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OPINION<br />
Reset 4.0<br />
In Praise Of Animation<br />
TIM HENDERSON returns serve<br />
on the rather divisive Enslaved.<br />
As with all good media outlets,<br />
<strong>Pixel</strong> <strong>Hunt</strong> exudes a sense of<br />
camaraderie and good times behind<br />
the scenes. We finish each friendly<br />
week of seeing eye-to-eye with a<br />
friendly trip to the nearest pool hall<br />
where we share rounds of drinks. Of<br />
this, we allow public privy.<br />
What we don’t display is the<br />
piece of glass sticking out the back<br />
of Dylan’s head, the one that Cody<br />
wedged there after our site founder<br />
sank a yellow ball. Likewise, all footage<br />
of Alex must be shot from his right<br />
side, lest the common people realise<br />
that HE ONLY HAS ONE EAR!<br />
In briefer terms, we are prone to<br />
disagree.<br />
So, then. Enslaved.<br />
What a flippant little life this game<br />
has led. At first happily fated to be<br />
the next Beyond Good and Evil – a<br />
game that everybody loves but nobody<br />
purchased – it has since gone under<br />
the hammer of harsher voices. Voices<br />
that are “baffled and saddened” (PH<br />
13) about the praises that the game<br />
has had lavished upon it.<br />
As if in need of a fragment of glass<br />
lodged in my own head, I find myself<br />
baffled and saddened about the way in<br />
which these criticisms are aimed at the<br />
game. Even from my more generous<br />
perspective, Enslaved is hardly Game<br />
of the Year material, but it seems that<br />
its triumphs are heavily influenced<br />
by the perspective from which you<br />
approach them.<br />
To wit: the storytelling.<br />
To wit while abusing italics: the<br />
storytelling.<br />
Outside of a refreshingly vivid and<br />
imaginative take on how to visually<br />
create a post-apocalyptic world, there’s<br />
nothing new here. The lead characters<br />
conform to archetypes, their interactions<br />
with each other take them exactly<br />
where you’d expect, and the abruptness<br />
of the ending betrays flaws in how<br />
foreshadowing was approached. None<br />
of this is of much concern to me. I’m<br />
far more interested in the manners in<br />
which information about the characters<br />
is conveyed, and of how the plot itself<br />
remains tied to gameplay objectives.<br />
This is obviously an issue of<br />
personal bugbears. It may be that I am<br />
far more interested in the means than<br />
the ends, and in this regard, Enslaved<br />
has a moment to shine.<br />
The player-character, Monkey, is<br />
an oaf. He’s a brute, lithe and strong<br />
and very likely raised in jungle-like<br />
environments. He puts his own sense of<br />
self-preservation first, but is susceptible<br />
to that ‘good heart’ syndrome that<br />
afflicts so many of his kind. There is<br />
nothing unique about this.<br />
But Enslaved is a videogame, an<br />
interactive medium and a visual one,<br />
and when it comes to taking advantage<br />
of these characteristics of the medium,<br />
the character of Monkey is bordering<br />
on a masterclass. Imagine composing<br />
a video of a mixture of gameplay and<br />
cinematic sequences from Enslaved,<br />
doing the same for a game such<br />
as Mass Effect, and then playing<br />
these two videos to an unconcerned<br />
audience with all audio and written<br />
dialogue/information stripped away.<br />
Imagine asking this audience for<br />
its interpretation of the respective<br />
characters and events in the two<br />
games. Imagine testing which game<br />
narrative they got a greater feel for.<br />
I would be hugely surprised if<br />
Enslaved were to fail in coming up<br />
trumps. There are two arguments<br />
for why this could be: the first is that<br />
Enslaved has a smaller cast and a<br />
simpler plot. The other is that Enslaved<br />
had a far more nuanced understanding<br />
of animation.<br />
It has to be ack<strong>now</strong>ledged that<br />
intensity of Enslaved’s animation<br />
30 www.pixelhunt.com.au<br />
march 2011