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Monday, 21 January 2013

Intergalactic Solace


A friend got me on to EVE Online a couple of years ago. Despite an apparently widespread opinion that it's a spreadsheet simulator, I quite enjoy it for its Star Trek-on-nerd-steroids vibe. Outer space in RL is awesomely beautiful, and EVE has enough simulated space prettiness to satisfy APOD cravings while you go about your particular flavour of business. And whatever your business you need that eye candy to get you through it, because EVE is one of the most prolific learning curve generators I've ever encountered. There's a steep learning curve to every action or profession you undertake in EVE; the game can be simultaneously tedious and engrossing, but the time in/knowledge out ratio is unparallelled.

Every six months or so, EVE is updated by an expansion. These usually include some kind of story-backed changes to the game world (read: different ways to kill other spaceships) along with various alterations to the mechanics of gameplay. One of these expansions came out in November 2012, just a couple of months ago. I didn't get a chance to play EVE until after Christmas, but when I did I noticed quite a lot of things had changed, and I was pleasantly surprised that the dull and discordant theme music from the previous expansion had been replaced by a new theme with spirit. There's a new main theme tune with every expansion, and sometimes they're not so amazing.

EVE (like most MMOs I'm sure) serves you up enough hours of play to make the in-game music far more familiar to you than any of its title themes. Usually it's the title theme which sets your emotional compass when you launch a game, and the title theme of a new game in an RPG series can put you right back in the world even before you've started playing. But in EVE the function of the title themes is almost cursory compared with the homeliness of the synth pad-driven background tunes. The vast majority of the visual elements in the game today have undergone some kind of change since I started playing two years ago, but the music has not. It welcomes you back into the universe while you're adjusting to other things, subtly going about the business of holding the whole game together.

Strangely, there's far less music fatigue than I'd expect. The tunes are full of melodies and harmonic variations, so the game's creators seem not to have attempted to avoid fatigue too hard. Perhaps familiarity breeds contempt only to a certain point, beyond which familiarity is a comfortable state of equilibrium. I could never say the music doesn't get boring, and it's hardly mistakable for Koji Jondo or Jeremy Soule, but it accompanies you through tough learning curves and space battles and somehow earns its place. Though the universe of EVE can be a dangerous place to fly, it always sounds a little bit like home.

Tuesday, 15 January 2013

Halo 4 and the Cinematic Ideal

I finished playing Halo 4 just before Christmas. I've clocked up quite a few hours playing multiplayer Halo 3 in share houses over the years, as well as playing through the various Halo campaigns from time to time, so I was looking forward to the new installment quite a lot. A new Halo game always brings mixed feelings because the gameplay changes, for better or worse or whatever. But Halo 4 brought a mix of feelings so complex I think I should probably call it a muddle. I honestly don't know how to feel about it. The new developers have added a solid game to a classic series but the transition to a new order is easily apparent. Parts of the new game are regular old Halo, parts of it are exceptional improvements, and parts of it just don't work. It's a bit of an experiential mess. And I think the reason for this is that Halo 4 should have been a movie.

When you're fighting your way through the Prometheans, you know you're playing a Halo game. It has the same play style, the same controls and the same niggling sense of déjà vu we all know and love. Nearly. It's Halo but it's certainly new and different. The musical landscape has changed completely, and instead of the action-inducing, thoroughly theme-based music of the old games there's an ever-present backdrop of unsettling sci-fi sound. It's exquisite but it works completely differently. It doesn't try to make you feel like the hero of the freakin' galaxy; you're one (artificial) girl's hero, she's in all kinds of trouble and neither of you is convinced you'll make it home.

Wait a minute... Since when did anyone playing Halo care about, well, anything to do with the plot? Even in Halo 3 the plot was a convenient reason for such a fitting end to the trilogy (or so were my thoughts at the time) and a good excuse to go barreling over a geometric construction zone in a Warthog while some of the best action music ever put to game urged you on. But now Cortana's wigging out and we're on a first-name basis with the hero of the freakin' galaxy and we have to feel slightly sorry for those creepy things shooting at us. Playing as the enemy in Halo 3 was quite a twist, but a twist does not a story make, and who didn't just like being the Arbiter because you could be invisible and you had a sword? It's fairly well-established that FPSs are about shooting things first, getting to the end second and any other things (including plots, stories, scores, etc.) last, but Halo 4 tries to alter that hierarchy. There is a plot, and it's an important element — and almost tear-jerking at times, poor sweet Cortana — and you have annoyingly little control over it. Plot by cutscene isn't abnormal in an FPS, but such games don't usually expect you to take the plot so seriously. So when you think you're about to save the freakin' galaxy and the game snatches the glory away from you, you feel genuinely cheated.

Halo 4 should have been a movie. Its soundscape and effects are brilliant, but not tantalisingly interactive (except for the bass the assault rifle suddenly found – sweet, alien-exploding, neighbour-annoying bass). Its graphics are beautiful, its face animation technology (sadly limited to cutscenes) is excellent, and it has a plot you can care about. But each of these things makes the sameish Halo action sequences seem less necessary by degrees, because when you focus on the peripheral elements you lose sight of the main. I'm getting live coverage of my only friend losing her mind here, dammit — I don't honestly care about fighting my way through aliens so I can push three separate buttons to move to the next room. And the problem is, of course, that the point of Halo 4 and its predecessors is to let me do just that. I would have thoroughly enjoyed this game's plot in full cinematic glory, but as it is, I think Halo 4 illustrates a salient point about video games which numerous academic writers have made: it is exceptionally hard to deal with serious matters interactively.