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Month

September 2010

3 posts

Pull The Trigger, Bro

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Note: This post contains spoilers about the ending to Far Cry 2.

I’d been told Far Cry 2 was better enjoyed in small spurts, rather than long sessions, but with a copy of Halo: Reach just days away, I’d endeavored to finish off Far Cry 2 before embarking on Bungie’s latest. I play games one at a time. That conclusion came Friday afternoon, when it appeared Ubisoft Montreal was about to confront me with ultimate dedication to its first-person narrative: suicide.

You’re given two options for Far Cry 2’s endgame. One, assist in triggering several bombs that leave no opportunity to escape. Boom, you’re dead. Two, bribe border guards with diamonds—then kill yourself with a gun. Again, boom, you’re dead. Both actions are required to secure safe passage for communal refugees within Far Cry 2’s fictional African sandbox.  Since Far Cry 2 has offered precious few options to players once a mission is underway, one would be right to assume death is in the cards.

Except it isn’t, disappointing for several reasons. Far Cry 2 abandons its strict adherence to the first-person narrative in its closing moments. I chose the diamonds. Agreeing with the game’s central antagonist that we were both selfish war mongers—a disease, in his words—was irrelevant. I’d been a bad person throughout Far Cry 2, turning down the one opportunity the game presented to project my own moral judgements—saving a church—onto an otherwise immoral creature. My Far Cry 2 persona did not deserve to live, so given the opportunity to willingly take my life, it seemed an appropriate end.

That end never came.

You deliver the diamonds and the game fades to black, presenting an ending with little finality to the experience. I immediately wondered whether Far Cry 2 has multiple endings, entertaining the idea that I’d somehow triggered the wrong one. I’ve continued to resist that temptation because it’s irrelevant. Far Cry 2 presented a profound, horrificly violent opportunity to me as the player, one that I decided to take. Then, the game took it away, with no attempt to explain it away. One might argue “Who the hell would take their own life? Of course you agreed to the terms of the mission, you walked away with your life!”

How much more powerful would the final moments had been if the game pushed the player to their knees, had them move the gun to their heads with an analog swipe, then ask them to make a choice?

I don’t know what I would have done next. I might have put the gun down, allowing my own insecurities to interject into the virtual narrative. It’s just a game. I’ll never know, though, because Far Cry 2, an intensely personal first-person experience, brought closure through scrolling text. That’s too bad.

Sep 14, 2010
#far cry 2 #game systems #videogames
My African Identity Crisis

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Far Cry 2 is one hell of a weird thing. How was this game even made?

I’ve never more thoroughly examined a videogame morality choice than the one presented halfway through Far Cry 2, where you’re presented with two options: save a church filled with innocent children or defend a bar with a bunch of nameless, kill ‘em all mercenaries.

Easy, right? I play my videogames like most folks I’ve talked to, Han Solo-style. Yeah, I want to dabble in being a bad-ass once or twice, but push comes to shove, I’ll always be the good guy. Since I almost never play through a game a second time, the evil path is one I don’t travel very often. I’ve been trying to change that mentality, however. Games are presenting more interesting reactions to good/bad behavior and I’m always limiting myself to having one half of the experience. In Fable II, I was an asshole. Bad dude. Every time I made a morally reprehensible decision, of course, I still felt bad about it, since videogame morality decisions are usually meant to be a reflection of the player’s internal compass and the design crafted to provide you with good and bad choices during the game.

And that’s where Far Cry 2’s choice is profoundly interesting: you are a fucking bad person. No matter which mission you accept in Far Cry 2, you will be doing bad things. There is no way to walk the good path in Far Cry 2. One faction is trying to screw over the other, often at the expense of the civilians. One mission even has you blowing up a communication tower that’s allowing the other faction to broadcast their message to the civilians. What good person does that? It’s just a game, though, right? You didn’t make the decision to be a bad person, the mission design allowed no other choice!

Suddenly, you’ve given agency. My cursor hovered over the church for almost a full minute—it’s my gut reaction to the choice between good and evil—before examining my character’s actions. My guy, like I said, is a bad person. At no point has this individual shown any sympathy to the plight of the African people, except to shuffle travel papers in pursuit of malaria medicine. If there were another option, one that didn’t involve helping people, my guy would have picked that one, no question. Why would I suddenly decide to save some children? The game’s asking me if I’d like to project my own morality onto this positively immoral character, even though it would break the character narrative. 

I sided with the mercenaries. We were overrun. Most died. I fell off a truck in the desert and went back to work, helping royally screw up Africa at the expense of its dying, naive populous. Far Cry 2 never showed me a cinema of dying children, there was no attempt to make me feel bad for that decision.

This choice, introduced with little fan fare, Far Cry 2, finally made me take a look at what kind of character I am. Isn’t that what morality choices should really be doing? Good and evil is too easy.

Sep 9, 20107 notes
#videogames #far cry 2 #game systems #morality
The games I played (and finished) in August

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  • Transformers: War For Cybertron 
  • DeathSpank
  • Scott Pilgrim Vs. The World: The Game
  • Shank 
  • Comic Jumper 
  • Metroid: Other M 
  • Dead Rising: Case Zero

I keep track of the games that I finish every month. It’s pretty easy, since I tend to play narrative-driven games. I’ve written this down for the past year and a half, allowing myself a chance to reflect on my own playing habits, something I usually examine at the end of the year. There’s not much surprise that this past month was unusually downloadable focused; that’s where the good games were this summer.

What did you play in August?

Sep 1, 20101 note
#videogames #games i've finished
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