N'Gai Croal
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Jun 27, 2007 04:01 PM
In Round 2 of our Vs. Mode exchange with MTV News reporter Stephen Totilo--which is also being posted on his blog MTV News: Multiplayer--things
got a little testy. Totilo got in a dig about our failure to grapple
with the morally dubious range of actions Manhunt 2 asks its players to
undertake. That pushed us to examine the first principles of games, and
question whether the problems that many have with videogames are
perhaps more fundamental than a little bit of the old ultra-violence.
Thankfully, no blood was shed over this disagreement.
Today, in the Final Round of our debate, Totilo comes out swinging, disputing our assertion that activities, and therefore videogames, can't be profound. He also gives Manhunt 2 a thumbs up for its Wii controls before raising the question of whether gestural gaming will make this pastime seem more natural to others--or more bizarre. For our part, we drop a series of thermonuclear thought bombs on everything from how the two Manhunts could be improved to the role of choices and consequences in games. Some excerpts:
Stephen Totilo: But I say, thank goodness they made Manhunt 2 for the Wii, because it
provides a new way to think about where games are going. Let me quickly
establish that I think the Wii controls in Manhunt 2 are quite
effective. They don't force you to imitate exactly what Daniel Lamb
does on-screen, but the spirit of the player's and Daniel's actions are
the same. A sharp move from one is a sharp move from the other. A
powerful swing from me is a powerful swing from whichever hand Daniel
is holding his axe. You pointed out that the Wii was not your console
of choice and that the reliance on gesture controls made the game feel
unnatural But I've played a bunch of Wii games and feel comfortable
with the system. As a result, I felt my moves were in sync with the
game. Without meditation, I can say I, at times, felt one with it. When Manhunt 2 asks the player to trigger the game's signature stealth
kills it slows down the passage of time in the game. This gives players
time to do the right move and not worry that what's happening on screen
is passing them by. Then, once the gesture is properly done, the action
reverts to normal speed and the animations of the stealth kills reach
their gruesome climax. In other words, the game finds a way to both ask
you to take the time to focus on your own physical actions and then
restore your attention to what's happening in the game without missing
a beat. The system is smooth.
N'Gai Croal: We'll have to agree to disagree about the added immersiveness of the
Wii controller when it comes to Manhunt 2. "They don't force you to
imitate exactly what Daniel Lamb does on-screen, but the spirit of the
player's and Daniel's actions are the same," you wrote. That's true,
but I found myself intently focused on the icons in the upper left
corner of the screen so that I could match the Simon Says-like
mini-game, rather than the execution kills themselves. And even though
that wasn't enough "alleviation or distancing" for the British Board of
Film Classification, it was too much for me. I wish that Rockstar had
taken a page from the Wii version of Electronic Arts' The Godfather and
given me a set of gestural controls that mapped onto real life
movements, then let me handle each execution in a free-form, improvised
manner. As I said in my last entry, they might have gotten a Seniors
Only rating for my version, but why just use the Wii's controls as
little more than button presses with the added sensation of gesture
without the accompanying freedom that gestures allow? I guess open
killing went a bit too far for even the masters of the open world game.
Click on the link below to read the Final Round in its entirety.
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