Category Archives: Gaming

It’s a Whole Lot More, But Sometimes Less is More: A review of Black Mesa

(Note: The following review features details of the plot of the first installment of Half-Life, including its climax.)

Over twenty years ago, the original Half-Life changed the world of first-person shooters. Advertisements for the game boasted that its predecessors, by comparison, could be summed up as “Run, shoot, run, shoot” ad nauseam. Following shooters would take cues from Half-Life for years to come, and the game itself started a franchise beloved by legions of gamers.

But given the technological restrictions of the era, as well as its much-maligned final levels, it was inevitable that modern Half-Life fans thought the first entry didn’t live up to its limitless potential, and would appreciate a full-blown remake of it. And that’s where Black Mesa came in.

Black Mesa, which was released earlier this year in its entirety for the first time, is a complete fanmade remake of Half-Life in the same engine as Half-Life 2. While the story remains more or less the same, at least in ways that are relevant in regards to its sequels, it significantly increases content, particularly in the final levels, and takes full advantage of two decades’ worth of advancement in game technology.

The original game’s biggest fan.

One of the first major advancements the player will notice is the atmosphere of the titular government research facility. The interiors of the Black Mesa Research Facility in the original Half-Life were often austere, metallic and sleek, like something out of the lower levels of the Academy in the X-Men movies. Black Mesa adds some much-needed realism by piling on the wear, rust and warning signs one would expect to see in the bowels of such a facility.

The last levels have been vastly expanded upon, with new enemies and mechanics abounding. One memorable foe is a zombified scientist wearing the same high-tech armored hazmat suit as the protagonist, with its onboard monitoring system audibly glitching and struggling to make sense of its occupant’s transformation.

Entirely new sequences are added, such as a high octane escape from scads of aliens impervious to the player’s weapons. Many more puzzles are added, which are never so difficult as to require a consultation of a walkthrough, nor so easy that no sense of accomplishment will be gained from solving them.

The scenery has been greatly altered overall, ranging from lush wetlands to bleak factories and shantytowns. While a commendable effort is made to create a world that is somehow recognizable while remaining distinctly alien, it’s questionable whether the resultant awe at its beauty is preferable to the trepidation of traversing dangerous landscape that was evoked by the level design of the original game.

The other levels stick more closely to the source material, though there is the occasional new set piece, such as a fast-paced shootout after falling into a trap set by enemy marines or a later attempt at stealth in a large aircraft hangar.

Also of note is the completely new original soundtrack, which of course features plenty of adrenaline-pumping fare for action sequences, but also some interesting surprises. The eerie, mournful main theme is oddly fitting for the game as a whole.

The equivalent area in Black Mesa.

Aside from the updated engine, the biggest change is the overall push to make the game more cinematic on the whole. In addition to improved graphics, there is more effort put in to the development of characters. There is much more dialogue, and allies and enemies alike are rounded out.

Emergency alert broadcasts advise civilians to leave the area and take flashlights and radios with them, to head to a disease control center if they experience dizziness or hair loss, and to contact a military officer if they have firearms training. The player overhears a plea for help over the radio by a marine who is slowly bleeding to death.

All these elements make for an experience that is more immersive, and emotional for the most part. But there’s something to be said of the design of the original Half-Life that doesn’t quite translate to this new aesthetic.

In one notorious scene towards the beginning of Half-Life, the player pressed an elevator call button, and the car immediately came crashing down from above, carrying a few screaming scientists with it. The overall scene has been reproduced in Black Mesa. But now, the crash is no longer immediate. The occupants’ frantic pounding on the door and cries of how they don’t want to die are heard for several seconds until they plummet to their deaths.

It’s certainly more emotionally wrenching on most levels. But given that the fall doesn’t immediately follow the button press, it’s less obvious that it was indirectly due to the player’s actions — which was why the scene was so memorable in the original game.

The design of enemies is also flashier and more detailed, as could be expected given the modern gaming era’s newfound abundance of polygons. Half-Life‘s original monsters indeed look fairly primitive by comparison. But they had notable traits of their own that Black Mesa seems to have ignored.

A bullsquid as seen in Half-Life.

Take the bullsquids, extremophilic bipeds that spewed globules of noxious bile at the player and could often be found near pools of toxic waste. Aside from a bizarre assortment of tentacles surrounding its mouth, it was pretty much featureless save for a pair of barely noticeable eyes. When killed, it let out a capitulatory whine disconcertingly similar to that of a family pet.

Its counterpart in Black Mesa, however, sports two glowing, angry, textbook-evil red eyes, with a repertoire consisting of snarls and exaggerated gargles. Its status as a threat and an enemy is emphasized, at the expense of its sense of mystery and otherworldliness.

Then there’s the final boss, the Nihilanth. The battle with the surprisingly weak and cowardly Nihilanth in Half-Life is often regarded as a major disappointment, but the character itself gave the player pause: It was suggestive of a human fetus, with empty black eyes and a tiny mouth that seemed to be in the middle of intoning something ominous. It occasionally gave cryptic messages to the protagonist, presumably through telepathy, that were perceived as an unsettling, reverberating moan.

In Black Mesa, the Nihilanth, as could be expected at that point in the game, presents a far greater challenge. But it now has fiery eyes that reveal an unquenchable rage, and its mouth is now lined with piranha-sharp teeth. The telepathic messages are still present, but they are now in the form of the guttural growl of a black metal singer trying to sound as intimidating as possible. Hell, it even has a Jabba the Hutt-style chortle.

A bullsquid in Black Mesa.

Closer alignment with traditional archetypes of monsters does not necessarily make a monster more frightening or impactful. Nor does higher production values and detail in its presentation. Consider Forbidden Planet, which presented one of the scariest monsters in cinematic history via nothing but emphatic howling noises and a bunch of red scribbles.

Black Mesa is a highly impressive update of a highly innovative game, making full use of what an advanced engine has to offer while increasing much-needed gameplay and trimming what was unneeded in the original game. It can certainly be recommended to someone who wants to play the Half-Life games in chronological order or the order of their release, unless they’re a purist. But it needs to be considered that perhaps some of the content in the original Half-Life lacked further detail by intention, rather than due to the limits of its technology.

Why Gamers Watch Gamers

So it would seem that Jimmy Kimmel has ruffled some feathers with his jabs at YouTube’s new service for video game streams. And indeed, it would seem that many gamers can’t take a joke and their response has been childish at best (though it can be assumed a solid chunk of those replies were from actual children).

But one can’t help but empathize with the gamers a bit. The entertainment they enjoy has from its inception been regarded as somehow inferior to other media, lacking some sort of quality that earns it status as true art. And gamers themselves are not held in very high esteem in contrast to those with more traditionally revered hobbies. Perhaps it’s only to be expected that when Kimmel joins those piling on them, they’re not in the mood to take a joke.

Kimmel dismisses the comparison of video game streaming to spectator sports by saying it “isn’t like watching people play football, it’s like watching people play fantasy football.” But are spectator sports themselves as intrinsically fulfilling as some examples of seeing others play video games?

To watch another person play a video game is to see them experience entertainment and have their skills tested simultaneously. Even watching another person view entertainment can be entertaining in of itself, for example, seeing audiences react to a certain scene in The Empire Strikes Back for the first time:

And seeing others performing feats of skill can always be enthralling, from showcases of athletic prowess to acts as simple as food preparation:

Surely, many would deem it worth their time to watch others show their skills at video games as well?

But there’s a glaring difference between spectator sports and spectator “e-sports.” There are only several sports that are watched by wide audiences. Their athletes are restricted by the rules of the game, and there is no backstory to the game besides the backgrounds of the teams and players. All the action is constrained by those rules, and there will be no twists in the narrative, or at least none that extend beyond those that are possible given the game’s constraints.

Yes, you can make this stuff up.

However, there are thousands of video games, most of which strive to create both their own unique set of rules and a dramatic narrative.

So while people can watch a few seasons of football and see nearly all of the passes and plays possible given the game’s rule set, it would be practically impossible for them to watch other people choose all the possible means of playing through a highly complex computer role-playing game, let alone play through them themselves. Many developers pride themselves on constructing games so exhaustively crafted they will respond logically to whatever input the player gives them. Many games are so intricately designed that it’s impossible for one person to experience everything the writers, programmers, and voice actors have prepared for them. Why not provide a platform to show gamers the routes they have not taken themselves, and what would have happened to them if they had? Otherwise, the developers’ efforts would have been for naught.

And as it was with The Empire Strikes Back, it’s entertaining to see others react to plot developments in games as well. Who wouldn’t be interested in how others reacted to the big twist in Knights of the Old Republic (perhaps the greatest Star Wars game yet released)?

So perhaps there really is an appeal to watching others play video games that Kimmel has not considered. If it’s socially acceptable to spend a solid portion of one’s waking hours watching other people play one game, it should be just as fine to watch people other types of games as well.

Don’t knock it till you try it.

Sharing the Crazy in a Box With a Side Order of Fries: The appeal of Freeman’s Mind

The original Half-Life, released over fifteen years ago, was a milestone for first-person shooters on the level of Doom. When it first came out, many predicted it would set the standard for shooters to come and its features would be copied by countless other games, and history proved them all right. Concepts such as a narrative that stayed with the point of view of the playing character (not even an opening cutscene) is now a staple of the genre today.

Of course, another way the game proved innovative was the character it assigned to its protagonist, Gordon Freeman — or lack thereof. The player only knows what he looks like from the box cover art, as he’s never seen in the game itself due to the first-person perspective (and odd absence of reflective materials). Information about his professional background could be inferred from a letter from his then-future employer regarding his new position, shown in the manual. And in the opening of the game itself, there is some superimposed text about him, though that focuses on such data as his education, job title, security clearance, the ominous-sounding “Disaster Response Priority”… All minutia within the realm of some bureaucrat. (Or, perhaps, some sort of outside observer? But that’s another story.) As opposed to, say, Doom‘s space marine, who as the manual notes “assaulted a superior officer for ordering his soldiers to fire upon civilians,” no background information provided for Gordon sheds any light on his morals, actual personality, or unspoken goals outside of his career.

This, of course, allowed gamers to have their own ideas for who Gordon really is, what he makes of the mess and the violence that he in a sense started himself, and where he hopes to be at the end of the ordeal. Was Gordon a classic hero, who immediately takes the initiative to rescue his coworkers and set things right by any means necessary? Or is he merely a common working stiff who just wants to live another day and escape the situations into which he is thrust?

The player was free to think of Gordon in any way they saw fit. However, it seems unlikely that any of them had a concept of him that was anything similar to how he is as portrayed on Ross Scott’s web series Freeman’s Mind.

Freeman’s Mind is a series of videos showing a playthrough of Half-Life, complete with a narration purportedly comprising Gordon’s inner thoughts. According to this inner monologue, Gordon is still the Gordon as presented by the game: A young theoretical physicist with a doctorate from MIT, now working at the “Anomalous Materials” department of a sprawling government research facility in the New Mexico desert. After being in the middle of an experiment gone horribly wrong, he must now must face off against extradimensional aliens and soldiers assigned to purge the facility of any witnesses.

But as for his character and personal life, the narration goes into further detail: Gordon’s pastimes include recreational use of prescription opiates and hitting on unwilling coworkers. After the ill-fated experiment, he never once considers the fate of the other personnel or the outside world with the aliens teleporting in, instead focusing on his own well-being (something he clearly holds in very high regard) throughout. After discovering that the hostile military forces know him by name, his plans shift to hijacking a ride to Massachusetts, grabbing a stash of gold he’d buried in case he was caught embezzling, and making his way to India. Meanwhile, he still makes his way around the facility, as one is forced to do by the game, although he sometimes gets distracted by the occasional supply of tranquilizers or morphine.

This version of Gordon is different than a usual gamer’s conception of him primarily because he’s not aware that he’s in a video game, and therefore does not take cues as a gamer would. He doesn’t pick up a highly powerful weapon because he takes seriously a warning that it’s still unstable. He takes his time coming to the conclusion that the marines have been orders to kill personnel as well as aliens, and mistakes their shooting at him as sheer incompetence. (“I’m on your side, you [expletive] idiots! How many of you do I have to kill for you to understand that?”) He is concerned about things a gamer would know is not an issue, such as aliens teleporting into the walls and support structures as well as out in the open, which would presumably explain why it’s falling apart. (“We’re turning into the Swiss Cheese of the Damned!”) In later episodes, however, Freeman seems to have learned the unspoken rules and language of video games to some extent, even though he wouldn’t consider it as such. (“It’s glowing. Therefore, it must be important. I think that’s how the hierarchy works around here: Whatever glows has more status.”)

Scott also lends credibility to Freeman’s character by giving him an appropriate level of scientific expertise — the one area in which his astronomical self-worth is actually warranted. This leads him to point out inaccuracies in the science of the game, both in terms of his colleagues’ knowledge (Why would they need to keep something as pedestrian as the equation for gravitational force written on the whiteboard?) and the new scientific frontiers invented by them (How can a teleporter not preserve momentum?). Freeman often takes time out to ponder how such things work, while a gamer would of course accept it and move on.

But all the nerdy, self-aggrandizing humor doesn’t fully explain its success. What appeal do gamers see in watching other people play what they’ve already played?

With Freeman’s Mind, Scott has spawned a long line of “Mind” series, all videos of playthroughs accompanied by the playing characters’ interior monologues. They have a structure similar to that of an episode of Mystery Science Theater 3000, with a middleman commenting upon source material in real time, both presented to the viewer.

But MST3K tackles film, a medium that is traditionally viewed by many people at once in a large room, and discussed among them afterwards. And if that discussion of the artwork isn’t enough, there is no end to more critiques and observations of it in the media — as it is, after all, a Legitimate Work of Art. By contrast, video games, at least single-player games, are consumed one isolated player at a time, with nobody with whom to share their experience and analysis of the artwork afterward, save for some nooks and crannies in the Internet.

And Half-Life certainly has its memorable experiences: Being at Ground Zero during the disastrous experiment; seeing the supposed rescue team gunning down a fellow scientist; watching another scientist grabbed by a massive tentacle that smashes through the window; suddenly falling in a shark cage, then dropping into a body of water containing something that necessitates the shark cage; being left for dead in a trash compactor that’s just started compacting; carefully navigating a room filled with trip mines, rigged to start a chain reaction ending with nuclear warheads. Such moments set it apart from previous shooters, which usually lacked any truly striking moments outside of cutscenes and boss fights. After playing Half-Life for the first time, many a gamer sought out others to share their experience of innocently pressing an elevator call button, only to cause the elevator to plunge down the shaft, carrying a few screaming scientists with it.

It is only natural, then, to be curious about how this incarnation of Gordon Freeman would react to such moments, fighting new enemies, picking up new weapons (“Now I can solve up to eight hundred problems a minute!”), and noting other interesting features of Black Mesa Research Facility and the Xen “borderworld.” Video games deserve dissection as much as any other art form; for entertainment’s sake, why not have it performed by a megalomaniacal manchild?

Freeman’s Mind, which will soon finish its run unless Scott tackles the sequel, succeeds mainly due to Gordon’s constant off-kilter musings. But the overarching draw to the series is the opportunity for gamers to gather in a common space where their experiences are shared, and see how one alternative take on their playing character would handle them.

The appeal is guaranteed, of course, when Scott’s Freeman reacts to his inadvertently causing his aforementioned colleagues to fall to their deaths by thinking, “Oh man, I hope at least they were jerks.”

So-Called Social Justice and Free Expression Don’t Mix: My thoughts on the latest threat to the artistic integrity of video games

I suppose I should preface this by acknowledging I haven’t been diligently keeping tabs on the “GamerGate” movement. I am not a heavy reader of gaming journalism, as I am not too avid a gamer — I complete perhaps three or four feature-length games a year. But I still appreciate the artistry behind the games I play, and it is that artistic integrity at stake, in the long run. That’s why I find the current, censorious movement in gaming to be so troubling.

Efforts to censor video games are, of course, nothing new. One canard that refuses to die is that violent video games lead to violent behavior in those who play them, and game developers and consumers have had to fight the resultant efforts to censor content (even though repeated studies have refuted this theory). Now, the industry faces another charge against its work: It’s sexist. According to victim extraordinaire Anita Sarkeesian, popular video games are rife with misogyny and pandering to the male demographic, even though there are now just as many female gamers in the market.

Of course, what Sarkeesian fails to consider is that female gamers seem inclined towards simple puzzle-based games, the kind that can easily be played on a smartphone or tablet; the audience of more time-consuming, plot-heavy games remain mostly male. And when your target audience is overwhelmingly male, it pays to feature male protagonists as muscular warriors and female protagonists as improbably shapely and scantily-clad. The results can be silly, no question, but how often has it been demanded that romance novels feature at least some pudgy, balding men on their covers? Every artistic movement is granted some suspension of disbelief so that it may appeal more to its audience. Why should games be any different?

But the people who now stand opposed to free expression in gaming aren’t just against the skimpiest of “armor” and the amplest of bosoms. The current movement consists largely of those known as “social justice warriors,” whose philosophy on free speech was best summarized as, “Your rights end where my feelings begin.” Known as the driving force behind “trigger warnings,” people of their ilk have gained notoriety by “debating” those who disagree with them by stealing and vandalizing their protest signs, and pulling the fire alarm* when they are slated to speak.

These are the people who have nominated themselves as the judges of what is and is not appropriate content for video games.

For an example of the threat SJWs pose to artistic integrity, let’s look at my favorite game franchise of all time: Fallout, a series that canonically spans four role-playing games and a combat-focused spinoff set in a United States after a nuclear apocalypse. Boasting an incredibly rich mythos and atmosphere, it chronicles humanity’s efforts to rebuild civilization from the ground up in an environment that has allowed the darkest elements of humanity to thrive.

A common enemy seen in all Fallout games are bands of violent bandits, known as raiders, who routinely pillage the more civilized communities in the wasteland. As feminists themselves would probably guess, those raiders count some rapists amongst their ranks. This has become an issue for some, as chronicled in this series of exchanges between a social justice warrior and one of the series’ designers.

Exerpt from the discussion

One of Fallout‘s strengths is its uncompromising look at what the worst of humanity has to offer, and all art must be uncompromising to maintain its integrity. But here is someone who wants the narrative to be softened, defanged, for no other purpose than to avoid making a small fraction of the games’ audience uncomfortable. What sort of artists would permit this?

Some artists, of course, may be easily swayed by the appeal to supposed equality and fairness. (Legendary designer Tim Schafer, for example, appears to have been suckered in already.) But the main threat comes from ill-advised investors on new game projects. The most highly developed and promoted “AAA” games require budgets rivaling those of Hollywood blockbusters. And the higher a game’s budget, the more willingness to sacrifice artistic expression in order to avoid potential controversy. (Yes, it might seem hypocritical to denounce self-censorship of art while condoning pandering to the audience, as I’ve defended above. But the key difference is that pandering is the choice of the artist, while altering content to appease the social justice warriors is yielding to the power of the censor.) And there have already been movements to pressure games to contort themselves into SJW-approved content:

Special thanks to @SabrinaLianne for the screenshot, and alerting me to this.

But the question arises: What if there’s a dearth of female gamers because they’re put off by male-centric games, and there are no games that cater to them because they don’t appear to be a significant demographic of the gaming audience? What would it take to break the cycle?

The answer is not, as the SJWs have proposed, to browbeat existing games into submission and deny them free expression. It is to put more effort into attracting women to the games industry, allowing them to design games that appeal to female audiences. In other words, to expand the industry and make more games, not to cut content from existing games.

And why hasn’t anyone taken the initiative to bring women into the industry already? Actually, they have. You can be forgiven for being ignorant about this, of course, as the SJWs don’t seem to care much for it. They seem dead set on cursing the darkness, with cratefuls of candles and matchbooks laying at their feet.

What drives the social justice warrior in this matter? Is it really to help the gaming industry reach different, untapped markets and providing underrepresented demographics with games they would enjoy? Or might this be yet another misguided attempt to make the world fair by forcing those perceived to be unfair to play by their rules?

In the end, I just care about the games, and developers’ right to portray what they want in them. If there is disagreeable content in a game, it should be regarded as controversial artwork, not a defective product. If video games are art, they should be entitled to the same rights of free expression as any other medium.

If you’d like to read more on GamerGate, some well-written and -spoken pieces on it can be found by Allum Bokhari, Christina Hoff Sommers, and Cathy Young. For more in-depth coverage, you can check out some resources put together by hardcore GamerGaters here and here. I haven’t exactly perused these myself, so this is not an official endorsement of them, but they should provide some counterpoints to the movement as it’s been portrayed by shamelessly biased media in the mainstream.

* Edit: It has been noted that I had brought this up while disregarding the violent actions of those opposed to Ms. Sarkeesian in order to silence her, such as sending her death threats. After some consideration, I must admit that it was rather hypocritical of me to imply that the false fire alarms were exemplary behavior of SJWs as a whole, while presumably dismissing the actions of those behind the death threats as those of a few bad apples within the GamerGate movement. Please grant me a bit of space for some hyperbole in the name of rhetoric, and take my words with a grain of salt. Thank you.