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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 />
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