Mad Thoughts

[posted by Gavin Robinson, 9:12 am, 29 March 2008]

This week I have been mostly reading Keith Jenkins and 6 years worth of Scary Go Round. I’m also looking after a coal fire, which means breathing in an unusual amount of hot ash and carbon monoxide. Therefore if I post any really mad ideas in the next few days it’s probably best to ignore them.

The other thing I read was an article by Brian Rejack about Brothers In Arms: Road To Hill 30 (the WW2 computer game that I posted about ages ago). First thought: if only I’d known you could get published in Rethinking History just by writing about how BiA isn’t as realistic as it claims to be. He didn’t even have to cite Derrida (although there is a bit of Barthes). Second thought: if only I’d bothered to look at the extras in BiA. I ignored them on the grounds that I already know quite a lot about WW2 and that I have the research skills to find out even more whenever I want. Do I need to be patronized by pop history factoids? Well, it turns out there’s a lot more to it than that.

One of the central points of the article is that extras can change the way a game (or DVD, where this idea started) is perceived and interpreted. The photos in the BiA extras are a major part of the games claims to realism. They include composites of original photos of WW2 mashed up with screenshots taken in-game, with only the change from black and white to colour showing where one begins and the other. (I’ve also just noticed that one of the composite shots is on the back of the box, but I don’t think I ever looked at the back of the box. So much for close reading…) With this attention to historical detail, surely Gearbox can say “This is How It Really Was”. But it doesn’t really work. When I wrote about the game I was mostly interested in tactical realism, which I think it ultimately fails at, despite being an improvement over MOHAA and CoD. They might have based the levels on maps and photos of the real Normandy, but does the real Normandy have those strange earth banks in the middle of fields with convenient dips in them that you can shoot over when you’re in the right position. If so who put them there and what are they supposed to be for?

Rejack takes a different approach, pointing out that the characters in the game are not emotionally engaging and don’t react to anything like real people. Even the death of Baker’s best friend in a cut scene isn’t particularly moving. Another weakness is that the game “presents a view of history as a straightforward sequence of events, with no sense of competing interpretations or multiple viewpoints”, although the sequel Earned in Blood does attempt something like that (as I mentioned here).

As a comparison, Rejack offers Facade, which involves more sophisticated interaction with NPCs and much less shooting. I’m not sure how excited I can get about a dinner party simulator, but I’ll report back after I’ve tried it.

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