Top 5 Poignant Game Moments
This time, we look at gaming's
top five most poignant moments. If games were just toys, we'd still
love them, but we follow them as a medium because they affect us. The
question of emotional, personal engagement continues to persist this
year, widely discussed in industry circles -- just how essential it
is, how to create it in an authentic way.
In a banner year, what will
we remember about this year's slate of titles? The answers are largely
personal and subjective, but here are ours.
[Spoilers proliferate, so we
suggest a quick eye-scan of the header titles before reading.]
5. The Rivalry Lives (Mario
& Sonic At The Olympic Games)
Our schoolyard factions from
an era past never thought they'd live to see the day. While the Genesis
and Super Nintendo once ran neck-in-neck, years later, one of the ongoing
console wars' most significant casualties eventually made its final
departure from the battle, cemented with the defeat of the widely beloved
Dreamcast.
Mario & Sonic At The Olympic
Games resurrects one of the oldest and most significant rivalries in
gaming, as the plumber and the Hedgehog go head to head for the very
first time in history on Nintendo's revolutionary, wildly successful
console.
The Sega-loving eight-year-old
in you stirs, quietly affronted, and those children of the Nintendo
camp, now adults, extend the hand of magnanimity with this indisputable
proof of their victory. And those for whom the rivalry still lives can
battle for the banner of their youth, the Olympic competition presented
in the game invested with just a little bit more for that old, old grudge.
4. To Kill A Mockingbird
(The Darkness)
The Darkness is perhaps a lesson
in the perils of over-ambitiousness, but the fateful, grim allegory
of Jackie Estacado gets one thing right -- early on in the game, you
have the opportunity to merely exist with girlfriend Jenny.
No button sequences, dialogue
pickers or elaborate cutscenes -- it's simple human bonding on the player's
terms. When has gameplay ever incorporated watching an entire film with
a girl's head in your lap?
The poignancy of the mundane
stands out here in sharp contrast to a largely overwrought and comic-bookish
theme, and this undecorated scene alone provides a lens of sincerity
through which to interpret the rest of the game, a context for real
human motivation -- and later, devastation.
3. Let's Get It On (Mass
Effect)
Mass Effect contains
enough player-driven story elements to occupy invested players for as
long as they like -- the lore alone could equate to hours of gleeful
reading for sci-fi buffs. And the character creation screen alone is
a delightfully liberating exercise, one which it's easy to conceive
of repeating over and over, just because you can.
We've never quite been able
to shape a character in our mind's eye in a console title the way
Mass Effect permitted us to, imbuing Shepard with a sense of personalized
humanity before the game even begins -- but it doesn't stop there.
Shepard can make like humans
do with one of his or her comrades -- as we know, because we've watched
it on YouTube a million times. Though there's much more to the game
than an alien lesbian sex scene, you can customize a female character
down to the most minute of details, and then have her get it on with
a female alien -- and it's not a hentai game.
Of course, gamers love visual
thrills, but hopefully it's not too generous to say that the real feat
is that Mass Effect is the first to understand our need for intimacy
with our characters and their worlds, and to grant it to us to such
an extent -- to give us a choice of partner, and to give us the option
of declining those relations altogether (are you crazy?)
2. A Man Chooses, A Slave
Obeys (BioShock)
Scenes that take control away
from the player are nothing new. But in this pivotal situation, control
is the crux of the issue -- having just realized that you are little
more than the puppet of forces who want you to kill your own father,
being able to take control might have saved you.
Morally -- and probably physically
-- unable to fight his unfortunate son, Andrew Ryan makes the bequeathing
of his principles his final act. It isn't the Little Sister choice or
your inability to achieve redemption should you wish it that makes
BioShock a linear game -- it's this moment, where both those wicked
ones high on their plasmid-enhanced power and those careful agents of
salvation must face their complete helplessness.
BioShock's real thought-provoking
question isn't "harvest or rescue" -- would you have let Ryan
live, if you could have?
1. Please Take Care Of It
(Portal)
A simple instruction from a
schizophrenic computer, and a few pink hearts. It survives for one single
level, and yet the Aperture Science Weighted Companion Cube has attained
memetic, unforgettable status. While game designers and gamers alike
struggle to pin down the formula for creating true emotional connection,
an utterly inanimate object achieves it with all the ease of an accident.
No one wanted to drop the beloved little block into a fire, and a good
majority of us struggled to find some way, any way to carry it with
us.
And perhaps if we'd been able
to bring it along until level design simply forced us to discard it,
or until we accidentally dropped it into that greenish-brown swampy
water, we'd feel a pang of regret and then move on, as we have with
many portable support objects, from Yoshi to hypnotized Big Daddies
to simple protective items.
But GLaDOS, who we named character
of the year for exactly this brand of manipulation, enforces our engagement
by mocking our sentimentality, highlighting as irrational our attachment
to the only decidedly non-hostile object we had on the bizarre testing
course.
Losing the cube in this particular
way makes us as responsible for it as we were when it was given us.
GLaDOS is still alive, but you incinerated your faithful companion cube
more quickly than any test subject on record. Congratulations.
You said:
Pinwiz: "And yet
there was no male/male option. That's a big omission right there. We
can talk about the theoretical benefits of Mass Effect's love
scenes and its effect on the gaming culture, but choosing to ignore
a portion of the gaming population should count against it."
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Playing Rock Band (solo) created more enjoyment for me this year than GH3. They really went that extra mile, the star note chains - that I have always complained about not being in GH - appeared. Also, since Activision was cool with destroying the only character I enjoyed in GH - Judy Nails - it really let me down, Rock Band allowed me to get that user-created-character/band that this generation is big on.
In short, Guitar Hero III was more of the same so to put it along with games like Pac-man CE or Portal would be kind of disheartening.
Pac-Man CE definitely deserves the number one slot.