Showing posts with label makes me sad. Show all posts
Showing posts with label makes me sad. Show all posts

One Hit Wonder: Double Dragon Neon and Miriam…? Muriel…? No, it’s Marian!


Does just copying someone else's mistake afford you unaccountability?


The new Spider-Man isn’t going to come with an origin story, apparently. I’d hazard that this is because the lovely people at Marvel/Disney/Sony are finally sure everyone knows why Spider-Man is Spider-Man. He was bitten by a scientifically fiddled-with spider and inadvertently let his hubris hurt those closest to him. Essentially, he learnt that “with great power comes great responsibility”. This kind of stuff is, I think, built into the Western, movie-hungry consciousness, so it's nice to hear it isn't going to be forced upon patrons again.


Less widely known, but still tiresomely unnecessary, is the origin story of Double Dragon. Its complex tale of two men beating up lots of people is set in motion by the heartbreaking scene of a woman being punched in the stomach, thrown over a burly bloke's shoulder and having her almost bare arse shown off to all who'll take a look. The lady in question, Marian, is (bizarrely) the joint love interest of protagonist brothers Billy and Jimmy Lee, but also all the sexualised MacGuffin 80s players needed to go and bonk some bonces. ‘It were a different time’, you see, so that's about as complex as narrative justifications got.


Double Dragon received a reboot in 2012 in the shape of Neon. It added numerous extra levels of mechanical complexity and a good ol' dose of persistent character progression - things deemed necessary to bring the aged beat ‘em up into the modern era. Marian, by contrast, still gets a smack in the gut for being a woman, and remains merely a hollow trinket for players to follow. While how one plays the game is deemed important enough to warrant an overhaul, moribund gender representations and a morsel of respect for narrative are clearly not.


The genre is, of course, largely defined by its mechanical purity. It harks back to the days of arcades, where getting through combat challenges was a thrill unto itself, buoyed along by skill or sheer fiscal determination. Completing the game efficiently and without spending a small fortune was a player's aim, and this tension is largely lost once continues are stripped of their monetary value. What we're left with, then, is a relatively rudimentary collection of inputs; combinations of punch, kick and block are tiresomely anemic when compared to newer, more complex games. Something as simple as Double Dragon cannot possibly compete with the likes of contemporary Devil May Cry and Ninja Gaiden games. They offer hugely deep combat experiences, where positioning, stance, weapons and combo strings affect the very core of one's offensive and defensive capabilities. A 2D beat 'em up, by virtue of its own design tenets, can't possibly feature comparable depth. Yet Neon is preoccupied with augmenting its mechanics within the strict generic template it is confined to, chasing an unachievable complexity while developing very little else. Neon is, essentially, a flashier copy of the original.


Wholesale reproduction-with-bells-on has proved genuinely effective in the past. Evil Dead II is a slapstick take on Evil Dead, which sees the absurdity of the original’s low budget aesthetic being played for laughs within the framework of what is essentially the same story told again. Aspects of Hulk Hogan’s fight with King Kong Bundy at WrestleMania II were reworked to great effect the following year. At WrestleMania III he picked up and slammed the 520 pound André the Giant, creating what is still one of the most enduring images of professional wrestling. Nirvana’s follow up to Nevermind, In Utero, was consciously created to appear similar to their mainstream breakthrough in terms of basic composition and sound. It was, however, produced in a very raw and stripped-back way, and in parts features many abrasive and contradictory elements. Ultimately it is very difficult to compare the two, and upon release In Utero accomplished the band’s desired goal of alienating casual listeners. Skillfully created reproductions, those with a real intent, tend to work out quite well.


Neon seems to tacitly acknowledge that Marian's depiction is outmoded. Right at the end of the credits, after the men have spent the whole game beating on others to protect her honour, and while she has been held prisoner and (surprise, surprise) brainwashed into being a momentary adversary, it is Marian who strikes the final, lethal blow to chief-antagonist Skullmageddon. She is, ultimately, the only one strong enough to bring the story to a close after so many false endings and mid-stage boss battles. The men on the title screen spent hours whipping Ol' Skullers and were still only able to subdue him for a few minutes. Marian truly gets it done though, Neon tells us. But her victory is hidden right at the end. Admittedly, there is a catchy song playing over the entire credits scroll to hold people's attention, but even so, some will miss this token gesture. It's past the end after all, can you blame them? It's like - to go back to the Marvel Cinematic Universe for a moment - Nick Fury popping up right at the end of Iron Man. Him doing so is a lovely little wink to diehard fans, but the average moviegoer will be queueing for the toilet by that point. He isn't part of the plot; he's outside of it, something to look forward to or get you thinking, but he isn't integral to anything that came before his tiny scene.


So why does Marian still need to get a slap?


The answer to this, in my mind, is because the experience of playing is usually held above anything else a game might have to offer. It’s why addons to Bioshock Infinite tout a “combat experience [that] has been rebalanced and reworked with a greater emphasis on stealth and resource management” (woop woop), right up there with the main draw: a continuation of its story. It’s why Titanfall’s entire single player portion is a series of offline multiplayer matches you play against your Xbox. It’s why Shadow of Mordor’s numerous expansions all take place in entirely the same location as the main game and simply tweak the mechanics a bit. It’s why Far Cry 4 is Far Cry 3 and then some (but not much more). If it's fun to play does anything else really matter?


Neon lets you counter attacks, share lives with your co-op partner and pull out a high five at a moment’s notice. It, in many ways, plays more smoothly than previous Double Dragon titles. And while it is still a bit clunky to move about and perform these maneuvers, it at least pinpoints the deficiencies of its inspiration and works to sort them out. It also gently pokes fun at 80s machismos; painting the Lee brothers as unintelligent, air guitar-wielding, dudebro-ing fools. It sort of does a lot of things right when it comes to updating the template it is - by virtue of being a flashy copy -  beholden to follow. Which makes it all the more of a shame that the single most outdated aspect of the series, Marian’s place within the whole mess, is left almost intact. Neon might be intentionally dumb fun, yes, but it isn’t by any means clueless. Perpetuating this kind of tasteless, backward-looking representation - especially when it changes so much else - isn’t done out of ignorance, it is done out of indifference. And that, to put it lightly, just isn’t very fun.


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The above prose is proud to be associated with Critical Distance's Blogs of the Round Table, an initiative which seeks to bring the diverse voices of video game criticism together about the person of a once again monthly topic. I think it's dead good, and so do these lovely individuals:



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It isn't just women who face a glass ceiling when it comes to monetary income. I, even as a white male living in one of the most expensive cities on the planet, still manage to earn a paltry sum every month. If you're thankful in any way for my free written gift to you, maybe consider making it ever so slightly less free by donating to my lovely Patreon, it resides here: patreon.com/ashouses. Chrz.   

Mordor Could Still Use More Shelves


I’ve recently moved house and spent a lot of time doing DIY. I’ve also been playing Middle-earth: Shadow of Mordor. DIY is full of intricacies and I’d go as far as to say these are pretty much limitless. The “Nemesis System” featured in Mordor - which generates unique foes for the player algorithmically - is full of intricacies, though these eventually run dry. That about covers the majority of the content of this aborted missive, which is far too unwieldy for me to ever hope of bringing under control. While I was lost in the maze of drivel, I kept bumping into myself asking the same question: why, when the differentiation between ‘story’ and ‘other’ content in open world games is often so slight, can I spend many, many happy hours labouring repetitively, only to lose interest in these same tasks the moment I’m not being pushed through by a narrative?

Game Dev Story is a bit mean to its staff, int it?


Wolfenstein 3D, Custer’s Revenge, Ethnic Cleansing , Super Columbine Massacre RPG!,
that game where you shoot JFK: all are examples of aspects of the real world being looked at through the lens of video games. They’re all - to differing extents and in their own ways - difficult to laude as works of high (even low, in most cases) art or defend as rounded, fair or (maybe) even worthwhile endeavours. They are all button-pressers: games that wear their controversy-courting intentions proudly on their sleeves (sometimes just above an insignia-emblazoned armband). While the first two examples are merely sillily offensive, it’s that all five are grounded in very explicit real world contexts - as part or complete recreations of specific events and happenings - that imbues them their power to wilfully shock and/or disgust. Game Dev Story isn’t like any of these because it hasn’t a divisive bone in its body. It does, however, centre itself on a very real world industry, and by doing so is actually quite mean in the process, if, of course, you’re inclined to look at it that way (which I am, just so you know).

Big game hunter: Our inability to hold games to equal standards (when they nick stuff from each other)


Last week Our Zach Alexander pulled the still-warm corpse of the last round of !!CLONING scandal!! discussions from our collective freezer and got me thinking about it all over again. Channelling Mattie Brice as if by séance from earlier in the year, he discussed the ugly head-rearing of the double standards we often encounter when the contentious topic of cloning is raised. Both Alexander and Brice are quick to identify that decrying something as a clone is a heavily subjective act, and that how one approaches the debate and frames their standpoint within it is highly reflective of their ideals both politically and humanistically. I’d like to take their sentiments and step back just a little, if I may, and try to unpack the contradictions surrounding why it’s often, but by no means always, seen as damnable to wear inspiration on one’s sleeve. 

Darksiders II is almost fourteen times as long as Beowulf (starring Ray Winstone)


Achieving a feat as lofty as saving humanity from oblivion should be difficult. It should be long, unforgiving, testing, exhausting: all those things we want a hero to overcome when realising their towering goals. Epic poetry is full of tales of daring men and women descending into the underworld or embarking on a perilous journey for the sake of something very important. These are characters used to getting things done, even if it takes them many years to actually accomplish their goals. As Valerie Valdes pointed out a while back and others have further explored since, games have been modelling themselves after the epics for some time. Darksiders II very much aspires to reach these same heights of dizzying heroism, and like a mythological journey around the Grecian peninsula - by way of Hades, of course - is really, really, really long for its efforts.