of Steam, which would bring Valve’s authentication servers to their knees. Half Life 2 redefined acceptable linearity in FPS by creating a compelling narrative driven by the player[9]. I fully acknowledge it as one of the greatest games ever made.

Unfortunately, Vampire The Masquerade: Bloodlines had to compete with the blockbuster release of Half Life 2. Being the first game to use the Source engine, it was rushed to coincide with Half Life 2’s launch, and it showed. The textures were plain and uninspiring, the facial animations stiff and inhuman, and there were numerous game-crippling bugs. Players and reviewers thought this was reason enough to overlook the game. There was Counter Strike: Source to be played, after all.

This would be devastating to the sales and critical reception of the game. It was Troika’s last effort before shutting down in February 2005. It was also their greatest achievement.

As soon as I finished Bloodlines, I wanted to play it again. This was a game that captured everything I loved about the tabletop RPG, and about computer RPGs in general. It was an example of what these games should be striving for. The voice acting was superb, and the dialog felt completely natural and engaging – something I wouldn’t encounter again until I played Mass Effect. I loved Bloodlines unconditionally, and as a result it changed the way I thought about video games. If a game is deeply flawed, yet so perfectly displays an aspect that defines the genre, it should still be recognized. Maybe I had too much of a personal investment in this game, but I made a point of advocating it to whoever I talked to. I even called it the best game of 2004 when everyone else was handing those accolades to Half-Life 2[10]

In early 2005, I got an email from someone who read my review of Bloodlines. Up until then I had received a few emails since starting the website from random visitors with mostly disposable praise or criticism. The useful feedback usually came from the comments section after each post. I appreciated every single one.

This email, though. It was from someone who had been turned off of Bloodlines by all of the negative press surrounding it upon release. He saw no reason to pursue it.

That is, until he read my review.

At that point this person, whoever they were, completely validated my existence. I wielded the power to influence people to play good games; I wasn’t just screaming into the void with opinions no one cared about. This is the most valuable piece of feedback I have ever received in the entire life of Tales of a Scorched Earth, and I will never forget it.

After that I knew my purpose. I would not be content to simply play video games and write up a review. I wanted to critique them. I wanted to contextualize them in our culture, and provide more than just references to other games. I wanted to cut through the hype and evaluate a game on its own merits, not popular opinion. I wanted people to recognize the flawed ones that deserved better.

Vampire the Masquerade: Bloodlines is the reason this website still exists.

Uh...what are we supposed to do now, Marcus?

Gears of War (2006, played in 2008)

When the ad campaign started for Gears of War, I was filled with seething rage. My allegiance to PC gaming was as strong as it had ever been, and seeing Epic use their Unreal Engine to create what appeared to be a third person shooter in some darkened and grunge-layered science fiction setting felt like a betrayal of the highest order. These were the same guys that brought us the brightly colored and meticulously balanced Unreal Tournament 2004. What started with Halo would soon completely reshape the landscape of first person shooters and multiplayer gaming on the console. It was a sobering revelation, and I despised Gears for perpetuating this trend.

Time passes, people have children, and they tend to unclench a little. Maybe that’s all I needed.

In the summer of 2008, I bought a laptop to replace my desktop. In hindsight this may have forced my hand in the decision to purchase an XBox 360. But I’ll get to that.

I got Gears of War for my PC, because I wanted to try it out for myself. I already had a XBox 360 controller from my time with Assassin’s Creed, and I used the HDMI-out to plug my laptop into the TV. It was an instant XBox 360!

I played through most of the campaign. Visually, the game was a lot more detailed than what I originally gave it credit for. The duck and cover, shoot and run mechanics flowed naturally, and I was able to get a grip on the control scheme for the most part. But something didn’t sit right. I tried with the mouse and keyboard, but it felt sluggish and unresponsive. I didn’t like the story, or the neverending stream of gender stereotypes and macho overcompensation coming from my television. I gave up on Gears of War. I moved on to something else.

In November 2008, I played Horde mode in Gears of War 2[11]. It taught me to use the 360’s controller for shooters, and revealed an “endless mode” with an intensity of play that stripped the game down to its basic elements. I loved what I was experiencing.

I went back to Gears of War on my PC and finished it. I then started to write one of the longest, most positive reviews I have ever written at Tales of a Scorched Earth[12]. Playing the game long after it was released I could ignore the press, and write what I truly felt about the game. Writing the Gears of War review was the most fun I’ve had since starting Tales of a Scorched Earth.

So I bought an XBox 360. I had to be able to play Gears of War 2, you see.

I was wrong about Gears of War. It is a prime example of the exploration of video games’ basic tenet: kill or be killed. It is Space Invaders with a Lancer, and yet it refines a mechanic for FPS and third person shooters that would be shamelessly copied by the video games that followed it.

Gears of War taught me to slough off platform evangelism. If there is a good game somewhere, I should play it. I dispensed with any rhetoric I had written in the past[13]. I would focus on the games themselves, not get caught up in the fanboy politics that accompany them. I revisited a pact I made with myself shortly after starting this website: I will write here until I have nothing more to say about video games.

And since expanding my horizons with the XBox 360, I have a lot to say about video games.

  1. Only to non-Smashing Pumpkins fans. Hint: it is an acronym!
  2. They’re all there in the archives if you’re inclined to look. I don’t delete anything I have written here. How can you learn from your past if you just sweep it under the rug? Plus, it’s kind of funny. The uncomfortable kind.
  3. I have close to 5,000 words on Brothers in Arms that I never published. I followed that game from announcement to release, hoping that it would help reshape the genre. I keep telling myself that one day I’ll finally finish it off.)
  4. Simon Parkin does a fine job of framing this discussion in fictional account “Lest We Forget”. It makes the goal of trying to simulate these experiences seem absurd.
  5. Reading my review is pretty cringe inducing. How could I consider this game apart from all the books I had read up until that point? Was I granting immunity because it was, in the end, just a game?
  6. A Just War, February 2006.
  7. Just read Part 1.
  8. My impressions of Metroid Prime are a bit scattershot, but the feelings were there. It was an eye opener for me.
  9. I wrote a review of it. It’s the first full-length review I was really proud of.
  10. Of course, since Bloodlines was released on Steam last year, everyone “remembers” how great it was. Retroactive praise is so fraudulent. Read Jim Rossignol’s post on Rock, Paper, Shotgun for an honest retrospective.
  11. Writing this post helped me come to terms with the phenomenon of Gears of War.
  12. I readily admit my review of Gears of War is an epic love letter to…uh…Epic. But it didn’t start out that way. You should see the the original notes!
  13. Like Platform Agnosticism: In Defense of PC Gaming, in which I rebut Tom Chick’s column in the May 2005 issue of Computer Games magazine.

6 Responses to “Gaming Made Me, Part 2: Critical Mass”

  1. Céleste Says:

    wow…when did you have time to get married and have two kids I wonder…sounds like a full time job ;)

    P.S. Amelie still finds the monster “too scary” (photo from Gears of War)…I believe it’s the same as in your critique post earlier on…

  2. Jorge Says:

    I had a tear when you mentioned Civ3. :)

  3. Lucas Says:

    Thanks for posting. It’s interesting to think how history has been used in games, particularly war games.

    Games often pervert and make abstract real-world things. Death in Doom is not the death we know and feel in life, and though this kind of abstraction and distance exists in WWII games like Call of Duty, WWII is a bit of a special case.

    Pac-Man makes a mechanic of over-eating as Medal of Honor does of killing, but MoH is also working within a well-established mythology: the killing has already been made righteous and bloodless.

    WWII has been popularized, polished and sold over and over since it happened (even during). Games are really just using WWII myths (Normandy is a vignette, not a place, not a battle), as have movies and radio shows since 1940. Just as sports video games try to recreate the experience of the sports as seen on TV and not the experience of actually playing them (Marc LeBlanc’s observation), I think WWII games are using popular myth, not attempting to recreate or introduce the war itself. This is why the games are (and aim to be) “cinematic:” they borrow from movies, not accounts or history.

    So, yeah, I wouldn’t say our generation is out of touch so much as it is familiar with and eager to perpetuate WWII as it has been told in movies and schools.

    (As a side note, Clint Hocking has argued that WWII games are popular because players want to be their grandparents to know who is right, who is wrong, and to save the world. A good presentation, though only tangentially related to what I wrote above.)

    I would love to see a video-game adaptation of something like With the Old Breed, some real-life survival horror that took its material seriously, instead of another storm-the-beach explosion-fest. Not sure if that’d make for a good game, but it would likely be one worth discussing.

  4. Tales of a Scorched Earth » Blog Archive » Gaming Made Me, Part 1: Discovery Says:

    [...] This is the first part of a two-part series. Read “Part 2: Critical Mass” [...]

  5. Chris Lepine Says:

    I felt the same about VTM: Bloodlines. It didn’t get a fair shake when it was released, and I was among the relatively few that made a reach for Bloodlines instead of Half-Life 2 when both were released. I had played (and finished) VTM: Redemption years earlier, and I craved a game that paid so much attention to its world and characters. VTMB was not the same kind of game, but it gave me the kind of gaming that I would have expected in a real face-to-face roleplaying experience. I felt so scandalized when it was passed over as a commercial, and critical, failure. It was flawed for sure, but made up for so much with its charm, wittiness, and seedy urban landscape. It was a game that I’ve always wanted to write about, and I’m glad to see someone has!

  6. Gaming Made Me | The Game Critique Says:

    [...] the various designers they asked, and then others in the middle circle has taken up the question of which video games have made them who they are. Michael McBride talked about how [...]

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