Pagina's

Showing posts with label narrative. Show all posts
Showing posts with label narrative. Show all posts

Saturday, December 14, 2019

Silent Hill 2's Best Ending

Spoiler warning. Silent Hill 2 is well worth experiencing for yourself, and reading this article before playing it could really damage your experience. I strongly recommend playing it first.


Silent Hill 2 is considered one of the finest horror games ever made, and some would argue, one of the best videogames in general. A lot of this can be attributed to its engrossing story and characters. Like so many games with a strong narrative, Silent Hill 2 has multiple endings, and there are many strong opinions about which ending is the best. I'm going to share my own opinion on this matter.

All Consuming Guilt















Silent Hill 2 tells the story of James Sunderland. He receives a letter from his wife Mary asking him to meet her in the town of Silent Hill, but she supposedly died of an illness three years ago. Even so, James comes to Silent Hill to find out for himself. 

As we find out near the very end, Mary did not die of an illness three years ago, but rather, James killed her just three days ago and has been in complete denial of this reality through the entire game. Everything that happened in Silent Hill was a manifestation of his own guilt.

So why did James do it? Silent Hill called to him, so it's clear he feels guilty about it. Was it mercy? Mary was suffering after all, and outright stated she wanted to die. Was it revenge or an escape? In the late stages of her illness, Mary became angry and verbally abusive and taking care of her consumed James' life. Or was it desire? The feminine figures that haunt Silent Hill imply that James was sexually frustrated, so did he simply remove Mary so he could himself a new relationship?

Means and Ends

The powerful thing about Silent Hill 2 is that each of its endings puts James' motivations in a different light. The 'Maria' ending, for example, has James escaping Silent Hill with the Mary lookalike 'Maria' he met there. Maria is almost identical to Mary, but more seductive. She seems to be a creation of Silent Hill designed to tempt and torture James. This ending probably puts James in the most negative light, as it seems to prove that he simply wanted to move on from Mary. During the ending, Maria starts coughing, implying that she's also ill and James will be punished for his mistakes by experiencing the exact same thing he experienced with Mary once again. Powerful and tragic, as James has already been forced to see her die multiple times throughout the story.

The next ending is the one I've seen a very vocal part of the fanbase call the best. It is simply called 'In Water.' In this ending, James and Mary have a final talk, and James admits that 'part of him hated her for taking away his life.' Mary concedes that this may be true, but that he's suffered enough. She dies again, for the last time, and James comes to the conclusion that he cannot live without her. Taking her body with him, he drives his car into the lake, thus committing suicide.













This ending is powerful and tragic and certainly feels natural. Silent Hill 2 is James' journey to face his guilt, and then act upon it accordingly. After all, the others who were called to Silent Hill, Eddie and Angela, passed away as well. 

But in my opinion, the best ending is the "good" ending, 'Leave.' I admit I'm biased in favor of happy endings, although Silent Hill 2 has no truly "happy" conclusions, but I have a few valid narrative reasons why this ending is the best conclusion to this story.

In Leave, James and Mary have their talk just like 'In Water', but when Mary throws James a bone and justifies his actions by saying 'She wanted to die,' James doesn't take it and fully faces down his own guilt. He doesn't say that "part of him hated her" this time, he comes out and - in an anguished voice - says:













The difference is subtle but important. And Mary's response to this always makes me teary-eyed.













"James... if that were true, then why do you look so sad?" 

This ending paints James in the most positive light. In all of the endings, that impulse, that desire to get his life back was present, but him admitting it clearly - in spite of how much it hurts him and how wrong he knows it is - redeems him. That's why he can overcome his guilt and move on in 'Leave,' with Mary's blessing.

On top of the perfect way it finishes James' arc, Leave is also the only ending that wraps up Laura's story. Laura is a little girl James meets around Silent Hill several times, and she was friends with Mary before she died. In Leave, you appropriately see James leave Silent Hill with Laura, taking her with him and thus carrying on Mary's wish that they be friends. Her fate is left ambiguous in the other endings, which I think makes them feel a bit incomplete.

At the Core of Silent Hill (Conclusion)

The monsters of Silent Hill are never just simple monsters with a thirst for blood, and neither is the town itself. Silent Hill 2 is the story of James facing his guilt - that's why Silent Hill called to him - and the reason why the 'Leave' ending speaks to me the most is because it is the only ending where he truly faces it. In 'Maria', he runs from his guilt and the 'In Water' ending concludes with James ending his own life because he is unable to life with his guilt. In 'Leave', James fully sheds light on the darkest parts of his psyche and starts on a path towards redemption, with his penance being a responsibility to take care of Laura as Mary once did. And it ends beautifully with those final words in Mary's letter:















_

Hey, thank you for taking the time to read another one of my articles. This one was a bit shorter, but definitely on a subject I'm passionate about. I've been thinking about why I love the 'Leave' ending for much of the past year and I finally got to put it into words here. Please let me know which ending you liked the best and why! 


Monday, October 15, 2018

A Few Thoughts on Oxenfree

It's October, so I decided to take this opportunity to catch up on a few scary games I've been planning to play. These articles won't be full blown reviews - more like rants, really.

We discussed SOMA earlier, so now I'd like to talk a bit about Oxenfree. Because my overall impression is basically completely positive, I don't have that much to say, but let's see if I can get my thoughts out.

Oxenfree is a game about a few teenagers who visit an island they're really not supposed to be after dark. The protagonist is a girl called Alex. By tuning into radio signals, Alex and her friends end up encountering supernatural phenomena that I don't want to elaborate on in case you're planning to play the game.

The developers wanted to make a 'walking and talking' game, and in that regard, they succeeded. The sheer amount of dialogue options is baffling, and the voice acting is stellar across the board. Most of the plot progression and consequences don't depend on binary choice, either, but an accumulation of how you treat certain people. It also has good music and gorgeous visuals.


That's really about all I have to say about the game's quality. If you're into narrative games, give it a go. The reason I personally felt it necessary to write an article about it does get into spoiler territory, so...

SPOILERS START HERE 

I don't usually "like" my own articles, but if I had to pick a favorite in terms of theme, I really enjoyed writing the one about "meta narrative" after experiencing Doki Doki Literature Club. The reason I'm bringing it up here is because I would've included Oxenfree in that article if I had played it at that point. You see, at three key points in the story, a mirror image of the main character speaks to you and chooses one of three dialogue options outside your control. This mirror image will have the name of a person from your Steam friendlist above its head and the reason becomes apparent at the very end. You yourself become the mirror image in those scenes and offer advice to a friend who will play the game in the future. The mirror image will actually pick the dialogue option that the person in your friend list picked, so their playthrough "echoes" into yours.

I think it's genuinely brilliant that the game doesn't just break the fourth wall, it also involves the choices other players made in your playthrough. And then you get to make those choices, which will consequently impact another player's playthrough in the future.

So, that's all I had to say. I'm not sure if I'll get to finish another scary game this month, but we'll see. If I don't write anything else, happy Halloween! 

Thursday, January 12, 2017

Choosing Through Gameplay in Undertale, Part 2

In part 1, we discussed the implementation of player choice in Undertale. I argued that the battle system was a great vehicle for organic choices, but that the impact of choices in the overworld left something to be desired. At the end, I conceded that there are certain choices in the overworld that do have a major impact. In this article, I'd like to have a closer look at those choices, how exactly they do affect the game and what I think about them. 

Let's get right into it. The most important choices in the overworld concern three story-critical characters.

First up, there's Papyrus. None of the dialogue choices with Papyrus matter at any point. All that matters is that, after Sparing him in battle, the player visits him at his home and agrees to have a "date." This date consists of more dialogue and choices without consequence, though it is a very charming scene. It is a shame, though, because the 'date' switches to a perspective and style similar to the game's battles; it would've been great to forge a more specific relationship with Papyrus through it.


Once the player has "dated" Papyrus, he is seen as befriended, a fact that will contribute to getting the 'true pacifist' ending. This will also allow the player to later befriend Undyne, but let's start at the beginning with her.

The first meaningful choice concerning Undyne starts with Monster Kid, who follows the player around Waterfall for some time. Near the end of the area, Monster Kid trips and hangs from a ledge, pleading for the player to save them. The player can choose to walk away, approach Undyne, simply stand and watch or save the Monster Kid - a real choice using the overworld's mechanics. If the player does not approach and interact with Monster Kid, they will fall and Undyne will jump after them to save them. This doesn't have any effect on the ending, but it does change some of Undyne and Monster Kid's dialogue. The really interesting part, though, is that it decreases Undyne's health if she had to jump down. The dialogue in the scene actually hints at this fact.


The effect of this choice is minor but I really respect its inclusion. The fact that such a clever and natural way for a choice in the overworld to affect the subsequent battle is included really makes me wonder why it isn't more common in the game.

But the interesting choices and interactions with the overworld involving Undyne don't stop there. If the player follows the Pacifist route, the only way to Spare Undyne is to run away from her and run away to the next area. This area, aptly named Hotland, causes Undyne's armor to heat up, after which she collapses. A convenient water cooler is the only thing in sight, clearly instructing the player what should be done.


Though I appreciate having another meaningful choice in the overworld, this choice is notable because it's the only choice that can outright lock you out of acquiring the 'true pacifist' ending. If the player ignores Undyne, or worse, pours all of the water on the ground, Undyne will spend the rest of the game in her house because she's suffering from heatstroke. Thus, she is impossible to befriend, and as a result, the player cannot befriend Alpys either. This means the True Lab will not be discovered and the player's friends will not interfere with the battle against Asgore, making the true pacifist ending impossible to acquire on this run.

So, arguably, this moment is exactly what I was asking for in my previous article. However, the problem presents itself when we consider the following facts:

1. Unlike the "dates," this interaction can be missed permanently if the player moves on without giving Undyne the water.
2. It's the only choice of its kind, meaning an explorative or comedically inclined player may intentionally pour all the water out or ignore Undyne as a joke or to see what happens, without realizing what they missed, because prior choices in the overworld never had any permanent consequences - including calling Papyrus a 'loser' and answering negatively to each and every one of this questions in the "date." 
3. It's only barely a choice, due to how obvious the 'right solution' is.

A sensible counterargument to point 2 would be that the choice is also unique in the sense that someone is obviously in danger, which only ever happens with Monster Kid and Undyne. I agree that there is some precedent for the kind of choice it is, but not necessarily for the kind of consequences it implies. Monster Kid gets saved regardless, and Undyne doesn't even die, but you're still locked out of the true pacifist ending.

On point 3, it's easy to argue that the obviousness of the solution also invalidates my critique of its consequences - but in that case, why is it a choice at all?

It may sound like I'm contradicting myself on what I think about this choice, so I'll summarize how I would've preferred it to be. Either...
- The context of the choice is more serious and presented more like a choice, or
- The impact of the choice is diminished.
Essentially, I don't have a problem with this kind of choice, nor with that kind of consequence. I just find attaching such a particularly serious consequence to such a simple and almost funny choice to be a bit out of place, especially because it happens nowhere else at any point. But I'll be the first to admit that this is a nitpicky complaint; it is a choice with consequences and it is in the overworld, so I'm still glad that it exists.

Once Undyne is properly Spared and watered, she can be met and "dated" much like Papyrus. And exactly like in Papyrus' date, nothing you choose makes a difference. You can explicitly state you do not want to be her friend, but you will end up as her friend regardless.



It's still good that the player has to go out of their way to visit Undyne after reaching Hotland, making the "date" a very conscious choice, but I still would've liked some variation within the the date itself and the player's relationship with Undyne.

After Papyrus and Undyne have been dated, the player must first see the Neutral Ending before they can befriend Alphys. I've already overanalyzed this odd requirement to pieces in another article, which you can read by clicking here. If the player dates Undyne before seeing the Neutral Ending, she will call them upon their return from the Core, asking to visit her in Snowdin so she can hand over a letter to Alphys. If the player dates Undyne after seeing the Neutral Ending, she'll give the letter immediately after the date, provided the player has passed through Hotland already.

Giving the letter to Alphys will initiate the third and final date, which is once again filled with many entertaining choices but nothing that'll ultimately impact the ending or overworld.


After Papyrus, Undyne and Alphys have been befriended, the player will gain access to the 'True Lab,' where much of the game's backstory is revealed. Successfully completing the True Lab and facing Asgore at LV1 with 0 EXP will then lead the player to the true final battle and the true pacifist ending.

That about does it for the story critical decisions in the overworld. Before I move onto my conclusion, there's one tool for connecting the overworld and battles that I haven't yet covered and which is used to great effect: Items. The reason I haven't featured them prominently is because they are almost exclusively used in battle, but it would be a shame not to mention some of the clever hidden interactions:
- If the player saves the butterscotch-cinnamon pie they get from Toriel in the Ruins all the way until they reach the fight with Asgore and eat it then, it will decrease Asgore's attack and defense. 
- If the player saves an item purchased from the Spider Bakesale in the Ruins and eats in front of Muffet, she will Spare the player immediately. 



As cool as these easter eggs are, however, they don't influence the story or ending.

What all this amounts to is that there are 4 choices in the overworld, outside of battle, that influence the player's ability to get to the true pacifist ending. To summarize them once more:
Dating Papyrus, giving Undyne water, dating Undyne and dating Alphys. The inclusion of such choices is, in my opinion, a positive - but I would've liked there to be more choices, or for the choices to have more options than a single date per character that decides whether or not you were a 'good enough' friend. However, credit where credit is due: Undertale's overworld is not a place without consequence, and the overworld and battle system aren't always completely disconnected.

If I missed any important choices or if there's something I got wrong, please feel free to post your feedback!


Friday, January 6, 2017

Choosing Through Gameplay In Undertale, Part 1

In many RPGs, the overworld holds the story while the battle system holds the gameplay. The result is choices are made outside of the game's primary game mechanics, through something like a dialogue system or choice-based menu.  Undertale approaches its choices a little differently, and I'd like to discuss the successes and failures of that approach in this piece.

It's been over a year since Undertale was released. Its story, characters and music have made a permanent mark on the Internet and pop culture. A year ago, I joined in on the conversation and wrote a piece about Undertale's design and narrative. I argued that, based on Undertale's design, Toby Fox had intended the player to kill Toriel on their initial playthrough.

Looking back on the article now, I discussed how the game's mechanics were explained, but I spent very little time on the actual mechanics themselves - and how they reflect on the game's choice based narrative. I'd like to shed some light on that particular facet of Undertale now.

The fact of the matter is really quite simple: Undertale's choices are almost exclusively presented through its battle system. Each monster you encounter can be approached in several ways - by simply fighting them until they die, by convincing them to spare you and surprise attacking them, by befriending them and sparing them or simply by running away. All of these possibilities are presented through the game's battle system, with its four-option menu of FIGHT, ACT, ITEM and MERCY.


Such a system should be commended for the way it allows players to make their choice organically. But where does that leave the overworld and all the scenes that occur outside battles?

Like many RPGs of its kind, Undertale has a lot of text to read. There are hundreds of dialogues and descriptions, some of which change based on the player's prior choices. For an impatient player, it could quickly become cumbersome to have to read so much uninterrupted text. This is why Undertale smartly breaks up many of its conversations with choices as well.


But these choices ultimately don't influence the gameplay. All you'll get for your choice is a unique few lines of dialogue, with perhaps a wink back to your earlier decision later down the line. But a choice made during dialogue never influences the game's overarching story or the game's ending.

Is that a negative? I feel that it is, but it'll ultimately depend on the person playing the game. I would've liked it if your choices had a greater impact on the flow of the story, or even just the dialogue, since most dialogues return to a set path shortly after a unique choice has been made. To take it one step further, I feel like there could've been more nuance; characters are simply spared or not spared, and befriended or not befriended. What if the sum of your behaviour could form a unique type of friendship or relationship with the characters? However, I realize that this hypothetical demands a lot, and perhaps isn't fair. After all, we must not forget that the game was developed by a single person. Regardless, I would've liked to see just a bit more consequence in the choices made during dialogues or in the overworld.

Perceptive readers may have two complaints about my assessment so far;
1. I commended the battle system for allowing organic choices.
2. I stated only most of the choices in the overworld do not affect the story.

To address the first point: that is true. And I wouldn't have anything more to say about choices in the overworld if Undertale was a bog standard JRPG where the overworld served only as a pathway to new battles - however, Undertale's overworld itself also holds gameplay in the form of various puzzles (like Papyrus') and even mini-games (like Mettaton's). Not to mention, the dialogue in the overworld is almost consistently important to understand the characters' history and motivations, and for this reason, it regularly interrupts the gameplay. For those reasons, I really would've liked it if the player's choices in the dialogue and overworld had more of an impact.

About point 2: I hinted at this before, but there are a few choices in the overworld that do make a difference, specifically by influencing the ending. The choices concerning Undyne are particularly interesting in this regard. 

To summarize what we've discussed so far, Undertale allows for the player to make organic choices in its battle system, but the choices in the overworld lack impact, even though a significant chunk of the game's story and mechanics do take place outside of battle. Please join me in part 2 as we delve deeper into Undertale's significant overworld choices and how they reflect on the game in general.

Feedback is appreciated! 




Sunday, January 17, 2016

Life is Strange's Ending: A Meeting With Fate & Contrivance #1 (SPOILERS)

I recently took some time to complete Life is Strange, a narrative game not unlike those developed by TellTale. I was generally quite impressed with the game, but the ending left me a little disappointed. In this piece, I'll explain my problems with the finale to Dontnod's successful narrative project.

To establish the most important details, in Life is Strange the player takes on the role of Max Caulfield, a photography student who somehow gains the power to reverse time. This power manifests itself when Max witnesses an old friend get shot, and she uses it to save her from this fate.

From this point onwards, Max uses her power almost constantly in the story. Personally, I rather liked the concept; being a student in photography, her passion was always capturing the moment in a way she envisioned, and limited time reversal added to that in an interesting way. To me, it didn't matter so much that the game never properly explained where this power came from; but it also made it very hard to swallow how the game decided to resolve the ending.

Throughout the story, Max and her friend Chloe - the person she saved - are on the trail of a missing student called Rachel Amber. Her disappearance is suspicious, to say the least, and ties in with repeated hints that there is a darkness, a storm brooding within Arcadia Bay, and the Blackwell Academy where Max studies. A conspiracy between certain students, teachers and influential families. This concept is further supported by repeated visions Max has of a huge tornado seemingly consuming Arcadia Bay. 

All of this reaches its peak when all the player's preconceptions are overturned, and the identity of the darkness lurking in Arcadia Bay is revealed as Mr. Jefferson, a teacher at Blackwell. As it turns out, he's been kidnapping students, involving them in bizarre photoshoots and then murdering them. So consider my surprise when Mr. Jefferson was caught very early in Episode 5, and an actual real tornado then shows up to wreak havoc on Arcadia Bay. So, all of the dialogue about the Prescott family, the students that went missing, the 'lurking darkness,' the brooding storm - it all boils down to an actual tornado just appearing out of nowhere. And not just that, but according to the game, it's Max's fault. 

Even though Max had her first vision of the storm and tornado before she even discovered her power, in the final minutes of Episode 5 you're told that averting Chloe's fate is the cause of all this. Because Max saved her, the powers-that-be decided that Arcadia Bay should be destroyed by a tornado.

To be fair, the game takes several moments to demonstrate that Max's powers may have an adverse effect on the world. Starting with out of season snow and dead birds, moving on to dead whales and a double moon, it can't be said that the eventual tornado came out of nowhere. But with that said, several characters in the story can live or die - Kate and Frank, for example. But regardless of whether they live or not, nature still gets messed up. Why is it that rescuing Chloe was seemingly all it took to completely unbalance nature? It's completely contrived, and for one specific reason: the final choice.

You either go back to the moment Max saved Chloe, and let her die to prevent the tornado from happening, or watch the tornado tear Arcadia Bay apart killing who-knows-how-many people. Outside its context, the choice is actually incredibly powerful; save the few you know, or the many you don't? But the fact that it all boils down to a tornado you supposedly caused using your unexplained power - that really took the emotion out of the choice for me. The game essentially used a Diabolus Ex Machina, and then said 'Look at this. This contrived conflict is your fault.' I sacrificed Arcadia Bay in favor of Chloe because I felt that choice best reflected my defiance of this supposed "responsibility."

So, to summarize; the game hints at an underlying mystery or conflict you're solving - a conspiracy between unknown powers - along with strange occurences in the natural world. You wouldn't be foolish for thinking the two were related, but as soon as the story's major conflict - the disappearance of Rachel Amber and the masterminds behind it - is resolved, an actual tornado shows up to wreck the city for no real reason - just because you saved someone at the start of the game. Since your power is not properly explained, it can also not resolve this plot hole. 

In my next piece, I'm going to write what I initially expected the final choice to be and why I feel that would've suited the story better.

As always, nothing I've written here is fact or truth. Please feel free to respond if there's something I've overlooked. Feedback is always appreciated, even if it's harsh! See you in the next one!

Correction (23-01-16): It was pointed out that Life is Strange is not Dontnod's first project, so I changed the opening line a bit to reflect the facts.