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Always call<br />

‘shotgun’ in<br />

MAFIA II<br />

into some game discussion <strong>now</strong>.<br />

First up, let me just say as someone<br />

who loves great narrative and story<br />

in big blockbuster games, the praise<br />

Enslaved attracted in 2010 baffled<br />

and saddened me. Please, people<br />

– simply not hating characters<br />

doesn’t immediately make them good<br />

characters. Solid facial animation<br />

doesn’t equate to personality. The<br />

characters here manage to be both<br />

illogical and yet utterly predictable at<br />

the same time, and the three primary<br />

protagonists are as archetypal as they<br />

come. The Journey to the West riffing<br />

was weird and undercooked, beyond<br />

the initial ‘I see what they’re doing here’<br />

phase. Enslaved is an awful example of<br />

‘OMG games CAN tell stories!!!!’, and<br />

I’m damn sick of reading half-baked<br />

arguments on the contrary.<br />

I’d also like to briefly discuss an<br />

interesting moment from Mafia II:<br />

a game with great ambition and<br />

design, but so-so (or bad) writing and<br />

incredibly awkward racial stereotyping<br />

(the game’s portrayal of the Chinese<br />

is flat-out disgusting). Mark Smith<br />

called it “the best and most immersive<br />

interactive cinematic experience (he’d)<br />

had in 25 years of gaming”, which<br />

is an insane statement that cannot<br />

possibly be true. There’s one moment<br />

in the game that really sticks out to<br />

me, though, in terms of awful narrative<br />

design. Mild spoilers follow, but I’ll<br />

avoid being specific.<br />

Late in the game, a character dies.<br />

That’s expected – mafia fiction, no<br />

matter how good it is, has a bad habit<br />

of never letting anyone live. The setup:<br />

your character, Vito, and his best friend<br />

Joe, are on their way to meet up with<br />

this character. When you reach them,<br />

you’ll presumably all get into the car<br />

and drive to a second location, such<br />

is the game’s structure. But from the<br />

moment you meet up with Joe and get<br />

into the car, you k<strong>now</strong> the guy you’re<br />

about to meet won’t be coming with<br />

you – that his death is but a cutscene<br />

away. Why Because the mission gives<br />

you a two-seater car for the mission.<br />

There’s no room for your friend to<br />

come along – so obviously he’s about<br />

to die! What a terrible piece of scripting<br />

that was – and yet so obvious, and so<br />

easily avoidable!<br />

It’s shit like this that makes the<br />

road ahead of me both difficult and<br />

interesting. My studies are focusing<br />

on big blockbuster games – exploring<br />

narrative in a big-budget explosionfests<br />

seems to me far more worthwhile<br />

than explaining how games that are<br />

primarily narrative focused succeed.<br />

And yet these are the games people<br />

are going crazy over, while the games<br />

I’m interested in are dismissed as<br />

Michael Bay handjobs and constantly<br />

called ‘overrated’ because of this<br />

industry’s bizarre case of Tall Poppy<br />

Syndrome.<br />

And <strong>now</strong>, I need to go and replay<br />

Grand Theft Auto IV.<br />

JAMES O’CONNOR<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

17

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