Representation in Games: Women (The Good)

This marks the first post that will be part of a larger series of posts. I plan to have a few different “series” going on, so I most likely will have a few weeks before the next Representation post. These Representation posts will be focusing on how different people are, well, represented. Gender, race, culture, and sexuality will all be foci, and I will be examining multiple facets of each of those as well. Additionally, each facet has been represented in many ways, providing positive and negative representations of all facets. It should also be noted that while I may praise a game on one of these facets, they may have a poor representation of another group. Unfortunately, I may not be able to do as thorough of a breakdown of all of these focal topics as others, as some have a wider representation than others. I’m starting with women in games, as that has been a hot-button topic recently and has some very good examples of female characters and characterization, and some really bad examples as well. Today, though, I am celebrating the great examples of female characters in games.

Before I just start listing characters, let’s get on common ground with what makes a female character strong in a game, and who is fair game to be considered. Firstly, this will not be relegated to playable characters, as sometimes the player character is one of the less fleshed out character in the game. At times, it is the host of supporting characters that carries a game to greatness, while providing minimal background to the player character in order to allow the player to put him- or herself in the player character’s shoes. Secondly, as a professor once said when I was doing initial research on this topic about a year ago, there is nothing wrong with having a princess captured and rescuing her; the issue comes when that is the only story being told. There are plenty of stories that involve a damsel in distress that are excellent stories. What makes them better, is if that character has the agency to rescue herself, or at least give an honest attempt rather than accepting her fate and waiting to be rescued. Of course, because that story has been told time and again, a story that isn’t about a damsel in distress is even better.

Metroid

In the year 1986, Metroid was released for the Nintendo Entertainment System. As the game began, players learned that they were about to play as Samus Aran, a space bounty hunter exploring a mysterious planet known as Zebes. Throughout the game, the player would collect power-ups and new abilities to allow Samus to reach new areas and continue deeper into the depths of the planet. The game was a mixture of platforming and shooting, similar to MegaMan, but had a much heavier emphasis on exploration thanks to the power-ups and abilities. There is now a sub-genre of games partly named after this series known as Metroidvania, a portmanteau of Metroid and Castlevania, which includes games that feature new items that allow for new access to areas seen earlier in the game.

As players explored Zebes as the enigmatic Samus, many assumed the character was male. At the time, no other mainstream action game featured a female lead, so why would anyone assume otherwise? However, if the player finished the game within a certain time frame they were treated to one of the biggest surprises in gaming history: Samus, the badass bounty hunter that took on a planet full of space pirates single handedly and had a gun for an arm, was a woman. If finished in three to five hours, she would take off her helmet and reveal a vaguely female face (remember this is 8-bit from 1986) with long red hair. If finished in less than three hours, she would remove the power suit and stand wearing a leotard with her long hair. The player would then be able to play through again as Samus in the leotard. And if the player finished in less than an hour, she would be wearing an even more revealing bikini, though this costume was not a playable one like the leotard.

possible reveals of Samus Aran if the game is beaten within five hours

It is debatable whether this style of reveal is for the best. On the one hand, the 8-bit pixels were very primitive and thus were far from sexy. However, the inclusion of the bikini as a better reward can also be considered unnecessary sex appeal. Regardless of whether the initial reveal was handled well by today’s standards, it is an absolutely important moment in gaming history. It proved that players don’t care about playing only as a muscle-bound white male that shoots aliens; rather they are happy being anyone so long as they can shoot aliens and the mechanics work well. Without Metroid and the subversion of Samus’ gender, who knows when the next badass female character would show up?

Tomb Raider

Speaking of badass, gun-toting women exploring dangerous locations, Lara Croft from the Tomb Raider series is easily one of, if not the single most recognizable woman in games. She is a female Indiana Jones, exploring ancient temples and shooting guys that want to take those treasures for evil gains. These games feature third person shooting, platforming, and excellent puzzle solving. The original series inspired a movie starring Angelina Jolie as the lead character.

What makes Lara great is both her knowledge and her capability. She has an extensive knowledge of ancient civilizations, again similar to our old friend Indy, and is able to traverse the surely trap-laden tombs with relative ease. Additionally, while she is on occasionally captured by some foe or another, she is always the key to her own escape. While that is easily explained as her being the player character, it is important none the less.

The early Tomb Raider games were released on the Playstation, and were made infamous for the sexualization of the protagonist in addition to the acclaimed mechanics and narrative. Though the graphic capabilities of the time were limited, it did not prevent game developers from making Lara rather endowed. There was also the mythical cheat code that has her remove her top. This was not an actual cheat code, but rather a hopeful rumor that fans tried desperately to find.

Lara’s graphical evolution

Recently, Square Enix rebooted the series with modern graphical power and new gameplay mechanics. This new Tomb Raider featured a younger, more realistic, and less sexualized Lara. It came under fire with the inclusion of an attempted rape scene, though it was intended as a way to further Lara’s character. This new iteration shows, in my opinion, an even more intuitive character and is an even greater step in the right direction.

Fire Emblem

This series is different from many of the others in this list, as many of the entries are independent of one another and do not have recurring characters. Fire Emblem is a Japanese strategy series in which you must raise an army and command them through many battles to oust the evil forces. What is special about this series is that every character in your army is given a background and is characterized; they grow and each have a story. And when they die in battle, they die for good, making the stakes that much higher for the player.

In each entry in this series, you meet warriors of almost all walks of life. The cast is also very often a balanced split of female and male characters, with both genders having representation in all roles in the army: warriors, healers, cavalry, archers, and mages. You are just as likely to meet a woman in full heavy plate as you are a man serving as a healing cleric. The player character changes through each iteration as well, not only is the player sometimes male, sometimes female depending on the game entry, but some entries feature a protagonist that is separate from the player, a concept I will be exploring further in another post.

While the games have very rich mechanics and don’t fall into any real stereotypical tropes, the focus is rarely on the story and instead on the strategy. For that reason, there is little left to say for this beyond, “play it and enjoy.”

Last of Us

Far and away the most cinematic game on this particular list, The Last of Us is a heart breaker. The game is a visual and narrative masterpiece, perfectly encapsulating the isolation and loneliness of a world-wide apocalypse. You play as Joel, a man tasked with escorting the young Ellie across the now desolate America in hopes that she will be the key to finding a cure once and for all. This game hammers home the difference between living and surviving, yet manages to include many light and awe inspiring scenes beyond just the dark and grimy ones. The bond formed between Joel and Ellie is that of a father and a daughter, and while escort-missions in games are notorious for being wearisome, Ellie manages to more than pull her own weight, mechanically and narratively.

While you do not play as Ellie, this is her story. She grows up in front of your eyes and is in a time of personal discovery, trying to make sense of this world and how she fits into it. You witness her try (and often succeed) to be tough, while also experiencing moments of child-like wonder. Throughout, you meet and pass by many people trying their best to survive like you. You’ll find other fathers, Joel’s brother, and faction leaders and higher-ups, a couple of which are wonderfully written women.

Spoilers for The Last of Us. Do not read if you plan to play and want to avoid late-game moments

While I said earlier that you do not play as Ellie, it was a partial lie. Late in the game, Joel is indisposed making Ellie fend for him and find a way to get him back on his feet. During this time, the player is unsure if he is even alive or recoverable. It is during this sequence that the game features its only boss fight. A boss fight for use here is an unskippable fight between the player and a single enemy that requires the exploitation of patterns to defeat. Until now, all levels were encounters of enemies spread through a level or occasionally waves of enemies spawning and attacking. Often, you could sneak past most of these enemies, which was the smart choice as resources are extremely limited. However, there is one instance in which Ellie is hunted down and cornered by a man determined to kill her to feed his community (it is deep into the apocalypse, but luckily this is still a major ethical breach). It is interesting that the only boss in this game filled with zombie-like creatures is just a man, and that it is fought by a young girl, not the middle-aged man you play as most of the game. This section highlights the strength of Ellie while showing her growth as she uses the survival skills Joel taught her to gain the upper hand and avoid the crazed man’s knife. It is a battle not just of actual survival but one of the survival of morals and innocence, and while Ellie’s morals seem to stay in tact as this was done in complete self defense, her innocence is further stripped away from her. While she has killed people before to survive, never was it as intimate or harrowing an experience as this.

Just a head’s up: the following clip is graphic and contains strong language and harsh violence

Ellie has quickly become one of my favorite characters in video games. It is a joy seeing her grow and learn and it continuously breaks your heart to see her have to harden herself even further just to survive in a harsh world. If given the opportunity, I cannot help but recommend playing this highly emotive game.

The Elder Scrolls/Fallout: New Vegas

I include these two games together, but really I could have included almost any highly customizable role playing game (RPG). Both the Elder Scrolls series and the Fallout series are created by the same developers, Bethesda Softworks. In some ways, these games represent the epitome of open world RPG. The maps are largely open, with only caves and dungeons being confined tracks you must follow. Additionally, they reward players with immersing themselves in the worlds of these games by deep character customization and skill based leveling.

The Elder Scrolls series is a fantasy RPG game series in which the player takes the role of an amnesiac character (often a prisoner) that is chosen or destined to become the world’s savior. Though highly derivative of the fantasy genre, it is none the less an acclaimed series. The game entries are largely independent of one another, meaning you do not need to have played them in order; each game is an independent experience and story. The reason Elder Scrolls is included on this list, is that the games allow players to play either gender for any race with no difference in abilities between genders. Not only this, but the game world is full of men and women in varied roles. Some leaders or warriors are women, some are men, and the characters in the world make little to no mention of it.

The Fallout series is slightly different. This series takes place in a post-nuclear devastated America with heavy themes of old Americana.The combat is largely gun based but includes melee weapons, and the game mechanics have a special system to allow players to pinpoint specific limbs and weak spots. Like Elder Scrolls, the player can choose any gender with no impact on abilities, though there are perks that a player can choose to select that impact how they interact with members of different genders.

The world is also evenly populated with male and female characters. Fallout gets a slight advantage than Elder Scrolls in representation, as while neither gender is given specific, innate bonuses or handicaps, the world acknowledges that there are differences between the genders that should be noted.

Mass Effect

As many friends of mine know, the Mass Effect series is a personal favorite of mine. The series is a story of Commander Shepard, a member of the Alliance Navy that is promoted to a special operatives rank. Commander Shepard uncovers an ancient alien race that is determined to wipe out life in our galaxy, and so must prevent this disaster. The choices made in one game are transfered to and directly influence the sequel games, making it a truly dynamic experience. Like many RPGs, as noted just above, the player is able to choose the gender and appearance of Shepard, as well as the style of combat Shepard will use.

But instead of focusing on Shepard (or at least Shepard in game), I will highlight some different aspects that haven’t been talked about in the other entries yet. One of the best aspects of the Mass Effect series is the crew you collect and develop a relationship with. You work with humans and aliens, each with deep back stories and histories, unique cultures, and all with personal flaws. Mass Effect 2 had a large theme of misdirection, especially in terms of character identity. One very notable example is that of the character Jack. In the game you are given basic dossiers of characters you are tasked with recruiting for a dangerous mission. Jack’s dossier refers only to the prisoner and “Subject-Zero,” giving a real air of mystery to the character. You enter a maximum security space prison to order Jack’s release, only to find that this character that, despite all usual assumptions, is female. Jack is a deeply tortured soul that turned to crime as a thrill and way of showing off her powers and abilities. She is highly volatile and has quite a colorful vocabulary. Her design is a shaved head, with tattoos covering her entire body, and a nearly flat chest. And despite all these masculine qualities, the game surprises you (probably) yet again by leaving her as a straight female (Bioware, the developer is by no means afraid to include gay and lesbian characters, including characters of even more complex sexualities than those even). Bioware chose to line up almost every stereotype they could for Jack and knock them down, showing you can have a believable, rough and tough girl that isn’t relegated as a “dyke.”

Jack relaxing on the ship

Also of note is the marketing that Bioware and EA did for the final installment in the trilogy. The female iteration of Commander Shepard (lovingly refered to by fans as FemShep) was featured prominently in advertisements and posters. Often, they provided two copies of many ads, one with MaleShep and one with FemShep. This included the box art, which was completely reversible and had all of the gendered instances of Shepard on the one side reversed on the other side. Unfortunately, the default side of the box art was still MaleShep, but I have yet to see a developer market their game so heavily using the female iteration as Bioware did.

Bayonetta

This entry is going to be rather controversial. Bayonetta is a strange game developed by Platinum Games, where you play the titular heroine, a witch with magical hair she uses for attacks and her clothing that also wears guns on her high heels. The game genre is a beat ’em up where you are given wave after wave of relatively weak enemies and you aim to use devastating move combos to great effect.

Bayonetta is a large satire. It satirizes the beat ’em up genre by having a highly feminized lead as opposed to the wildly genre-popular masculine lead. The story also gets increasingly convoluted, another jab at the genre. But Bayonetta is not just a strong heroine because she is the lead that gets to destroy entire armies with her gun shoes, she does it with ridiculous style. It seems we as a society sometimes see “sexy” and “strong” as diametrically opposed traits of female characters. Bayonetta reminds us that there is nothing wrong with sex appeal (but once again, it is all in how often it is used in the medium).

Portal

This is a wonderful game series by Valve, starring the silent protagonist Chell and the ridiculously murderous GLaDOS. Little exposition is given, other than you, Chell are a test subject that must run through experiments at the behest of the artificial intelligence GLaDOS. The game is entire first-person, and because Chell is silent in both games, her gender is rarely noticed. The first time you can tell what gender your character is is as you walk through a portal and watch yourself step through the other side.

First time seeing player character, Chell

Chell is the ultimate damsel in distress rescuing herself. She awakens, captured, and of her own volition creates a means of her own escape with nothing but the resources given her and her puzzle-solving skills. GLaDOS, meanwhile, is the only voice of substance in the original game. It is only through GLaDOS in Portal 1 that exposition is given. It is also through GLaDOS that the sharp wit the series is known for shines through with. Despite her trying to kill you with turrets and neurotoxin, lying to you about the promise of cake, and making oddly personal jabs at Chell (making fat jokes and implying she was abandoned by her parents), you almost can’t wait to hear what line she will deliver next.

This game is very different from almost any other first person shooting game you will encounter, largely that despite having a gun that makes holes, it is not a destructive weapon, but rather a tool of transportation. The puzzles will put your mind through a host of mental gymnastics without being frustrating, all while making you laugh at the dead-pan hatred of a maniacal ai.

These are just a small selection of wonderfully written and represented women in video games. If you thought there was another I should have included instead, please let me know in the comments. Alternatively, if you think one of these women didn’t deserve mention along with the others let me know too. I’d like to see a community build from these posts, furthering the discussion.

Teaching with Minecraft

Before I actually dive in, I want to start with a clarification about what this post, and future posts regarding games and education, will be about. I am interested in exploring products that are video games first and foremost, which happen to have educational value or can be used in a classroom setting. I am NOT interested in education games, meaning games that are created explicitly as teaching tools. While these products may be fantastic tools that help assess students’ simple skills and can give immediate feedback, they are not authentic. Authenticity, I believe, is incredibly important and can be the difference between making the game into an enjoyable learning experience rather than one more assignment to complete. Once again, some of the scholastic games, as just an example of a company that release educational games, were fun and enjoyable. However, they are not games that are intended for entertainment, but rather education, and thus can lose their novelty.

As technology advances, so too must education advance. The education field takes time though to adopt new technology for widespread classroom use. This is due to the cost it takes to provide schools with the needed technology, as well as allowing the technology time to grow into itself. Games are still a budding technology, so it makes sense that they are not being used widely in classes, especially to the extent of other mediums. Additionally, games are typically experiences for a singular person or small group of people, making it more expensive than film or books.

But recently, there have been a few games making waves in the education field that deserve notice, with the wildly popular Minecraft chief among them. If you are around children between 5 years old to 18 years old, then you most likely have at least heard of the game. For those of you not familiar with it, or that are only familiar with it in a name-only basis, the game is very open with no actual objective. Rather, it provides the player with a sort of sand box in which to play and create. Think of Minecraft as access to a tub of life-sized Lego blocks with no instruction books. There are two modes to the game: survival and creation. Survival mode includes enemies that players must survive and players must forage and build for their resources. Creation mode allows the player to fly in order to most easily navigate large constructs and provides the player with a complete inventory of any and all resources. This game has incredible value in education and can be used in many different subjects and across multiple grades.

One of the best educational tools to use with Minecraft is Minecraftedu. Minecraftedu is a modified build of the original game that is sold separately and with the approval of the original developing team. Sadly, this modified build is not available for individual sale and must instead be bought by the school in relatively large orders (enough for at least a classroom). However, Minecraftedu seems to make up for its limited availability by providing very helpful features for use specifically in the classroom. The modified version removes enemies and weapons, while retaining the creative spark that made the original build such as hit. There are items included in the modified build not available in the retail version as well. Lastly, there is a library of worlds that teachers can download, essentially as lesson templates, for free once minecraftedu is purchased. These worlds and challenges are created and uploaded by other teachers with each world aiming to teach some skill or another. One world is a place for students to learn about biomes, while another is a recreation of the island from Swiss Family Robinson that students can explore and experience.

So how can I use this in a classroom?

There really are many possibilities for any subject.

For the English teacher, a dedicated teacher can recreate a setting from a book, or have students recreate a setting as a virtual diorama. Alternatively, English teachers could utilize the survival mode and have students create stories based off of their individual experiences in the game; one student may have had an intense run-in with a wolf or giant spider early on and could narrate the harrowing experience, while another is able to give voice to the success after creating a sustaining farm. This activity could be particularly well paired with survival texts such as Hatchet, Lord of the Flies, or even Hunger Games.

Social Studies teachers can absolutely benefit from the catalog of downloadable worlds. There are many examples of recreated world wonders within the game. Students can explore the Forbidden City or experience the tight wanderings through trenches that littered the western front during World War I. Students may also recreate any of these histroical events or cultural centers in the game as a project or part of a presentation.

Math teachers would be able to put some of the word problems into a less abstract world. By attributing lengths with each block, a teacher could have students work with perimeter and area in terms of building a structure, and can provide students with visual and dynamic representations of fractions.

And of course, art teachers could utilize Minecraft as a new medium for students to work with. Students can create pixelated mosaics or sculpt 3D representations of objects or structures. 

I understand that using this game in a classroom would require a lot of time and patience for the teacher to learn the game and create the world that the class would use, and many teachers may feel that they do not have the time available for that. However, given the popularity of this game, especially with school-aged children, there are few games available that would have the excitement and novelty that Minecraft would have in the classroom.

The Inaugural Induction of the Video Game Hall of Fame

Today was the very first induction of the official Video Game Hall of Fame, held within the Strong Museum of Play in Rochester, NY. Six games were inducted and were chosen from a previous list of 15 finalists. The six inductees are:

  • Pong (1972)
  • Pac-Man (1980)
  • Tetris (1984)
  • Super Mario Bros.(1985)
  • Doom (1993)
  • World of Warcraft (2004)

The games are chosen based on a variety of criteria including longevity, influence, and being iconic in their field. The Video Game Hall of Fame is already receiving nominations for finalists for next year’s induction.

This is very exciting for a fan of the medium, especially for myselfasmy undergraduate studies were done in Rochester. The Strong Museum is a fantastic and fun museum. the museum celebrates creativity, play, and imagination. Books on the subjects of the different areas can be found for more information for imyoung inquiring minds, and the museum is also home to the Toy Hall of Fame. Whether you have children or consider yourself a child at heart, I highly recommend making a visit to the Strong Museum.

The Cinematic Experience

Video games occupy an interesting place in entertainment media. They originated as an extension of board games, essentially, with little more backstory to the games than one would find in a Battleship manual. However, most major recent games now feature extensive lore and cut scenes to provide the player(s) with additional context. This may be the largest change from an original medium due to available technology we have seen in recent years. While letters and articles became emails/texts and blog posts, and stage plays become films, the change seen in games is arguably larger. Increasingly, many games are becoming more cinematic, attempting to tell a complex and emotional story, containing character growth and symbolism and many other qualities found in narrative mediums.

To really explore the connection between these two mediums, I will be looking at the cinematic quality and production connections of several games: Silent Hills (now cancelled), Assassin’s Creed Black Flag and Unity, The Order 1886, and Red Dead Redemption, Tell Tale Games, and The Last of Us. But before I dive into these games, I will be talking (typing?) about the important differences and similarities between the mediums through a large scope.

The first point is that the story is dependent upon not only the protagonist character in a video game, but also on you the player. By this, I mean that if you are watching a movie and get distracted by something else, the movie continues, whether the viewer pays attention or not. This doesn’t happen in games; without the player making conscious choices and actions the game will not continue.

Secondly, no matter the point of view a game is presented in (first, third person limited, or third person omniscient), the player almost always (barring poor game design or games meant to intentionally be more watched than played) feels like they are a part of the action that is going on on the screen. In fact, players often project themselves and their values onto the characters that they are playing. Conversely, movies and television shows most often let the audience remain as flies on the wall. The only exception really is when the camera is a character such as in found footage films or documentary type films and shows (e.g., Blair Witch Project, This is Spinal Tap, The Office).

Lastly, it is important to consider that in some games, the controls themselves are part of the story telling. I don’t mean tutorials and broken 4th walls, but rather in games like Bioshock. (SPOILER WARNING FOR BIOSHOCK 1. If you haven’t played, would you kindly skip ahead?): In Bioshock 1, it is later revealed that your character has been controlled through hypnotic persuasion to kill many of the enemies you fight throughout the game. Throughout the game you hear the voice of Atlas giving you directions. When coming to important story points, your character is frozen in place while he finishes his instructions, ultimately ending in his asking, “would you kindly…” and the necessary action. At the climax it is revealed that this simple phrase is used to force your character to obey Atlas, continuing the motif of the illusion of choice. Now without further ado, a more in depth look at some particularly cinematic games. All of these games have varying degrees of connection to film features and have been received by critics and fans to varying reactions.

Silent Hills

This game is very important in the discussion here. It arguably has the most cinematic background of all of these games listed. The game would have been the next game in the Silent Hill series published by Konami, created by Hideo Kojima. What made this entry important was that filmmaker Guillermo del Toro was supposed to be working very closely with Kojima on this entry, and that the protagonist was going to be modeled after and recorded by Boondock Saints and The Walking Dead actor Norman Reedus. Call of Duty: Advanced Warfare had also capitalized on its actor, including Kevin Spacey playing a major character. But due to the combination of Reedus and del Toro, Silent Hills was going to be a massive step in merging cinema and games like almost never before. Many film and television actors provide their voices and occasional likenesses to games, but the demo and Playable Teaser (so named P.T.) seemed to draw a closer connection to character and actor than ever before. This would be like another acting job for Reedus.

Now, confession time, I played only about 4 minutes of the playable trailer before I decided I just couldn’t handle the anxiety of the game. I have not actually watched the trailer that was shown at the end of the demo, that actually showed Reedus’ character model. Not until now. Even just watching the game play I couldn’t handle it. The control of the atmosphere was too great, so I had to skip ahead in the video to where the cinematic trailer began. Hopefully this is safe at least. I chose wisely! For those like me that can’t do scary movies or games, the video posted is easy to watch.

Unfortunately, this title has recently been announced to have come to a premature end, with a fallout between Kojima and the company Konami. While I would not have been a player to buy this game, I still lament the loss that could have been. This is yet another attempt of del Toro’s to get into the video game scene that failed before it had a chance. Luckily, he completely knocked this bad boy out of the park.

Assassin’s Creed Black Flag and Unity

Assassin’s Creed published by Ubisoft is a favorite series of mine and I can promise it will be making at least one return in an eventual post, if not more. But the cinematic quality I will be discussing here is more meta than the others in the list and only refers to a few of the games in the AC series. The recent games have significantly reduced the role of the modern day story line, which focused on Desmond Miles in the first three (really five) games, as the historical characters were all ancestors of Desmond. The games after Assassin’s Creed III still follow characters from Desmond’s ancestry, however the memories are accessed without Desmond, just his DNA (not all sci-fi has to make sense to be fun). There still is a modern day component, however, and this is where our attention will be turned. In Assassin’s Creed Black Flag, the player is (for the modern day) a newly hired employee of Abstergo Studios and is tasked with gathering footage for their first feature length movie shot using memories (it’s a fun game, I promise!). The movie’s title that you are orking on “filming” is called Devils of the Caribbean, and even includes an in-universe movie trailer for the game you are playing. In Unity, as you first start the game there is a large list of titles, with Devils of the Caribbean being one of those titles. Other titles and “posters” include references to past games as well. So while the game series is not particularly more cinematic than most other major game releases, this is an excellent example of the developers acknowledging the very deep connection between film and recent video games.

A list of in-universe “virtual experiences” created by collecting footage from memories in the Assassin’s Creed games

Red Dead Redemption

Red Dead Redemption, the Spaghetti Western game developed by Rockstar (R*), was one of the single greatest gaming achievements of the previous console generation. This game was like being Clint Eastwood in The Good, The Bad, and The Ugly. What’s better, is that it created it’s own narrative story heavily influenced by important Westerns, while being its own beast. Ultimately the game’s major theme is about the taming of the wild, and of man’s own monstrosity. The ending of the game is one of the most heart wrenching moments in media for me, and took me by surprise. But besides the amazing ending, Red Dead has plenty of other fantastic set pieces that draw you into the universe. The trip into Mexico for the first time is wonderfully introspective and is artfully combined with the music of Jose Gonzales.

Tell Tale Games

These games, including The Walking Dead Seasons 1 and 2 (not the show), The Wolf Among Us, and Game of Thrones (again, not the show, though this takes place in the show’s universe and features many of the same actors reprising their roles) are quite divisive among gamers. Some laud them for the emotional stories they inevitably are able to tell, creating deep connections with characters and often ripping them bloodily away. Others dismiss the games as not being worthing being in the same medium as the other games mentioned in this post, as Tell Tale Games are more interactive show than narrative game. These games are narrative adventure games which draw their tension not from waves of enemies, but from tense discussions between characters in which saying the wrong thing can lead to a character death, an ally lost, or a friend gained. An important difference though between Tell Tale Games and television is the element of choice. At the end of each episode, the player is shown charts comparing the choices made in their game with the most popular choices made by other players. While not much happens in terms of action, multiple playthroughs will result in different and diverging stories. Admittedly, the endings won’t be very different, but I am a strong advocate in seeing the journey as being more important than the destination.

The Last of Us

You will be hard pressed to find someone that does not consider this game to be a masterpiece. The game has the deep connections and emotions found in the above-mentioned Tell Tale Games, while still providing tension and excitement through action set pieces and encounters. In a world where more games are striving to include choices, The Last of Us provides a very linear experience. I wouldn’t have had it any other way. This is a game that walked a fine line, and walked it with finesse. The narrative was deeply compelling and had plenty of engrossing cut scenes without taking the “game ” out of the game.

Other games have tried to emulate on these cinematic action games, and one recent notable failure was The Order: 1886. I nearly included this game in my list, but have not played nor watched any Let’s Plays yet, and so did not want to spout too many opinions that weren’t my own, despite how many I may have read. That being said, The Order: 1886 was a highly anticipated next-gen game that was heavily marketed on its cinematic quality and visuals. While it delivered on those premises, many gamers felt they were cheated out of their money when they found out just how short the game was. Many play throughs clocked in at around eight to ten hours, with several hours of that devoted entirely to cut scenes that the player has no control over. While that is considerably longer than movies, it is much shorter than many other games, especially given that The Order was still sold at the full retail price of $60. The game reportedly also has little reason to replay it, further devaluing it in the eyes of the gaming community.

Conclusion

Many games are becoming increasingly cinematic, some in varied ways. This shift in focus from a competition between a player and either another player or the computer to being an interactive narrative is incredibly important and will shape media consumption for many years to come. Some game companies are achieving immense critical and marketed success with this new and growing medium, while others are still trying to find the right balance between game play, narrative, and themes. While not all gamers are eagerly awaiting the next “interactive movie,” I heartily welcome these cinematic gaming experiences, as I believe they provide lasting, memorable moments.