Today is Christmas Eve. Well, it probably isn't for you. You live in the future, stalked by cybernetic robots and/or downloading your personalities from the sky. You look back at Christmas Eve as 'the time before the cockroaches rose up against us' and weep for lost innocence. But for me, this is Christmas Eve and I sit before a sparkling tree, Bailey's in one hand, iPad on my knee, thinking back over the year gone by.
December 24th is my favourite day of the year. It always has been. It's not always a great day, a day where wonderful things happen, but it is a day of promise and of anticipation. Crackling with maybes and possiibility, like the whispers in the air that mean it's going to snow. Not that it generally does, these days. Snow, that is. Tonight the sky is full of rain, or, as I like to call it, 'lazy snow'.
It snowed in 1984. Or thereabouts. I sat in the front room of my parents' house, alone in the near dark, watching snow billow down through the night sky, loving it. I was very cool then, as you can imagine, so I was spending my day reading the Companion Rulebook for the popular role playing game Dungeons and Dragons. It's among the happiest I've ever been, buried in charts and tables and descriptions of mythical beasts. Which is a good thing, as I wouldn't have anything resembling a girlfriend for quite some time.
I don't do role playing much any more, but I still think very fondly of that night and, indeed, of the whole 'role playing' thing. In many ways it's still part of my life. This year I've played a number of video games that have been up there with the best artistic experiences I've ever had, and they are rooted in the same place as that Companion Rulebook. Systems and structures that try to create meaning and significance from things that are, essentially, nonsense. Games of pretend that are at once meaningless and profound; wastes of time and works of art. Whatever fascinated me on that Christmas decades ago still ticks inside.
Here are a few of the games I've played this year. I recommend them.
This War of Mine
If you've played The Sims you'll know the pleasures of controlling the lives of a bunch of little pretend people as they go about decorating their homes and pursuing careers. It's like a Rorschach test for the soul. Do you play the game as intended, living vicariously through their consumerist urges and buying them the best sofa on the planet? Or do you simply trap them in a swimming pool and watch in glee as they wee themselves to death? Or maybe you could make everyone have affairs, so they all end up desperately sad and weeping, until you burn their house down and kill their pets to give them some perspective on what misery really feels like.
This War of Mine is a bit like that, only this time you don't need to do anything terrible to the people under your care - it's already happened. The bunch of characters under your control live in bombed out ruins, eking out a pathetic existence somewhere in the midst of war torn Eastern Europe. Your job is to help them scavenge for food, fortify their crumbling home against violent scavengers and try to keep their spirits up against the grey relentless misery of life in a time of senseless war.
It's a good game, well balanced with strong mechanics and a distinctive aesthetic that draws you into the world. But it would be hard to describe as 'fun'. Your character will starve. Freeze. Weep. If you're not careful they'll attempt suicide. Worst of all are the things you might find yourself doing to survive. Robbing a house for food is fun, until the old couple that live there start following you sadly about, crying as you take their only belongings. Shit, video games, what are you up to? I came here to be a bastard, and now you're making me feel terrible about it.
Brothers: A Tale of Two Sons
A beautiful and clever game. Bright and colourful, this is lots of fun and has a great central mechanic. You control the titular brothers as they venture through a fairytale land in search of a cure for their dying father. So far, so so. The clever bit is that you control them both at once, through the two sticks of the controller. Not an easy proposition, especially for someone like me who can quite easily confused when stirring milk into tea, but one which brings a real sense of connection to the two characters.
I've become more and more interested in how gameplay techniques can reinforce theme, and here it works very well indeed. You often have to work both characters at once, your two hands working simultaneously on different aspects of a challenge. It binds the brothers together in a very real way - they are separate, yet inextricably connected. It's a clever idea with surprising emotional resonance.
Life is Strange
Probably my game of the year, unless Fallout 4 simply beats me into submission with its relentless, addictive, enthralling beauty.
Life is Strange is the story of a teenage girl - Max - who finds her college life interrupted by a David Lynch-ian series of events which are at once terrifying and compellingly beautiful. You control Max through a simple point-and-click interface, no running and shooting here, and get to choose her conversational and emotional responses to the bizarre events which confront her.
This is a cine-literate and mature experience. It's about sex, self confidence and murder. It's about art, friendship and what it means to grow up. It's about abuse, both physical and emotional. Sometimes it is uplifting and beautiful beyond measure, but on other occasions it can be quite breathtakingly distressing.
The central game mechanic allows Max to rewind time - to replay incidents and conversations and choose different approaches each time. At first this just seems to be an admission of what all games do - they give us the chance to try again. But this is more than that. This is about choice and consequence. Making a choice when you don't know the outcome is one thing. If it goes wrong, you can always tell yourself that you didn't know what would happen. But when Max rewinds time and gets to look at all the ways things can play out, she has to take responsibility for the results of those choices. When bad things happen - and they do happen - she has to swallow the guilt.
This is a game which deals in ambivalence and refuses to give easy answers. I felt a whole bunch of emotions while playing, not least guilt at the things I let happen to the people around me. But there's also real pleasure at the intimacy of the relationships that develop and the deep satisfaction of burrowing into a world constructed with such love and passion.
I played other games this year, but these are three which really stand out as artistic experiences which moved and delighted me. They are all fun, even though they have the ability to poke at more serious issues, and they are all worth your time.
Christmas Eve. Sitting by a tree, in the dark. Thinking about the gap between things. Between now and that Christmas in 1984, with all the snow, Between now and the noise of tomorrow, with all the wrapping paper and then noise. Between the pressing of a button on a game controller and the emotions that can result.
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