
God of War II
Note: This email exchange with MTV News reporter Stephen Totilo ran on N'Gai
Croal's Level Up, in four separate installments, from March 26th-29th
2007. We now present it here in its entirety, under a single permalink,
for easier printing, emailing and archival purposes.
***

God of War II
In last month's rave about Sony Computer Entertainment's God of War II
for Playstation 2, we termed MTV News' Stephen Totilo our gaming
sensei. That's because back in 1999 when we began seriously covering
videogames at NEWSWEEK, Totilo was an intern fresh out of Columbia's
School of Journalism. He had far more experience with interactive
entertainment than we did, so we tasked young Totilo to help fill in
the massive gaps in our knowledge base as we got up to speed. He did so
while delivering terrific reporting for some of our earliest videogame
stories, and for that, we are forever grateful. Nearly two years into
his job as the videogame correspondent for MTV News, Totilo is turning
out what is likely the best cultural reporting on this medium, with
on-air features, stories for the Web site, an MTV blog called Multiplayer and a blog of his own, where this discussion is also being posted. Yet he still makes time to help us keep our gaming skills finely honed.
Beginning
today, in a "previously recorded" email conversation that's as epic as
the game itself, we tackle such varied topics as how much originality
and innovation we should expect from a sequel, whether God of War II is
a late-in-the-console-life-cycle triumph on par with the likes of Paper Mario or Yoshi's Island, and why God of War II may be one of the best-written videogames in recent memory. First up: Stephen Totilo.
***
To: N'Gai Croal
Fr: Stephen Totilo
Date: February 26, 2007
Re: Challenge of the Gods
N'Gai,
I'm
ready to tell you how I feel about God of War II. And I don't think
it's what you're expecting. Actually, it wasn't even what I was
expecting. Back on February 22nd you were kind enough to let the world know
that I am your gaming sensei. This is true. I sparred with you. I made
you do push-ups. I even had you break boards with your bare hands. It
was all so you could be a better gamer. On the 22nd you also mentioned
on your site that you were eager to know what I thought of God of War
II. You were immersed in your review copy of the game and were quite
convinced that I was be as bowled over by it as you, that I'd also
nominate it as a late-system great.
I was certain you'd be right.
I
started playing the game on a Saturday, a couple of days after you
wrote that. By Sunday I had played the game so much that when I finally
stopped midday, went to the bathroom sink and closed my eyes to wash my
face, I could see God of War icons (to be specific: the circle-button
cues that appear above the trolls when they're vulnerable to a grapple
attack). I had locked six serious of hours of play. I'd dug deep, even
as I'd found some time to mess with Sonic and SSX on the Wii. (I didn't
see any icons from those when I closed my eyes).
Much of the game was indeed bowling me over. To keep the Greek theme, consider that I was Sisyphus
with poor reflexes, getting bowled over in mighty fashion again and
again. The opening of the game is stunning and epic, doing what every
great video game level does: letting me vicariously do something I
never knew I wanted to do and making sure I had a great time doing it.
I'd read about the Colossus of Rhodes.
I never knew it would be fun to run away from it, have it peek a look
at me through a window at the end of a long hallway and then let me run
and that eye and stab it with a sword. Good stuff! (By the way, I know
we're planning on making this exchange public. I just wrote a spoiler.
But it's a level-one spoiler! Fair game, right?)
Anyway,
the game is epic in all the right ways. I feel powerful. And not just
is this game epic on its own terms. It's epic when compared to other
games. In fact, one of the best touches of the game is a moment when I
feel like its basically talking smack to Zelda.
The moment? Well, I don't know how far you got, but let's just say that
Zelda has gotten some good mileage out of Link riding a horse. Kratos,
being God of War's Link-on-roids, shows that up by riding not one horse
but four big ones. Remember the scene? I don't know if it was
intentional, but I think it was. Let's have more games "talking" to
other games like that.
To
my point: how did this game actually not meet my expectations, or the
expectations you had for my expectations? In your NEWSWEEK post you
cited me citing Paper Mario and Yoshi's Island as great late-system
games. Like God of War neither were wholly original. Paper was sort of
a successor to Super Mario RPG, itself a highly regarded (though I
didn't like it) late-gen SNES game. Yoshi's Island was merely a sequel
to Super Mario World. Ah, but here's the thing. Both of those games
were radical departures from the old. Paper Mario introduced the whole
pop-up book conceit to the game's graphics and gameplay. Yoshi's Island
boldly challenged side-scrolling convention by making its lead
character invincible. Like God of War II they were games made with
technically confident hands comfortable with a familiar console and
adept at flexing artistic muscles. But the games you cited me citing
took advantage of that situation to challenge the fundamentals of their
genres' design.
God
of War II doesn't do that. It's got artistry in spades. Phil Harrison
wasn't just doing good marketing when he said the game was the apex of
PS2 development achievement. But the game feels safe. It reminds me,
actually, of Twilight Princess,
another sort-of late-gen game (Gamecube game, remember?), in that
gamers get a beautiful game, but one that goes places previous games in
the series have already been. Kratos put in a situation where he has to
sacrifice a pleading soldier in order to solve a puzzle? In the first
game, and in the second game too. Kratos walking across giant
real-world objects to span massive chasms? We had the broadsword bridge
in game one. A giant chain as a bridge in game two.
I've
only mentioned two examples, but these were two of the most striking
things in the first game. The first was a triumph of using level design
to define a character's personality; the latter was a victory of using
a smart art choice to put some wow into the game world. I feel like
this new game, in using these same two devices from the previous game,
is trying to express the same fine qualities about Kratos and his world
but is doing so by showing a disappointing lack of imagination about
how to express those qualities in a new way. That's why I'm surprised
to see you praising the writing of the game. Yes, the dialogue is
specific and flows, but what the game is expressing--and the way its
expressing it--is something we already got in the first game.
So
I'm feeling, six hours in, like I did playing Twilight Princess. The
game is a virtuoso piece of design. It's beautiful. And if I didn't
know any better I'd say it's among the best games made in years. But
it's also re-treading A LOT of material and A LOT of tone. Twilight
Princess did too, mostly ripping off material and feeling from Ocarina of Time.
I was torn with that case, because, from a technology standpoint I
would have to recommend Twilight Princess over Ocarina to a Zelda
neophyte. But, really so much of the ground it covered has already been
traveled. That left me disappointed in the Zelda team. And I'm feeling
some of the same concern here.
I'm
hoping to be proven wrong. But what do you think? Is God of War II
excelling on its own merits for you? Do you agree that so much of what
it does was already done by the first game, and, if so, does that drag
down your opinion of it at all?
And how far in the game are you anyway? You did get past the eye-stabbing Colossus of Rhodes part, right?
-Stephen
***
To: Stephen Totilo
Fr: N'Gai Croal
Date: February 28, 2007
Re: It's called God of War II--what did you expect?
Stephen,
Your
email perfectly demonstrates why you're my gaming sensei. You've
reached back into the gaming pantheon, knowing perfectly well that I've
yet to play more than an hour of any single Zelda title. There, I've
been forced to out myself as a gaming philistine. Advantage: Totilo.
That
said, I must confess that I'm completely baffled by your line of attack
on God of War II. You're effectively complaining that it's--gasp--a
sequel, with all that entails. In my paean to the game, I didn't praise
it for being original, I praised for being incredible. You write that
it's, "re-treading A LOT of material and A LOT of tone." Um, it's
called God of War II--what did you expect?
Now,
I'm not saying that games can't be faulted for a lack of originality.
And since aesthetic criticism is simply a way to articulate one's
in-the-moment responses--both emotional and intellectual, gut and
head--to a piece of art or entertainment, I'm certainly not trying to
delegitimize your response to the game. If you're feeling an
unconscionable amount of deja vu while playing through God of War II,
then yes, that would be the fault of the team at Sony Santa Monica. But
before our readers rule on your objection, you're going to have to be A
LOT more specific (see what I did there?) about exactly what you're
objecting to here--and why. Because the objections you've raised here
seem rather piddling. Kratos ran across a giant broadsword in God of
War...so he shouldn't be allowed to run across giant chains in God of
War II? Kratos sacrificed a soldier in the first game...so there
mustn't be any of that in the second? Sensei, I'm going to have to
disagree.
Furthermore,
you write, "I feel like this new game, in using these same two devices
from the previous game, is trying to express the same fine qualities
about Kratos and his world but is doing so by showing a disappointing
lack of imagination about how to express those qualities in a new way."
Isn't it possible that maybe, just maybe, Kratos is the same guy that
he was in the original God of War--an angry, grieving, guilt-stricken
*** with a death wish? That the fulfillment of his god complex at the
end of the first game hasn't brought him any peace? That Kratos
deliberately sabotaged himself so that he could be brought low and
forced to start all over again from the bottom, making a whole new set
of powerful enemies so that he can have a machine to rage against? (By
the way, doesn't all of the above sound A LOT like a certain outspoken game creator?) And if Kratos is the same guy, doesn't it make sense that he would do many of the same things?
Three other points:
1.
If your weapon of choice is an encyclopedic knowledge of games, mine
will be comparative media analysis, especially since my entree into
writing was as a film major/movie critic in college. I've written some
about music, and I've dabbled in theater. So let's try this analogy on
for size: many rappers who've been in the game for a minute will
sometimes quote their own earlier lyrics in subsequent songs; some
producers will even sample themselves. And as a fan of true school
hip-hop, you'd judge such tracks on their entirety, right? Or would you
dock them points for doing so? You stated that you'd like to see more
intertextuality in games, so why do you have beef with intratextuality
in games? (I think I just made that word up, but you know what I mean.)
2.
The original God of War wasn't all that original to begin with,
something that series creator David Jaffe has freely acknowledged for
many moons. He voluntarily confessed to ripping off numerous videogame
classics--foremost among them, Super Metroid--in order to craft his
magnum opus. So if Jaffe freely borrowed from other games to create God
of War, why wouldn't his successor Cory Barlog freely borrow from the first game?
3. My music sensei, screenwriter and veteran journalist Cheo Hodari Coker,
once said of P. Diddy's myriad critics, "Never let your mind get get in
the way of acknowledging a song that makes you shake your ass." Now
Diddy may never be the producing equal of DJ Premier or the Bomb Squad
by whatever criteria you or I would choose to employ. But I guarantee
you that even now, ten years after it dropped, that if you were to go
to a club and the DJ played "All About the Benjamins,"
the whole crowd would be on the dance floor shaking its collective ass.
And since Jaffe has become a fan of musical analogies, I'll happily
apply one here: God of War II may not be perfect--and I'll get into
that in a subsequent email--but it is unquestionably a game that will
make you shake your ass. And that's my point of departure when
assessing the quality of my gameplay experiences. Not originality.
Cheers,
N'Gai
Next: Totilo comes off the ropes to land some haymakers of his own.
***

God of War II
In Round 1 of the debut edition of Vs. Mode, MTV News reporter Stephen Totilo
praised God of War II's epic feel, but accused it of covering familiar
territory in its level design and story. We countered with our position
that the quality of gameplay is far more important than originality or
innovation. After returning to our corners overnight, Totilo and Level
Up came out swinging for Round 2 of our exchange. If a game is so good
that its sequel can't be improved upon, does that prove that the medium
is maturing? Can a videogame's story match those of ancient myths? Read
on to find out.
***
To: N'Gai Croal
Fr: Stephen Totilo
Date: March 5, 2007
Re: Why God of War II Is A Different Kind of Sequel
N'Gai,
I confess. God of War II made me shake my ass. Happy now?
I'm
on a flight to the Game Developers Conference in San Francisco, having
left my PS2 and GOWII in New York, with the game saved a little past
the halfway point. (You forgot to tell me how far into the game you
are. Let me know next time, ok?)
So
your email: you're trying to squeeze some honesty out of me. You're
trying to get me to acknowledge the undeniable ass-shaking power of
Kratos' second heavy metal album. Well let me clear something up. I
like the game. I said so the first time. I'd recommend this game to
quite a few gamers. (Not to everyone mind you-.I see God of War II as a
somewhat alienating taste: picture a world the opposite of ours, in
which almost all games are played by women and girls. Some suit in
marketing decides The World Needs Games for Boys and Men Who Miss Being
Boys. They produce their equivalent of some girl-game with ponies and a
pink box, a game starring a snarling, muscular action-figure who rips
off his foes' sword-bearing arms the better to stab them with, snaps
the backs and twists the necks of beautiful women who live to harm him
and pulls the wings off bugs before crushing them beneath his boot--all
that's missing is a magnifying glass secondary weapon and salt for the
slugs.)
Anyway...don't get me wrong? The game's damn good. But you brought me into this with your initial Newsweek post,
and in the process raised the idea that this fine game is part of a
special breed of fine game: the kind of late-gen triumph the likes of
Paper Mario and Yoshi's Island. It is to that standard I held the game
while playing it and then writing an email about it to you. And it is
that standard that I feel GOWII doesn't quite fit, not for entirely bad
reasons, as I'll get to in a moment.
First,
though, let me answer your questions about originality and my apparent
demand for it. If I really can't stand [a lack of] originality I've
certainly chosen the wrong favorite type of entertainment. Hell, I
think the first game I ever owned for a home console was K.C. Munchkin.
So I knew what I was getting into. Also, I've bought enough pints of
the same flavor of ice cream to certainly relish the return of certain,
familiar sensations.
So you asked me if I'd dock an artist points for sampling themselves. Probably I would not, but I did stop buying Mobb Deep
albums quite some time ago, because a couple of albums after the
impeccable "The Infamous" they were still rapping about the same stuff
to the same style. Why should I care for their carbon copies when I can
get more enjoyment from the original? Games are different, though,
right? They tend to get better in sequels? Repetition and refinement of
content benefits the gamer? So shouldn't GOWII be the better for
repeating stuff? That's what this Pikmin 2 and Sly 3 devotee would have
thought. But, no, there's a difference.
Your other question, asking why Cory Barlog shouldn't be able to borrow from David Jaffe, is similar enough that I want to handle this all at once.
Okay now: Why GOWII Is A Different Kind of Sequel.
In
the history of video games, there are a few examples where simple
technology didn't prevent creators from Getting It Right the first
time. Donkey Kong needed no improvements. Nor did Tetris. Most
everything else, however, benefited from repetition and refinement.
Artistically sublime as it is, Super Mario Brothers is not as fun as
some of its sequels, and if you don't agree with that, you probably can
about enough other big game series--Final Fantasy, Zelda, Metal Gear,
Gran Turismo, Grand Theft Auto--to agree with the notion that video
game sequels are often better than their predecessors, far more
frequently than movie sequels and Meatloaf albums are.
Complains
of sequelitis are, from a consumer-who-wants-good-games standpoint, a
canard. The Bestest Games Everrr lists are always loaded with sequels.
I
bet we agree on this. The shifting sands of the shifting silicon used
to power ever more advanced game systems have given game developers the
technical headroom to always push game design further. So games,
mostly, keep getting better. This has been going on even as so few
fundamental problems of creating interactive entertainment have been
solved: how to make a memorable character, how to make swimming fun,
how to keep a camera focused on what the player needs to see, how to
make video game characters not seem dumb, how to make complex controls
intuitive for novice, how to write one memorable line of speech as
memorable as "I'll be back" or "Frankly my dear I don't give a damn,"
etc. Technological improvements aided the effort to solve some of
these. But still, game developers have had a long list of achievements
to get to.
So
may I say, uncreative, chattering reporter that I am, that with so
little truly and timelessly accomplished in video game creation, it has
been (about to get myself in big trouble) EASY for games to stand out
as being great, especially when improving on the ideas packed in games
that came before?
Moviemakers
have it comparatively rough. There have been dozens--hundreds?--of
movies that were brilliant from start to finish. There have been
thousands of movies (more?) that have had brilliant moments or
qualities. You can articulate this better than me. Film is one of your
fortes. But games? The teams making these things are juggling so much
and working with such temporary technology, that few games they create
can't be trumped in years--sometimes months. Last year's graphical
breakthrough game would get lost in the crowd by next year. The
game-with-great-control-innovation of 2007 may merely the source
material for a new standard three years on. So it goes. It makes things
exciting. The tide of quality rises year after year; it's yet to recede
because more smart people are pouring in every year.
Eventually,
however, there will come a time, when technology either stops
improving, or the technological improvements cease to matter as much as
they used to. And when this happens I believe games will become more
like movies. Game developers will be getting their genius creations
right the first time. Classics that are made will remain classics a
decade later with no caveats needed that you have to be in the right
frame of mind to tolerate their frame rate or other archaic aspects.
Getting
to the point--finally!--I think God of War II and my reaction to it
might signal that, for me, gaming is getting really close to the
milestone I just described. The reason is because this second game
confirms the first's excellence.
I
think God of War (the first one) is great. It's exciting. It's fun.
It's svelte in design. And I cared about it. That last comment is a bit
weird, I know, because caring isn't widely seen as a standard for
games. That it's not is actually potentially odd to an outsider. Hit TV
series are often hits because you care about the characters. Same with
hit novels. But caring was never a prerequisite for gaming. I didn't
really care about Princess Peach or Mario's quest to save her. I just
did it, because I knew there was fun in doing it. God of War surprised
me, then, in making me care about Kratos. In between savoring the
wonderful combat mechanics and spectacular set pieces I found myself
caring about the life of the man I was controlling. Was it because he
started the game leaping off a cliff to kill himself and I was playing
out a flashback? Was it because the twin stock plots of selling one's
soul for power and losing one's family to greed somehow added up to a
compelling quest for revenge? I felt Kratos' anger. His sufficiently
violent stabs and strikes triggered by my fingertips felt
proportionate. He was pissed. He was guilty. And I was going to help
him work his issues out, one severed head at a time.
The
first note the sequel hits involves an homage to the suicide dive of
the first game. Nice touch. Then we get a wonderful battle against a
colossus, establishing a game-long visual theme of Kratos in combat
against giants. Fun stuff. Then we get the plot: a god betrays Kratos,
a powerful sword is lost. And I've got to say, I didn't real care. I
cared when his quest involved his family. With the sequel: this time
it's impersonal.
Believe
me, not caring about this new quest isn't a showstopper. The game is
really fun. But I don't care about what's going on. I feel like I'm
controlling a Kratos who signed up for a return role just to cash in.
As such, I feel like what this game lacks in heart. It's compensating
for that by trying to one-up the artistry and spectacle. In many levels
it is succeeding. Ultimately I find the second game sumptuous but less
driving.
So
when I see Kratos running across a big chain or sacrificing a soldier
or plunging to Hades I appreciate the nod to the past, but I wonder if
the game has the stuff to be greater than the first. This was not the
standard I held Yoshi's Island and Paper Mario to back in the day for
two reasons. For one, both games tried to do some fundamental things
different than their series predecessors (I mentioned those things in
my last letter). For two, their predecessors didn't leave as much room
for improvement. That first God of War does character, place,
adventure, gameplay variety, spectacle, fun all so well, that its
sequel has a brutally tough act to follow.
So
here's the siren going off in my head while I'm playing it: I'm playing
the rare game sequel that can't trump its predecessor because the
original did too much well that still holds up.
In
my book this is great news. The harder it gets for game sequels to
trump game firsts - the more things get like movies - the more advanced
we can measure game design's overall progress to be.
Now let's dig into this game. Here come the spoilers. SPOILERS!
-Kratos
loses his abilities early in the game and has to get them back--or get
new powers--one by one. Just like in all the Metroid games. What do you
think? Archaic design? Or necessary gameplay device to train new
players into the game and give veterans a new way to feel themselves
becoming empowered?
-Kratos
is no longer propelled by his own guilt. Now he's looking to find the
sisters of fate. Do you care as much? Does it matter if you do?
-The
blocking button. I never use it. I'm probably not getting the most
effective combos because of that. But who cares? I button-mash this
game, with the occasional moment of picking a specific attack. You?
-Player
can't control the camera. I like this! The game controls the camera
well enough. As I wrote recently in my MTV Multiplayer blog, we gamers
should get to be actors, not forced to be cinematographers. Agree?
-Rumble
vs. gesture. I'm loving the rumble feedback I'm getting during combat.
And I couldn't tell you what motion control could add to this. Maybe
better Pegasus controls. That it?
OK. You talk some specifics too. What do you want me to chew on?
-Stephen
***
To: Stephen Totilo
Fr: N'Gai Croal
Date: March 13, 2007
Re: We're Definitely Not on Sera Anymore
Stephen,
We've
previously discussed your observations about the nature of videogame
sequels (that they generally get better) as compared to movie sequels
(they're often worse), and I of course agree. I also agree that God of
War was a great game that, when all summed up, God of War II hasn't
surpassed. I even agree that so far--when I left New York to go to San
Francisco for GDC, I was at the end of disc one, trying to get disc two
to load [Note: while a pair of review discs were sent to journalists,
the finished game ships on a single DVD]--it hasn't had an emotional
hook as strong as Kratos stepping off the cliff to fall to his death,
or an emotional beat as powerful as the revelation that Kratos had
inadvertently killed his wife and son--and that his ghost-white pallor
resulted from their ashes being bonded to his skin--along the gameplay
that ensued following that story point. (Though you're misremembering
the original when you say that the quest involving his family is why
you cared about that game. First of all, his quest was for revenge
against Ares; second, you didn't find out that his family had anything
to do with his quest for revenge until the last hour of the game.)
My caveats notwithstanding, you're still dead wrong about the game's accomplishment--it is a late-gen triumph. Here's why:
The
vast majority of videogame sequels don't make any radical changes to
the lead character between games; while situations may change, the
characters rarely do. So when Cory Barlog and his collaborators at Sony
Santa Monica sat down to outline God of War II, they must have already
decided that despite his ascension to Olympus, Kratos was still going
to be angry with the gods and pissed off at the world. Hey, if I'd
killed my wife and child under a god-inspired berserker rage, I too
would still be pissed. But by not letting go of my rage, I'd be petty,
childish and tragically human--the same attributes that typify the
major figures, divine or not, in Greek mythology. And if I were the
petty, childishly human side of a newly minted god, I just might
engineer my own fall from grace, and use that as an excuse to let a
whole new crop of deities taste my rage.
That's good writing.
Barlog
and co. took their creative constraint--that Kratos has to be more or
less the same man that he was in the original game--and used it as the
jumping off point for a compact, compelling premise. It's not as simply
moving as the opening of the first God of War, but it's psychologically
sound, and it's far from impersonal, as you wrote. They didn't phone
this one in.
SPOILER ALERT!
Where
God of War II becomes even more thrilling is in the setup that comes
immediately after the opening chapter, which concludes when Zeus deals
Kratos a mortal blow. Kratos is then saved by the narrator of the first
and second games, who finally reveals her identity: she's Gaia,
one of the Titans, the elder gods who birthed the deities of Olympus.
That came as a surprise to me; I thought she was just the narrator.
Then Gaia (re)tells the story of Zeus slaying the Titans--a story that
in the usual telling, casts the Titans as the cruel antagonists to
Zeus' heroic protagonist--from her own point of view. And in her
telling, Zeus becomes the cruel antagonist, punishing all of the Titans
for sins committed by his father Cronos alone.
Gaia
then offers the assistance of the Titans to Kratos so that he can kill
Zeus, which Kratos eagerly accepts. (Notice how he's always getting the
gods to help him get his kill on?) Does this make Gaia good and Zeus
evil? Or is Gaia merely another capricious god with her own agenda,
whom we perceive as "good" because she's helping our protagonist? Was
Gaia watching Kratos all along to see whether he could serve as her
instrument of revenge against Zeus? Those questions hadn't been
answered by the point at which I put the game on hold to get on a plane
for San Francisco.
This is terrific writing. Most games don't raise such questions or support such interpretations.
MORE SPOILERS AHEAD!
In
the first God of War, when Athena was Kratos' patron deity, his enemies
were the traditional villains of Greek literature: harpies, Cyclops,
gorgons and the Minotaur. But in what is God of War II's narrative and
gameplay masterstroke, now that Kratos is backed by Gaia and the
Titans, encounters, he's not just fighting the same old villains--he
takes on the heroes from Greek mythology: Prometheus, Theseus, Jason
and Perseus, as antagonists, rivals and boss characters. In the first
game, Kratos was a literary anti-hero; in the sequel, he's literally an
anti-hero.
We're definitely not on Sera anymore. This is incredible writing.
It's
good enough to stand alongside the original myths. So fine, Paper Mario
and Yoshi's Island were late-generation gameplay innovators, whereas
God of War II is a late-generation refiner. But I seriously doubt their
storytelling was as innovative as what Barlog and his collaborators
have achieved here. If this were the story of Theseus, Jason or
Perseus, Kratos would be their Minotaur, their Medusa, their
Polyphemos; a test that they would face on the road to completing their
respective quests. But it's Kratos's story, and these legendary heroes
are the tests that we must face in order to complete the game. With
this shift in perspective from the first game to the second embodied
not only in the narrative, but also in the gameplay, the "gametelling"
(that's my second neologism in this series, for those of you keeping
score at home) in God of War II is easily among the best of any game
I've played.
Were
the College Board to hire me to revamp their SAT analogies, God of War
II would be to God of War as "Aliens" is to "Alien," as "Terminator II:
Judgment Day" is to "The Terminator" or--dare I say it?--"The Godfather
Part II" is to "The Godfather": creations that, while they don't
surpass their predecessors' out-of-the-box high water mark, are still
great works in their own right. When Universal Pictures bought the film
rights to God of War, I thought that it was a great premise for a movie
bolstered by a strong visual hook, but I didn't really see how they
could make a great movie from the source material story without beefing
up the story. But after playing through half or more of God of War II
"and having experienced the series of revelations at the end of Act I,
the reversals of perspective and the confrontation with one Greek hero
after another--the world that David Jaffe created and Cory Barlog
expanded upon is finally rich enough for a movie, a novel, or any other
narrative-first medium. That's why God of War II is an unquestionable
late-gen triumph.
I'll
stop here so that we don't lose our remaining readers. But in my next
post, I promise to tackle your questions. And I plan to point out some
areas where the gameplay--and the gametelling--could have been improved.
Cheers,
N'Gai
***

God of War II
During Round 2 of the inaugural edition of Vs. Mode, MTV News reporter Stephen Totilo declared that God of War II
is one of the first sequels that is unable to outstrip its predecessor
because the original was simply too good to be surpassed--and that this
represents a step forward for the medium. We responded with a close
reading of the game's take on Greek myths, and dared to draw an analogy
between the two God of Wars and the first two "Godfather" movies. In
Round 3, Totilo came out of his corner rope-a-dope style, shifting the
"previously recorded" email conversation to which gaming mechanics he
liked and which ones he didn't. We decided to hang back as well,
setting aside assertions of God of War II's greatness in favor of a
meditation on the importance of tightly binding story to gameplay.
***
To: N'Gai Croal
Fr: Stephen Totilo
Date: March 21, 2007
Re: It's All Greek to Me
N'Gai,
I read what you're saying, but it's all Greek to me!
Oh, how I've been waiting to use that line. Thank you, thank you.
I
don't think I was mis-remembering the first game. It was a revenge
quest, ultimately involving Kratos' guilt and desire to reclaim his
family. I care about that more than the reclaim-the-Macguffin-sword
motivation of War II.
And did you see at GDC that Peter
Molyneux is talking about the need for gamers to care about the
characters in games more as well? Peter's with me, so long as this
isn't another one of his acorn stories. We're in the gaming age of
Aquarius, man. It's all about feelings.
I would like to continue
relishing in this rare victory of an older game to not be surpassed by
its sequel. That hasn't happened as often as I think it's going to in
the future.
I like your anti-hero reading of God of War II,
though I do want to test you on that. To anyone who hasn't read their
Edith Hamilton, the God of War II versions of Perseus and Prometheus
and their ilk might seem like just another set of grunting evil bosses
and helpless NPC's. Do you feel the game does a sufficient job of
setting up their mythological, noble characters? Or does it suffice to
you that people will only share your reading of the game if they know
the lore. Certainly it's clear that Kratos is no class act; I get that
when I'm tapping the circle button to make sure he's ramming a guy's
head in the door. But the heroic nature of the people he encounters is
likely lost on those not steeped in the myths. The solution may have
been to include dossiers, cut scenes or some other element that would
take you out of the gameplay, and who's a fan of that?
(May I
share one possible end-run around that? It's one of my crackpot ones:
include some Cliffs Notes on the lore that can be uploaded to PSP. So I
play a PS2 or PS3 game at home; and then study up on the back-story
while I'm on the road. Hell, (Hades?) I'll even take some
story-buffering cutscenes for my PSP and watch them on the go too.
Take anything that would bring me outside of the game and bring it to
me when I'm outside the game, on my Sony handheld. Are you with me? No?
OK. How about using the PSP as a rear-view mirror? Nope. Didn't think
that would do it for you either.)
Back to Kratos and game. I'm
writing this letter to you on a Wednesday. That's fitting, because, as
in an episode of Lost, you've let my pressing questions from last time
go unanswered. You did tease me, though, with the notion that you're
going to share what you think are the game's big successes and its
areas in need of more improvement. I want to join in.
Stuff I've been digging:
- Player-friendly
check-pointing: I like a game that allows me good forward momentum.
That doesn't mean I don't like backtracking. I love a good Metroid. But
when I die in a game, I don't want to have to do too much over. God of
War II respects its player's achievements and rarely forced me to
re-play a challenge I'd already conquered.
- Fast climbing. I
appreciate a good climbing animation as much as the next guy, which
probably isn't very much at all. So let's hear it for the team at Sony
Santa Monica who made their anti-hero the kind of world-beater who can
double-time it up and down the sheer face of a cliff. This guy Kratos
kicks boxes; he speed-climbs; he climbs-down extra-fast. Next you're
going to tell me I don't even have to waste my time angling the camera
for the best view of the action. This is indeed a user-friendly game.
- Good
gesture controls. Sources say that the Dualshock controller for PS2 has
no motion control. I consider this fact about as solid as the notion
that Sixaxis will never have rumble. The first God of War capably
demonstrated that the twisting off of a Gorgon's head is rightly
triggered by the twisting of an analog stick under the thumb. The
second one does too. Whether this is the kind of move you want to feel
good about triggering is for another debate. I also believe that
sometimes the best gesture control is a good button-mash. Nothing gets
a player's body more physically into a tense moment like the
requirement to frantically spam an action button while an enemy is
trying to muscle their sword past Kratos' guard. My whole upper body's
going rigid while I'm crushing that button. Not all gesture control
needs to involve swinging controllers to and fro.
Stuff I haven't been digging:
- Subweapons.
I hate when I feel like I'm missing out on something important. I hate
even more when I can't tell if the thing I'm missing out on is
important. Where some see beautiful choice in the ability of a video
game character to have more weapons and subweapons than is needed to
finish a game, I instead see wretched over-abundance. Please,
developers, give me less! Seriously. I understand that some people
actually pay full price for their games. Those people might feel
they've gotten their money's worth only if the need to level all
sub-weapons via a second play-through extends their overall play-time
of the disc to more than 100 hours. But I think Cory Barlog and Co.
deliver a full-price experience with that first play-through. I don't
feel ripped off. But am I missing something because I chose to power up
the mighty hammer and not the staff that shoots pink energy? Why did I
need a choice, unless there's some Freudian litmus test going in here
that Sony is using to profile my future purchases?
- Block-pushing.
Being able to kick blocks into their proper alignment was a God of War
advance. A God of War II advance would have been to kick block puzzles
out of the game. They've only been worth having in these games if it
leads to a scene in a God of War movie in which the lead actor has to
to push a bunch of giant blocks around to open a door. Make that scene
10 minutes. Put it right between big action scenes. Not awesome? Then
why's it in my game? Kratos is such a tough guy, I should be able to
press L2 and force some minions into pushing the blocks for me or
something.
I'm going to keep my pros-to-cons count at 3-2 for
now, just so I can seem like the positive one this time around. Take it
away, N'Gai.
-Stephen
***
To: Stephen Totilo
Fr: N'Gai Croal
Date: March 25th, 2007
Re: What Porn and Videogames Have in Common
Stephen,
I accept your assertion that you cared more about the reasons behind
Kratos' quest for vengeance in the original God of War than in the
sequel. And I agree with Peter Molyneux' desire to create more
characters that we care about in games. But answer this question for
me: how much did you care about Kratos during the gameplay
as opposed to during the cutscenes? The challenge that all videogames
face, and action games in particular, is that a) the ratio of gameplay
to storytelling is 95-5 or higher; and b) what little story there is
must be spread over 8-12 hours of gameplay. How much would we care
about John McClane in "Die Hard" or Neo in "The Matrix" if the ratio of
action sequences to regular narrative was 95-5? (That ratio of action
to story reminds me of another medium that Doom creator John Carmack
once famously compared the purpose of plot to: porn.) At the same time,
people come to videogames for interactivity, so inverting that ratio
isn't the solution.
Story is what makes us care about a
character, but in the vast majority of videogames, the story is simply
the context for the gameplay, rather than the story being woven into
the fabric of the gameplay, right down to the game mechanics
themselves. A terrific example of the latter is Ico, where one the
game's core story value--the chivalry and protectiveness displayed by a
boy towards a blind older girl--is actually expressed far more
emotionally in the gameplay than in the handful of cutscenes. The
designers' use of inverse kinematics to allow the boy to guide the girl
ahead at a walk or yank her forward at a run; their cleverly writing
her blindness into the story as a cover for the just-reasonably
accurate pathfinding that allows the boy to call her to him--all of
this is near-perfectly realized in the game. And it's why the majority
of the people who played Ico say that they were moved by the game.
The
original God of War achieved this only once, but when it did, it was by
far the game's most memorable segment. It is, of course, the part of
the game where Kratos must protect the souls of the wife and son that
he inadvertently slew from an army of Kratos doppelgangers. Here, God
of War a) recontextualizes one of the game's well-established
mechanics--the Circle button grapple attack--as an animation that pulls
his wife and son into an embrace that; b) heals the wounds they've
suffered at the hands of his doppelgangers, but at the expense of
Kratos' own health, forcing you to; c) continually weigh the health of
Kratos against that of his wife and son, because if either dies, it's
game over, but best of all; d) it expresses Kratos' moral and spiritual
degradation with a compelling metaphor--you as Kratos, defending
yourself and your family against an Army of You. It's simple yet
extremely powerful, and it's something that more action adventure games
should incorporate.
SPOILERS TO FOLLOW!
So far--and yes,
I'm still at the end of the first beta disc, which means that I haven't
gotten any further since I left NYC for GDC--there hasn't been anything
as engaging as that in God of War II. There was one attempt thus far
that I'd point to: where after defeating the Colossus of Rhodes, a weak
and bleeding Kratos tries to fend off one last foe before being killed
and sent to Hades. In this gameplay section, his health bar has been
shrunk to half of its previous limit; his animations have him
staggering and weaving like a drunken sailor to depict his severely
diminished physical state; he's slow to respond to your button presses
to show that he can barely fight, defend himself or dodge incoming
attacks; and ultimately, he's slain. One of the things that separates
the God of War team from most other developers is that they don't put
all of the coolest, craziest moves in cutscenes, leaving us gamers
wishing we could pull those moves off ourselves. Instead they put as
many of them in the interactive part of the game as possible, whether
as regular combat or as timed button-press cinematics. The latter are
only minimally interactive, but there's just enough skill involved
that, when paired with the phenomenal visuals and direction, are just
as thrilling as anything else in the game. (Thank goodness the makers
of Spider-Man 3 and Heavenly Sword plan to adopt timed button-press
cutscenes as well.)
This leads into one the "things that could
have been done better" that I alluded to in my previous email. The
aforementioned sequence, whose narrative must end with Kratos' death,
could have easily been dispatched in a cutscene. I'm very glad that
they didn't. But they didn't go far enough with it, and as a result it
feels a bit more perfunctory than it should. I would have preferred it
if, despite Kratos' mortal wounds, the game's creators had made me feel
as though I had more of a chance of somehow pulling off an upset than I
actually did. Maybe Kratos could have pulled off every fifth attack in
this section at three-quarters speed, then been left winded and
vulnerable, or charged himself up for a one-in-five full-speed attack
with button-mashing or analog stick-spinning. It's tricky, because I'm
effectively asking the God Squad to extend a sequence that must end in
failure. But done right, this could have been one of the most riveting
failures ever. (Also, because this sequence occurs fairly early in the
game and after a hard-fought victory over the Colossus of Rhodes, I'm
willing to bet--no, not my dreads, Stephen--that gamers would have
granted the developers a lot more leeway. And there's an interesting
article on Gamasutra devoted to this very same point.) Furthermore,
what if your opponent were pulling off zoomed-in special attacks and
button-mashing/analog stick-spinning, timed button-pressing super moves
on Kratos? In other words, take the visual and
interactive language that has been reserved for we gamers and turn it
against our avatar, Kratos. That would have one-upped the Army of You
moment from the first God of War, and perhaps even earned it a Stephen
Totilo Late-Generation Videogame Innovation Award.
The other
major missed opportunity comes right near the start of the game. When
Kratos shrugs off Athena's advice to halt the expansionist march of his
Spartan army lest he further incur the wrath of his fellow
Olympians--hmm, is that a Daily Kos T-shirt I see peeking through
Jaffe's clothes?--and descends in Giant Kratos form to help his Spartan
brothers lay siege to Rhodes, Athena descends in the form of a bird,
steals the bulk of Kratos' divine powers, and bestows them upon the
Colossus of Rhodes. Kratos shrinks to human size and must now battle
not only the Rhodesian forces, but the angry Colossus as well. But
since we ended God of War I with Giant Kratos overcoming Giant Ares, a
better choice would have been to have Athena first simply bring the
Colossus of Rhodes to life; that way we could have picked up where we
left off, with Giant Kratos and the Colossus going toe-to-toe and
laying waste to massive portions of Rhodes in the process. Once the
gamer eventually gets the upper hand on his stone, iron and bronze
adversary, then is when Athena steals some of Kratos' power shrinking
him to two-thirds the size of the Colossus. After more mano a mano, she
reduces Kratos to one-third the scale of his enemy. And finally, as the
game does now, she shrinks him to his original height, and we proceed
from there. That would have been a blast to play, and I hope that the
Gods of Santa Monica continue to build on their efforts to push more
coolness out of cutscenes and into gameplay.
I think that covers everything.
Cheers,
N'Gai
P.S. Just kidding--I haven't forgotten about your questions. Here goes:
- The Jaffe Giveth, and the Barlog Taketh Away.
I don't have strong feelings one or another on the Metroid-derived
approach of starting us off with full abilities, then taking them away
and having us regain our abilities one at a time. It helps introduce
newbies to the control scheme while giving veterans a refresher course.
Also, it provides us mice with the cheese we need to keep running
through the maze. Besides, if we started with all of our previous
abilities and weapons, wouldn't you be stuck in...
- ...The Fresh Hell of Subweapons
more than you already are? Personally, I'm more sanguine about
subweapons than you are; to continue the lab rat analogy, at its best
it's like biting into a nice brie after a steady diet of top-notch
sharp cheddar. At it's worst--games where subweapons are simply there
to pad the game out, or aren't properly balanced--it's like a bad
bottle of Cheez Whiz. It does create a dilemma as to which weapons to
upgrade, but this is interactive entertainment, and a properly
selected, designed and tuned set of player choices--as I would argue
the creators of God of War II have done--can only be a good thing.
- Thank the Gods for the Coming Sevenaxis controller.
I like rumble in games, and it's used very well in God of War II, from
combat to the reprised off-screen threesome mini-game. (As wittily as
this one renders its low comedy, I've just thought of another
complaint. This is a sequel, where everything is supposed to be bigger,
better and cranked up to 11. So shouldn't Kratos be laying siege to
three or more women now, since he already had a menage a trois in the
original? Cory? Dave? Shannon? Bueller?) As for the Sixaxis, having
played flOw and a preview build of Lair, I think there are tons of
possibilities for motion control in God of War III, from combat to
flight to timed button-press cinematics to, yes, more sexually-themed
mini-games. (Could the Amazons be in Kratos' future? Cory? Dave?
Shannon? Bueller?)
- And the Award for Best Cinematography Goes To....The
camerawork in the game, as in the first, is spectacular. There are some
people, like my Player Two contributor Rolf Ebeling, who are so used to
controlling the camera that they find it somewhat off-putting that the
game itself selects angles that are both dramatic and playable. I love
it. But it involves a lot of work, and I know a number of developers
who just don't want to spend a chunk of their schedule on that. So I
wouldn't expect to see more game designers pick up this baton, but I
hope that the God of War team keeps it going.
- Is That A PSP In Your Pocket, Or...?
You're right, I don't think that putting all of the cutscenes on PSP is
a good idea. But I do think there's a kernel of an idea that other
developers are already exploiting: using other forms of media that are
better suited to narrative to expand on the story. A God of War movie
(already in development), graphic novel, Web comic or animated prequel
(like the Grand Theft Auto San Andreas DVD prelude) are all good ways
to enrich the universe that the developers have created. I'm skeptical
of novelizations, however, because I'm more into a literary fiction
than pop fiction, so novelizations rarely pass muster with me. On the
other hand...
- ...Kicking It Old School With Block Puzzles
really doesn't bother me that much, because I haven't played nearly as
many videogames as you have. Perhaps if I'd finished every Zelda known
to man, I'd be peeved. But, I haven't, so no. Ta.
***

God of War II
The end begins ... now, with today's final round of Vs. Mode. In Round 3, MTV News reporter Stephen Totilo countered our storytelling-focused haymakers from Round 2 with a flurry of jabs about his gameplay likes and dislikes about God of War II. Our more plodding, deliberate style of combat left us slow to adapt; we opened Round 3 with an examination of how tightly Ico and the original God of War
integrate storytelling into the fabric of their respective titles,
before switching up in an attempt to match Totilo blow for blow with
our own list of could-have-been-done-betters. In today's Round 4, our
opponent issues a stout defense of cutscenes,
leaving himself open for our final salvo: an explanation of why
dramatic moments in videogames must move out of cinematics and into
gameplay--and how it can be done. Click
on the link below to read the final round of our exchange in its
entirety.
***
To: N'Gai Croal
Fr: Stephen Totilo
Date: March 27, 2007
Re: My epic final hurrah
N'Gai,
I'm
using my Dell desktop subweapon to write this, my final letter in our
series. I could have used my Apple laptop or texted this whole thing
over my cell phone. But I wanted to level up my home computer.
Now
you've made something perfectly clear in your previous letter. You're a
gameplay guy. You're not one of those people who is going to be seduced
by a pretty screenshot or tricked by a lovely cutscene. No sir. You
demand quality gameplay, not pomp and circumstance. If only the
marketing divisions of gaming companies shared your values. I know many
gamers do. And rightly they should.
But
allow me to pound the terrain at your feet a little to see if you still
want to hold as steadfastly to those values. Allow me to praise some
non-interactive moments in gaming history.
I'm
taking this tack because of a question you asked me. I said I was more
moved by Kratos' quest in the first God of War than in the second. You
asked me: "How much did you care about Kratos during the gameplay as
opposed to during the cutscenes?" You provided a superb analysis of
how, in Ico, the gameplay and control mechanics define the characters
and develop the player's attachment to them, no movie scenes required.
You also praised what you feel is the sole example of story being woven
into the game mechanics in the first God of War: Kratos fighting a
horde of himself. Here comes my Phoenix Wright "objection!"
I
believe that in the interest of defining and praising games as
interactive entertainment, a bias has arisen against those moments that
are not interactive. My issue is that some of the most powerful moments
I can remember experiencing in games occurred in scenarios I literally
had no control over. (I'm going to deftly avoid spoilers here, as best
I can):
- Knights of the Old Republic:
The game's big reveal--the one no KOTOR gamer will ever forget and that
stands as one of the best plot twists in the medium's history--occurs
in a cut-scene. It's rendered in-game, but it's something the player
has no control over. It involves the discovery of who a key character
really is and involves a slow pan from behind the character to the
front. If the player had control, they might have swung the camera the
wrong way and missed the amazing revelation. If they had any control of
the character in the scene, they might not have had the experience I
had: sitting, waiting, watching the scene develop and having it dawn on
me, split seconds before it happened, what I was about to see. The
power in the scene is that you cannot do anything about what is
happening.
- Silent Hill 2:
At the end, after you find out how your player-character's wife really
died, you're given only minimal control: you can just walk the lead guy
down a long hallway. As you walk, you hear a letter from your dead wife
sorrowfully explaining everything and justifying her own murder. You
can't turn back during this walk. You can't control the pace at which
she reads. You can just shuffle on in shock. (It reminds me of the
scene in Metal Gear Solid 3
that I know you liked, when Snake slowly climbs straight up a really
high cliff, a trek made long enough to allow Team Kojima to turn the
scene into a musical set-piece).
- Killer 7:
I'm going to spoil this one flat-out, because who that is reading this
and hasn't played it is really going to go to the end? You spend the
game using clunky controls to maneuver seven different scarred and
beaten hitmen in a series of shootouts against creepy enemies. One of
the seven who you control seems like a wimp. He's the rescuer. You use
him to run into the field and rescue any of the other hitmen if you get
them shot down. But his gun is weak, and he carries a big briefcase
that he seems to have no use for. He's quiet and kind of lame. Late in
the game you take control of this wimpy guy and make a return to a
hotel level, which, if memory serves, is now depicted in black and
white. There are no enemies for you to fight; just several splotches of
blood to investigate, one or two per floor. You approach the first and
a wholly non-interactive flashback cutscene is triggered. In it, you
see your wimpy guy gunning down a healthy-looking version of one of
your hitmen. You check out another blood spot and see your wimpy guy
gun down another healthy version of another one of the hitmen -- in
cold blood. By the third, fourth and fifth one, you realize what is
going on. His character, who you used to think was the weakest and was
the one you never really liked controlling? Well, before the game
began, he apparently murdered the other six you've been playing as.
You've really only been dealing with his delusions that the others are
still alive. You've only been controlling him. And in that briefcase
he's been toting? That's where he keeps the weapons he used to murder
each of them in cold blood. The power of this comes from the hotel
cutscenes. It's an incredible sequence.
I'm
not trying to badger you with my more-encyclopedic-than-thou knowledge
of games. Rather, I've never previously articulated the emotional value
I now realize games can generate by switching to a non-interactive
mode, subjecting the player to an impotent state and walloping them
with a strong emotional moment. I didn't pay much mind when Gears of War scripter Susan O'Connor
recently boasted about a scene in which the game's designers chose to
kill off one of Marcus Fenix's commanding officers in a cutscene. She
pointed out that the scene rendered the player as helpless to interact
and try to stop things as was Marcus, who was pinned under enemy fire
the whole time.
Getting
this back to your question about whether the gameplay or the cut-scenes
in the first God of War made me care as much as I have stated about
Kratos' quest, I need to talk about my own favorite scene from the
game. It uses a great blend of interactive and non-interactive moments.
The scene comes a couple of hours into the game. At that point I've
done many bloody, barbaric things as the puppeteer of Kratos. I ripped
people's arms off and stabbed them with their own swords! Just nasty
stuff. Fairly early in the game, while the siege of Athens is still
under way, Kratos is tasked with rescuing a woman--I can't recall who
and it doesn't really matter--from the second floor of a temple of some
sort. Normal video game flow would have Kratos hacking up the bad guys
and then winning the affection of the beautiful lady. Not so this time.
The player hacks up the bad guys and then runs up toward the lady. She
has more of a moral compass than most video game damsels in distress
and is horrified by the brutality of her rescuer. So in a
cut-scene--while Kratos can do nothing--she flees and runs right off a
balcony. She falls to her death. Out of the hands of the player and out
of the grasp of Kratos, that scene gains its power.
The
function of most of the rest of the cut scenes in the first God of War
was to deliver information about Kratos' past. Since his past is the
story of an uncontrollable lust for power I again don't' might having
no control as I watched that story unfold.
I
agree with you that gameplay is pre-eminent, but I don't see a fault in
the artful use of non-interactive moments to hit certain emotional
beats. Now if we were talking about some Final Fantasy-style
cutscenes being used solely to express how heroic the hero is, what a
great and lovely flower-dancer the dainty love interest is or how
awesome the crew's traveling air-ship is, then I'd be calling for the
editing scissors as quickly as would you.
I
guess I should mention God of War II at some point in this letter. Like
the fact that I beat the game. I want to bounce a few things off you
about the tail ends of games, without, of course, giving too much away.
Revisiting scenes from earlier games:
Don't worry, I'm not going to ruin it for you--not completely. Just
know that near the end of God of War II something will happen that will
transport you right into a scene from the first game. Now if there's a
kind of interactivity you really want me to praise, it's this kind.
Consider that the malleability of all video game scenes is an illusion.
Once you do something in them, you've played through--maybe, at best,
created--an event. Because games and game levels can be re-played, we
can re-open those chapters and try to have them play out differently.
Invariably, though, they don't change too much and scenarios stay
fairly fixed. A game sequel, however, can re-use or re-create familiar
assets and literally drop you back to a moment you've already been and
let you mess with things from another angle.
When
this kind of thing happens in the movies, as in, say, "Back to the
Future," you're merely watching Michael J. Fox interact with his past.
That's cute and all, but in God of War II you're able to interact with
a past you were--virtually--in yourself. It's a neat sort of
pseudo-time-travel games can suck you into. Other games that have done
this that I can recall are Sly 3, which has you go back and play the
"memory" of a boss battle that you would have played in an earlier Sly Cooper game. Late in Grand Theft Auto: San Andreas you get to run a mission in Grand Theft Auto III's Liberty City. The most familiar example to SNES-era gamers would probably be Super Metroid,
which follows up a prologue with an eerily quiet return to the
battle-torn environment that players probably last ran through in the
closing, catastrophic moments of Metroid on the NES.
I would like to see more game designers exploit this advantage of the
gaming medium: the ability to return players to their past and, better,
to have them interact with it. It's a magical feeling.
Sequels that say goodbye to hardware: My second-favorite game of all time, the side-scroller Yoshi's Island
featured several end-of-level boss battle. The bosses were always based
on normal enemies who, when sprinkled with a wizard's spells grew to
screen-filling giant size. Yoshi's was one of the final major games on
the SNES and therefore one of the last 2D console games Nintendo was
going to be making in a while. I'll always take it as a tip of the hat
to the old and new generations alike that that final sprinkling of the
game made a little Bowser grow not just to screen-filling size, but
into a third dimension. While all other bosses essentially stood at
screen-right, giant Bowser approached, Godzilla-style, as a giant from
the background. He bore right down on Yoshi, who suddenly wasn't able
to throw his eggs left, right, up or down, but instead into the
background--into a new angle of the playing field. And then the game
ended and the Mario world went into 3D.
God
of War II wraps with a cut-scene (uh-oh!) that sets up the premise for
the sequel. Without giving anything away, just trust me that what is
being shown is a situation you'll want to play through, but which
you'll know the PS2 could never render in real time. So in essence the
game ends with a message: Kratos' adventure is about to get so big, the
system you're playing on can't handle it. I think that's a great touch.
I need to wrap up now, with nary enough time to tell you that Okami
did the thing you were talking about regarding giving the enemy
characters in a game control of the same visual and interactive
language as the player. You spend the first half of Okami tossing
enemies around with calligraphy brush-strokes. Then you fight this one
boss enemy. When you draw a stroke against him, an enemy brush crosses
it out and draws it's own. It's a great touch, and one that you're
right to encourage for future God of War games.
As
this is my last turn in this exchange, I'd like to thank you for
batting the ball back and forth with me. This was a fun experiment.
You're going to get the last word, so speak on whatever strikes your
fancy.
I have one
request: I would like you to handle one question for me. You raved
about God of War II in late February. For a time you couldn't stop
playing it. Then you did. Some people complain about the length of
games. Some find difficulty a turn-off. Others might think a good game
should be savored as long as possible. I'd love to know what you think.
Did you think back in late February that you'd be done with the game by
now? If so, what went wrong? You or the game? Or is this the way gaming
should be? What motivates us as players and what gets in the way of
that is certainly a ripe topic for discussion.
It's been a blast...
-Stephen
***
To: Stephen Totilo
Fr: N'Gai Croal
Date: March 29, 2007
Re: James Cameron's School of Game Design
Stephen,
Last
thing's first. In my February 22nd post which inspired this exchange, I
did say that I wanted to savor my God of War II experience for as long
as possible. Seriously, though, real life just got in the way of God of
War II. I got the flu, I went to the West Coast for Game Developers
Conference, then I came back and had to prepare to move offices. In
fact, I've been so focused on the blog this week that I'm still not
ready to move. Sigh.
That's not to say that I didn't play any games. I got through a couple of levels of Alien Syndrome and Ratchet and Clank: Size Matters. I beat--sorry, Alex; I completed--flOw. And I've spent a few hours cumulatively with the third installment of my beloved Virtua Tennis
getting my ass kicked on Very Hard. What all of these have in common is
that they are experiences that are easy get into and get out of. Call
it Interstitial Gaming, played between chunks of real life, or
GameSnacking. The aforementioned games are perfect for this. By
contrast, God of War II, like Okami, or Gears of War, or Legend of
Zelda: Twilight Princess, is a Main Event, a Feature Presentation, a
GameEntree, something I have to make time for. And between the
magazine, the blog, side projects and the NYC nightlife, I don't always
make time to play this second type of game. Maybe we can discuss this
further in a future exchange.
Back to God of War II and your defense of cutscenes. Not to put too fine a point on it, but you did have some
control over the majority of the sequences that you so eloquently
described. Like walking down the hallway in Silent Hill 2, or
navigating your way to the bloodstains in Killer 7, the level of
interactivity is minimal, but it's still present. The scene with the
Oracle in God of War, however, is more akin to the dramatic revelation
in Knights of the Old Republic: control is wrenched from the player. My
argument, which I'll elaborate upon for the rest of my final post is
that even the most minimally interactive sequence is generally
preferable to a cutscene. And that if more developers explore pushing
as many dramatic and emotional moments as possible out of
non-interactive cinematics and into gameplay--even the ones that they
think can't be done, but in fact probably can, with a bit of
imagination and a lot of hard work--we'll get a lot closer to
fulfilling the promise that underlies Electronic Arts' provocative
question from the early '80s: Can a Computer Make You Cry?
I agree with you that the Oracle's suicide is powerful. Actually, I take that back. In acting, there's a term called "indicating,"
where the actor plays the end result (i.e. what the actor wants the
audience to feel) as opposed to playing the character, and letting the
audience members feel whatever they choose. That's what the God of War
team did here. The gave the Oracle just enough screen time to let us
know that she's horrified by Kratos, then exit stage right, suicidally.
The problem here is that the scene only lasts about 30 to 45 seconds.
How much of a truly lasting impression can that have when it's
sandwiched between gameplay sections that last about 30 to 45 minutes,
with a character that we know nothing about other than that we need to
save her? Or, put another way, how much more memorable could her scene
have been had the developers made it five or ten minutes long? And, no,
I'm not suggesting that they take a page out of Hideo Kojima's book
and have the Oracle and Kratos engage in a series of philosophical
exchanges about violence and justice. There are other ways to do this.
(And I'm not knocking Kojima's cutscenes as it's become fashionable to
do lately, but that too is a subject for another Vs. Mode.)
How
do movies avoid scenes that indicate--that tell as opposed to show--and
what can games learn from this? Let's take a sequence from "Terminator II: Judgment Day"
that's emotionally comparable to the Oracle's suicide. It's the scene
where Sarah Connor has just eluded her captors in the state mental
institution. She rounds the corner and presses the button on the
elevator that will take her to freedom...when out comes the Terminator,
the relentless killing machine who murdered the father of her child
seven years earlier, who very nearly slew her, and whom no-one else
believes actually exists. Time slows. She falls to the ground
screaming, scrambling to get away from her nightmare made flesh and
steel, so desperate to escape the Terminator that she ignores the cries
of her son and runs back into the arms of the hospital staff. As they
prepare to sedate her, the Terminator strides over, takes them down one
by one, then extends its hand to the prone and trembling Sarah Connor
and says--in a repeat of Kyle Reese's line from the first film--"Come with me if you want to live."
This
sequence works as well as it does because the majority of the audience
will have seen the first film, and writer-director James Cameron has
already carefully re-established the original events during the scene
where the police show her photos security camera photos of the
Terminator from 1984 and 1991. So with the slowing of time and the
Terminator's dramatic exit from the elevator, we're plunged headlong
into Sarah's subjective experience. And even though this sequence is
ultimately brief, it's given enough time to breathe and sufficient
emotional beats that it makes a lasting impact.
Now
let's extrapolate from Cameron's technique to re-imagine the oracle
scene from the first God of War. What if rather than having her simply
commit suicide after being rescued by Kratos, she instead runs away
from us out of sheer terror, either back through parts of the level
that we've already played or into completely new section. By using a
combination of regular gameplay, shouted exchanges between the two, and
button-press interactive cinematics, this sequence could have drawn out
the Oracle's fear and loathing of Kratos, shifting perspective between
our desire to rescue her in order to progress through the game and her
desperate attempts to escape from the infamous Ghost of Sparta.
Hitchcock
once said that the difference between surprise and suspense is the
difference between a movie where a table suddenly explodes in a
restaurant and one where the audience sees the bomb steadily ticking
under the table with the diners unaware of its presence, leaving
viewers wondering if the patrons will live or die as the bomb
inexorably counts down. In other words, the difference between surprise
and suspense is the amount of time between action and reaction. The
Oracle scene as originally played out in the first God of War is a
surprise: it kills off a character we don't really know and didn't
really care about other than as a mission objective; once we've
completed the mission and finally meet the Oracle, she's quickly
dispatched in the brief cutscene you described.
My
(hopefully) more suspenseful version gives the Oracle the time she
needs to make a real impression upon us, with the space for several
dramatic and emotional beats. And, most importantly, the vast majority
of it takes place in the gameplay. I'd still end it with her leaping to
her death to escape Kratos, but by using a fuller gametelling sequence
to carefully draw out her brief time upon the stage, the end result
should be a both richer character and a far more memorable encounter
for us gamers. You rightly applaud Jaffe for nicely confounding our
expectations with the Oracle's suicide. I'm just challenging him and
other developers to go even further than that. So despi