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Articles
Eye Candy
What Are All Those Pretty Pictures For?
Let’s start out by acknowledging
the sheer overwhelming beauty of some computer game graphical
environments. Myst not only laid down the once and future
adventure ethos in the gaming world; it also
immersed the player
in a world that was convincing because it was solid looking as
well as colorfully rendered. These qualities were enhanced in
the 3D realtime re-release of Myst (realMYST) and have continued
in the three games (Riven, Myst III: Exile and Uru:
Ages Beyond Myst) which have continued the Myst gaming saga.
That sense of solidity, of realistic representation in what is,
after all, a 2D screen world, is what many of us mean when we
say that a particular game is “beautiful”. A set of swirling
hallucinogenic color wheels can be beautiful – but never realistic,
and therefore it engages us, if at all, on a superficial level
(apologies to all those dudes who wandered up to me in high school
and gabbled about “the colors, man”, while happily under the
influence of something or other).
The first and greatest hunger of humans confronting the refigured reality which art throws back at them is hunger for realism. It is no accident that the first glimmerings of a freer style of European painting did not appear until the 19th century Impressionist movement in France; the Old World needed 400 or so years to glory in the very realistic painting styles which appeared in the early 15th century and which served as the Renaissance, Early Modern and Enlightenment equivalents of photography. It is interesting to note that only with the advent and widespread use of Monsieur Daguerre’s great invention, which allowed what was formerly an impermanent image in camera obscura to be recorded for posterity regardless of the drafting or painting skill of the daguerreotype technician, were European artists impelled to begin the abandonment of strict painterly realism, an abandonment that began with French Impressionism and reached its logical conclusion in the free-form inventions of American Abstract Expressionism.
Early computer games, with their blocky and unsubtly colored environments, were the perfect goads to developers to strive, as the 15th century painters did, to produce more realistic reproductions of the 3D world in which we live. Computer game makers have seemingly needed to rediscover the rules of perspective and drafting technique; in reality, of course, this has been merely a matter of better codes and more powerful processors. Power, of the computing sort, was the major obstacle standing in the way of transferring from the canvas to the PC monitor what any competent and trained artist or draftsperson could accomplish with two hands and a bit of pigment-in-oil or pencil lead.
So now we have arrived
at the stage, in computer game terms, which the Europeans were
at circa 1450 A.D. We can, in the person of the programmer, recreate
just about any sort of environment we wish to, from the total
urban environment of Omikron: The Nomad Soul to the Antarctic
wastes, complete with blowing snow, of The Thing. While
some environments may be more realistic, in the strictest of
senses, than others, what seems to matter more than mere verisimilitude
is the use made of the particular environment. Omikron,
for example, is not quite as deliciously realistic in its rendered
world as, say, Max Payne (in which even the lowly bricks
of a New York City alleyway wall can inspire something akin to
a religious experience in a stunned and delighted gamer
with their
hyper-realistic effect), but Omikron is introducing us
to a completely new and imagined metropolis; if its rendering
is slightly less perfectly real than some other game’s, we don’t
notice, since the urban matrix in which we are wandering around
(and, occasionally, fighting for our lives) is original and engaging.
What might, under other circumstances, seem more like a comic
book world than a real one does quite nicely because it is part
of a total, immersive package that includes elements of plot,
character development and plain good old adventure.
We are intensely visual creatures, attracted to and guided by what our eyes, the purported “windows of the soul”, allow into our heads. It is no accident that Rene Descartes, the father of the first great Western philosophical revolution since the Greeks of early antiquity, was fascinated by how light was received and processed in the human eye. In our daily engagement with perceived reality, it is the sense of sight which predominates. Although visible light, for humans, occupies a narrow portion of the total wavelength spectrum, evolutionary selection has made it our paramount survival mechanism (please, no outraged letters from audiologists – I’m not dissing the sense of hearing, but which sense would you rather lose, given the choice?) (Oh, hell, I don’t want to open up a can of worms – forget I said it).
Much of the fascination
we have shown for gaming over the last several years has to do,
I believe, with the novelty of being able, only recently, to
enter, at night, with the lights out and a computer monitor way
too close to our poor, irradiated brains, a series of historically
famous (Traitors
Gate – the Tower of London), eerie (Alone
In The Dark: The New Nightmare – a haunted island complete
with creepy mansion), remotely ancient or archaeologically puzzling
(Riddle Of The Sphinx – the Sphinx and the Great Pyramid
at Giza; The Omega Stone – Stonehenge, Chichen Itza and
Easter Island), exotic (Legend
Of The Prophet And The Assassin – the
Levantine desert in the 13th century), all-too-familiar-but-engaging-just-the-same
(Grand Theft Auto III – a metropolitan complex with functioning
bridges, airport, subway and elevated systems – yeeeessssss,
I slipped this one in, and it will be the subject of a
future column – perhaps more than one) and just plain strange
(Schizm: Mysterious
Journey – a planet somewhere in the
vast reaches of outer space) locales, each with its own set of
arresting and wonderfully detailed images. Stone block tunnels
and centuries-old floorboards, antique rooms stuffed with books
and objects, Egyptian, British, Mayan and South Pacific architectural
and megalithic legacies, medieval cities with narrow, winding
streets, the modern urban rathole, exobiological terrain, all
these and more offer a sort of interactive travelogue of the
mind to those of us with our patoots firmly rooted to our chairs,
in no particular hurry to go anywhere in the “real world” but
able to visit and walk, run or ride through these places just
the same. The most beautifully realized of these game environments
have been christened with the epithet “eye candy”, which description
we can readily see emerges from the well known phrase, “a feast
for the eyes”;
that candy is usually thought to be the province
of children is no insult to those of us adults who sit rapt as
toddlers before our computer screens. What better treat for the
child in all of us than the delightful environments in which
we move during the Harry Potter games (especially the second
one, Harry Potter And The Chamber Of Secrets, in which
the Hogwarts School maps are extended and rendered even more
beautifully than in the first game). The maps in Max Payne
2: The Fall Of Max Payne are so stunning that I am sure I
am not the only gamer pausing at various points during play to
simply gawp and stare at Max’s surroundings. These last two examples
are perfectly representative of the strengths of an integrated
approach to eye candy: while Harry and Max have
very different environmental looks, they each possess enormous
integrity and beauty in their respective approaches to the problem
of believable environmental rendering. We are not talking about
talented artwork alone here; the total graphical conception of
these games, from a cinematic art direction standpoint, is obviously
well-thought out. The reward, for us gamers, is a heightened
in-game experience in which the suspension of disbelief is assisted
by the sheer wonder in which we wander. Credible, interesting
stories and characters only enrich the visual experience – and
here we reach a byuump, as Inspector Clouseau would say,
in the ryuud.
If it is true that we delight in the eye candy we come upon in our gaming travels, it is also true that eye candy alone doth not a successful game maketh. Two recent games, which I eagerly awaited and which proved to be profoundly disappointing, reminded me once and for all that I play computer games for something more than the scenery.
Alfred Hitchcock
Presents: The Final Cut, a 3rd person realtime
game from Arxel, boasts what may be the most beautiful, in
terms of painterly technique, graphical environment of any
current game. As in such games as Mystery Of The Druids,
our hero moves through a set of detailed, realistic sets which
succeed in transporting us into his world. The objects and
structures possess depth and 3D presence and are rendered with
enough clarity to visually thrill and enough generality to
convince us of their “reality”. All this superb environmental
detail exists in the service of one hell of a disaster of a
game, however, a game so dismal and unconvincing that it becomes
painful to travel through the wonderful places we are presented
with, as we grow more and more bored, despairing and downright
suicidal at the thought of actually staying in the game to
its conclusion. After all that beauty, after all that painstaking
detail, after all that Flemish Master painterly accomplishment,
we find that we don’t give a good hoot and holler about the
hero, the dead, the still living, or the next oh-so-clever
but illogical plot twist that leaves us even more disengaged
than the one before it. That this mess came from Arxel is shocking
enough; that someone in charge over there actually gave the
go-ahead to release it to the public is a far greater outrage.
The second disappointment
was Jazz And Faust, from an outfit called Saturn-Plus.
This came in a box festooned with the sorts of encomia (“will
dazzle the most demanding adventure game fan”, “a truly unique
experience even for seasoned adventure fans which [?] have been
waiting for a quest worthy of their time”, “Jazz and Faust is
a return to the glory days of adventure gaming”) that promised
a legend in the making. Once again, the graphical representation
of the world in which Jazz, Faust and assorted other characters
moved was indeed, stunning, magnificent even, but in service
of a story which became, for all its trumpeted “two-stories-for-the-price-of-one” publicity,
about as boring and tiresome an experience as one could find
(to experience a two-character game which demonstrates what can
be done with that concept when the big boys get it right, see Alone
In The Dark: The New Nightmare). This is too bad, since I
had high hopes for a game whose developers had taken the time
to print an elaborate backstory in the game manual in order to
provide the player with some advance knowledge of the two protagonists.
They needn’t have bothered, as it turned out; characters, story
(a real dog, filled with silly or just plain juvenile elements
that would appeal to no one over the age of six – BULLETIN
TO GAME DEVELOPERS: like the difference between genuine sentiment
and sentimentality, the gulf separating childlike wonder from
childish foolishness is oceanic), plot development, nothing came
even remotely up to the standard of the visuals. One particularly
outstanding development was that the voice actor for Faust portrayed
him as being about one step away from Lenny in Steinbeck’s Of
Mice And Men. His (and here I am being charitable) (really,
quite charitable) labored vocal affect, coupled with the patently
ridiculous things he was given to say (one suspects the non-English
speaking origin here of the development team – where in the Christing
hell are all those foreigners who are supposed to have grown
up with English as a second language?) lent a certain odor redolent
of unintended humor to the proceedings. One other curiosity:
once again, as in a number of other games (I feel a future column
subject coalescing here, don’t you?), we have strangely inappropriate
music. When characters were discussing dire and mysterious events,
for example, we heard, inexplicably, a ditty fit for a boulevardier’s morning
constitutional along the Seine. This brings to our attention
an obvious question:
DOES ANYBODY EVEN CARE ABOUT THIS CRAP?
I guess not – which is all the more shame, since so many gaming reviewers apparently considered this in the nature of a masterwork. Perhaps they thought that adventure gamers, being something of a lower order species, would be perfectly happy with a game that insults not only their basic intelligence, but their sense of themselves as engaged, critically equipped beings. Because, don’t forget, there was a lot of eye candy.