It’s 2020. COVID-19, lurching authoritarianism, mass atrocities. Chances are the political and human rights conditions of your country – or the one you are stuck in, like England – have become so farcically obscene that you are challenged
to hold together the sanity, let alone the words, to coherently critique it.
For the majority of reasonable
people, the recent years have been anywhere between troubling and downright wretched. What
we are experiencing is no less than the breakdown of the promise, indeed the premise,
of modernity: of a world where tomorrow is supposed to be better than yesterday. Instead we have let yesterday's darkest horrors return and put our tomorrow at their mercy.
We each do what we must to survive
and make meaning in this nightmare. For me it has meant looking once more to
video games, which are full of such meaning and have helped me so much to navigate
the madness of humankind before. Here I would like to pay respects to five of my recent discoveries, and explore some of the power they offer to struggle on
through an impossible world.
There may be mild spoilers in
this article for each of these games.
1) The Power of Freedom: The
Legend of Zelda – Breath of the Wild
2) The Power of Perspective: Fire
Emblem – Three Houses
3) The Power of Distance: Animal
Crossing – New Horizons
4) The Power of Presence: Assassin’s
Creed – Odyssey
5) The Power of Will: Xenoblade
Chronicles
1) The Power of Freedom: The
Legend of Zelda – Breath of the Wild (Nintendo, 2017)
You can go anywhere. That is the
basic principle of the latest in Nintendo’s venerable Legend of Zelda
series, which drops you in a vast and stunning post-apocalyptic wilderness then
more or less leaves you to it.
The Zelda games have done me
considerable service over the years. Their recurring journeys to confront
authoritarians contrast so starkly with the exasperating tendencies of populations
in this world to prostrate themselves before the abusers of power while blaming
their victims for their own suffering. But Breath of the Wild takes this psychological
liberation to a whole new level. Its title, which it never explains, captures
it best: it provides a world in which to breathe. And what a world.
Everything you can see here, that is to say, absolutely everything, can be reached and explored. |
This wilderness was Zelda’s
Hyrule as you had never seen it: a full-resolution massiveness of fields, forests,
mountains, lakes, rivers, ridges and deserts more akin to the random enormity
of the wild places of Earth than the attractive but typically more abstracted
subzones of the Zelda tradition. And where its earlier games tended to
nudge you along a fairly linear plot and character growth trajectory, Breath
of the Wild dispenses with those altogether. If you can see it, you can
reach and explore every corner of it in any order you please – so long, that
is, as you can shows the strength, ingenuity and equipment to survive a world
whose tough rocks and sharp teeth better bring to mind Alaska than the Hyrule
that returning Zelda players thought they knew.
They would typically learn this the
hard way early on at the hands not of fearsome monsters but of physics itself,
which, so suppressed for the convenience of players for more than thirty years,
finally exacted its long-pent-up revenge. Where people unbothered to climb down a tower might have simply leapt off, expecting a deft forward roll and mere
one or two hearts’ worth of damage like in the old games, they instead got a
crunch and a Game Over screen. Those who got over the shock of that could look
forward to hours of blowing themselves up with their own bombs, getting
one-shot by lasers after accidentally waking up ancient death-machines, or
rolling ignominiously down hillsides when shoved by even minor monsters if they
weren’t paying attention to positioning. This was freedom like you had never
known, but with it came beautiful responsibility. Just as the old restrictions
had gone, so too had the ability to take your survival for granted and you now
had to sneak, scavenge, forage, cook and calculate your every step of the way
up the hero’s path.
A later update added the ability to track your movements on the world map. This was mine after about a year. |
And yet, this was still The Legend
of Zelda. It had enough familiar elements to root you in the classic Zelda
experience: the diverse characters and cultures (many likewise explored in
finer resolution than before, from Zora inter-generational caste politics to
the Gerudo desert economy); the aesthetics, motifs and symbols; the explicit narrative
connections with the preceding games; and of course, the overarching framework
of a heroic struggle to overthrow a world-ruining dictator. Most of all, the
gameplay held tight to the same sense of underlying fairness in spite of its hurling
open to the bruising wilds, making the effect refreshing, indeed breathtaking,
rather than cruel.
It’s possible this game saved my
life. After a full-scale mental demolition in Japan, it was to this demolished
Hyrule that I managed a retreat to piece the shattered fragments of my psyche
back together. I recall reading in the same period of many other traumatised
people finding relief and healing in Breath of the Wild’s wild wild
winds of freedom: a case, yet again, of video games making up for the mental
health failings of governments and societies.
Three years later, that title – Breath
– acquires yet another layer of meaning in the mounting reckoning for our racist
world. It hardly seems coincidence that the phrase I can’t breathe, with
its origins in white police officers literally choking people to death for
being black, has become such a resonant expression against both structural
racism and the broader atmosphere of oppression in our time. We have created a
world which suffocates people – so honour and respect to anyone who creates air-pockets
like Breath of the Wild for them to come up to breathe.
2) The Power of Perspective: Fire
Emblem – Three Houses (Intelligent Systems, 2019)
‘Both arguments are acceptable’, said
the ancient Chinese lawyer and philosopher Deng Xi, who represented both sides
in legal cases and, it is said, upset those who believed in fixed standards of
right and wrong by demonstrating that through skilled manipulation of words and
definitions all sides of an argument were defensible.
Such relativity is not comforting in a world where, to take just one example, many seem convinced that
COVID-19 is some imagined conspiracy spread using 5G phone masts and possibly
orchestrated by George Soros. Yet there is always, even here, another side of
the story. Though there may be one common reality, people experience it differently,
and from these divergent paths grow different narratives and different frames
of reference. The conspiracy theorists might be blatant in their errors, but
their beliefs make sense to them as framed within the rules through
which they have learnt to interpret the world.
A failure to grasp this, a
preference instead to insist to the point of violence that one’s own story alone is
correct, is found behind every conflict in human history. Who has ever gone off
to fight while believing themselves to be the villains?
To bridge these differences requires empathy, a resource in which our societies find themselves impoverished (never minding how they enjoy to boast in the faces of autistic people about its imagined plenty). Even with the best of intentions all round it is not easy to reconcile the
stories which grow from people’s contradictory experiences. This is
demonstrated, spectacularly, in Fire Emblem: Three Houses when its world
collapses into total war.
Three Houses is a turn-based role-playing
strategy game in the Japanese Fire Emblem series, known for taking the
player on an epic journey through the hopes and tragedies of a world at war alongside
a growing roster of characters, exploring along the way their relationships and
personal journeys amidst great political and military upheaval. It has been suggested
that Three Houses is three games in one, but perhaps it is more accurate
to call it one game from three perspectives, because what it shows is precisely
the power thereof: how even a slight shift in viewpoint can invest
you in completely different attitudes to the same story, leading to radically
different choices on your part and outcomes for the world.
In this game you are a mercenary who
gets a professorship at the Officers’ Academy of the Garreg Mach Monastery, a
place in the long tradition of artistic treatments of English public schools. Your role is to instil the military and magical arts into the
aristocratic children – along with a few token commoners – of the three great
powers that dominate the game’s continent of Fódlan. These begin at relative
peace, and you and the students build rapport and fight alongside one another
over a year of instruction. But Garreg Mach is a privileged bubble, not
necessarily reflecting the poverty and injustice of the world on whose highest
peaks it is perched. Dark clouds gather, and events transpire; eventually all
hell breaks loose. After a five-year timeskip you are brought back to find the
circumstances have changed classroom buddies into bitter enemies, crushed
youthful dreams into grim determinations, and derailed gallant scions into
unhinged maniacs. Your position in this conflict, and its outcome, are
determined by the choices you have made but there is no holding back the
broader chaos of war. Inevitably, you must soon cross swords with former
students and colleagues attempting to kill you by means of the very skills you
taught them.
Garreg Mach monastery, where you spend time in each chapter to develop relationships with staff and students and make decisions that affect their performance on the battlefield. |
Three Houses carries this off compellingly
because aside from a few obligatory sinister cults and suchlike, its story has no
caricature villains. Fódlan is an oppressive, violent, prejudiced and
profoundly unequal land trapped in the abusive power structures of a magical feudalism,
in response to which different characters, often driven by their own traumatic
experiences of that world, each come up with conflicting analyses
of its problems and visions of how they ought to be solved. Your choice of
house to run at the start, so seemingly innocuous, determines which of these
visions you end up responsible for as things unravel: that is,
which you will feel committed to fighting for even as its shadow of corpses and
war crimes lengthens; and which you must seek to vanquish, even when it means
striking down those who once trusted you and question you to the last with
disgust as to how you could possibly side with “those monsters”.
It’s also effective because of how well
it intertwines the personal and the political. Because in Fire Emblem
it’s very personal: you witness the story through the individual
experiences of the students and faculty, the knights and clergy, and the very
human web of relationships that grows up between them. But these are shaped, if
not dictated, by the complex and shifting politics of the world which, to the
game’s credit, it refuses to dumb down, rather trusting the player’s
intelligence to take on board the dynastic intrigues, competing factions and
unburied historical grievances that pockmark all three nations’ political
landscapes. These directly bear on the interactions of a student body comprised of
heirs to some of their most powerful families, leading to all kinds of uncomfortable
my-dad-killed-your-dad situations and their like. At the heart of these
political struggles is Fódlan’s suffocating class system and the heavy-handed
theocracy that maintains it, to which every character has to work out his or
her response, often from a place of life-changing suffering on its account. Indeed,
the game has received much commentary for how it handles a range of the sorts
of complex mental health problems you would expect such a world to produce.
As you might expect from all this, Three
Houses is emotionally hard work. I am one of no few people that its tougher
experiences brought to the verge of tears. At one point, stuck in what was
supposed to be a glorious revolutionary war against a corrupt system that had
in fact started to mean a war against old students and friends, I had to put
the controller down for an hour, psychologically unable to go on, as I
reflected on what the hell I had done. Which is not, make no mistake, an
argument against revolutions – yet one can only imagine how much better our
actual revolutions might have gone had their participants had the chance to give
this game a go and factor its lessons into their struggles.
It is no surprise that debate between
players about which of the three nations has the best case, or what actual historical
figures their leaders correspond to, has raged ever since and will likely never
conclude. Three Houses claims to be set in Fódlan but is as much as
anything about Earth, and with its multiple perspectives on complex realities
it is the perfect work for our time of mass retreat into silos of Us and Them,
each with its own story of why it is right and all the others are wrong.
Although, if you ever cause someone to tell you 'your dismissiveness regarding cake is inexcusable', they are probably right. |
Of course, no level of empathy can
excuse the atrocities of some of the barefaced evil to which humans have handed
power whether now or in the past. There can be no accommodation with those who
would deny the humanity of marginalised groups or wilfully inflict cruelties to
get their way. Yet even in their cases, standing in their shoes if even for a
moment is vital for understanding the conditions of pain and fear that created
them – conditions we are each and all responsible for. Then, and only then, will
we find the healing power to walk together toward that essential though as yet
never-fulfilled aspiration: never again.
3) The Power of Distance: Animal
Crossing – New Horizons (Nintendo, 2020)
Escapism. In the rain of prejudice against
videogames this is a most common drop of disdain. The term carries a brutal
stigma. It is a charge of immaturity, of cowardice, treachery even: of a
failure to live in “reality”.
But is that fair in a fraudulent reality
manufactured brick by brick by the collective psychopathy of our kind – built,
that is, specifically in order to break people? Is it justified to heap shame
upon those who, if merely in order to survive, reach for other realities – any
reality other than this! – any more than to slander the child who escapes abuse
or the dissident who flees from jail?
Perhaps the dramatic events of this
year have shifted many minds on this matter. For as COVID-19 dumped unto our sorry
arrogances a new reality of lockdowns, curfews and stay-at-home
regulations, all of a sudden millions of people discovered a new meaning to the
desire to escape. On top of that, when questioned on where they would
like to escape to, only a marked few – what a surprise! – seem to want
to go back to the old “reality” whose pretensions this virus has done in.
By way of witnesses, we could do
worse than call on one Mr. Tom Nook: esteemed and disarmingly friendly tanuki
(Japanese raccoon dog), estate agent, respected financier and wealth creator
and by no means a sinister corporate godfather of the Nook Inc. conglomerate
with secret control of skyscrapers, helicopter fleets, mafia organisations and
the sovereign debt of half the nations of the world. This charming fellow popped
up in March – by complete coincidence, just a week after COVID-19 had grown
menacing enough to be declared a pandemic – and offered anyone with a Nintendo
Switch a simple proposition: a package deal to escape to their own deserted
island in the middle of nowhere. (The only catch, so reasonable of course as to
go unstated, was that they then developed that island as they saw fit, with
Nook Inc. naturally the sole and trusted partner in all matters of credit,
capital and infrastructure).
Within two months, more than thirteen
million people around the world – the same world that disdains videogames for escapism
– had chosen tanuki.
This is how it begins: just you and your tent on an island covered in bush. |
New Horizons has been the artistic face of
the COVID-19 world. Its persuasive formula follows in the footsteps of its
predecessors in the seminal Animal Crossing series: you, a
cutely-rendered human, set up in a remote village or wilderness and build it from
the ground up into a thriving community of anthropomorphic animals. Every
aspect of this life – your appearance and clothing, your house, your
community’s layout and landscape, the animals you invite to live in it, even
its flag and anthem – is yours to shape out of the nigh-limitless DIY recipes
and customisation options available to you. The experience is open-ended, there
is no finish line or win condition: how often and for how long you proceed is
entirely up to you.
Retreating to your own island might
sound, well, insular, but this could not be further from the truth. Your island
comes with its own airport and registered seaplane, manned by two dodos with rigorous
experience in the aviation sector. They are your gateway to any of the millions
of islands on which other players have likewise established themselves, and you
can visit one another’s islands to take notes and marvel or gloat at their
unique and colourful development ideologies. Each island has its own native
flowers and fruit, which you can trade to diversify the natural resources grown
on yours. With a network of island-hopping friends and a little imagination,
there is no limit to the trading, scheming, fishing, bug-catching, raving or
shooting-star-watching events you can hold together in your happy archipelago
of exile.
Come to my island instead of England. England doesn’t have coelacanths. |
Arriving in England, you get abused and deported because of your skin colour. Arrive on my island instead and you get bears. |
I took up Mr. Nook on his deal in
April at the same time as countless other people stuck in quarantine. In a
period when people who consider video games beneath them have been gleefully
handing power to murderous macho-clowns who don’t believe in face masks and
call tens of thousands of preventable deaths a success, I do not feel alone in
attesting that my sanity, mental health and thus ability to operate in (and
against) that corrupt reality outside have been done tremendous good by having
this island of good works and charming animal friends to retreat to when
needed.
My approach has been relatively solitary: I have kept a step back from the
community to build a space that reflects a peace unique to my experience. It
has been small but indispensable comfort, after a given day of raging and
suffering, to be able to return to this pocket of reality and perhaps commission
a new bridge here, rearrange some flower beds there, every touch making small
improvements to a lasting expression of my time in this world, as, I suspect,
most people’s islands are of theirs.
If you cross the bridge out of my island’s town and head for the hills you will find yourself in the Rawr Rawr Woods. |
In the upper reaches, a Memorial to the Victims of All Authoritarianism. |
This one is the Memorial to All Victims of a Gendered World. |
And this? This is Newgrange. |
The politics of Animal Crossing
– because everything is political – is delightfully light-hearted. It
has not escaped veterans of the series that its gameplay is at its core a
capitalist exercise. Much of your time is spent extracting raw materials –
plants, fruit, fish and so on – to sell to the little raccoon twins Timmy and
Tommy, who run the community’s shop on behalf of Nook Inc. and categorically
deny any dynastic relation to Mr. Nook despite looking exactly like him but
smaller. You do this in order to amass the funds to buy fixtures and
infrastructure off Nook himself while paying off the chain of mortgages he has so
charitably granted you (at zero interest, to be fair to the fellow) to expand
your house. What is this game’s charming genius, indeed, by which it manages to
make paying off a mortgage fun?
As you invest in your island, more
dimensions open up with further enticing political food for thought. On
reaching a certain administrative complexity Nook brings in his number two, the
cheerful golden Shih Tzu dog Isabelle who is really the perfect expression of
the Japanese office lady: an eagerness to serve with a butterflies-and-sunshine
smile that never fades, even as it surely conceals the mountain of pent-up rage
that has made her the utter terror of the fighting game Super Smash Bros.
Ultimate. Soon a marvellous museum also sets up in your village, run by the
ever-informative owl Blathers who will unload on your brain the latest in
scientific knowledge (plus a healthy dose of his personal opinions) on the insects,
fish, dinosaur fossils and artworks you acquire to fill its collections –
raising all sorts of questions, incidentally, on the welfare of large sharks
stuck in tanks and art pieces you are sure have been stolen from prominent museums (when not stolen by them from colonised peoples in turn). Eventually
your island will gain the prestige to attract the wandering musician K. K.
Slider, a mellow white dog who has mastered seemingly every musical genre
possible and hands his music out for free (now there’s a politics if there ever
was one). Finally, stick it out and you will be granted terraforming
privileges, allowing you to rearrange your island’s rivers and cliffs to your
heart’s desire or even flatten the whole thing into a gigantic desert or lagoon
if that is what so possesses you.
Or, as I demonstrate here, to cut a water supply for a biscuit factory. |
Isabelle: one of the most frightening psychological phenomena in the history of art? |
Ultimately it is the villagers
themselves who bring your island to life. As someone for whom animals have long
been vital solace and a contrast to the irrationality of my own
supposed species, I find a comforting nostalgia in the homeliness and
hospitality of neighbours like these. From the gentle pink gorilla and
exercise-crazed green horse who took their chances with my island from the
outset, my community has expanded to include, among others, a blue rhinoceros
who says ‘schnozzle’ and likes sweets, a delightfully grumpy old lion, and a
ridiculously cute tiny chubby white thing who I think is meant to be some kind
of hamster. It is saddening to think that one day each will likely move on from
my island, as no doubt must I, but already I do not expect to ever forget them.
In a year of confinement, Animal
Crossing: New Horizons has given so many people the chance to escape an unlivable
reality. Far across the sea these
exiles can rebuild their lives and look back in reflection as the crumbling
hollowness of that so-called reality is laid bare. The one thing a fish knows
nothing of is the water (at least, at any rate, till some islander catches it
and puts it in Blathers’s aquarium). There is power, that is to say, in
travelling to where you can scrutinise a reality from outside it.
And don’t the keepers of corrupt
reality know it. After New Horizons players began using their islands for virtual protests against the Chinese authorities’ violence in Hong Kong, the game was pulled from sale in
China. Which goes to show: when people slander you for video game escapism,
it’s not because they think it’s weak and beneath them. On the contrary: they
fear the power it gives you to heal, express yourself, and undermine
the authority of people like them.
4) The Power of Presence: Assassin’s
Creed – Odyssey (Ubisoft, 2018)
At other times the reverse is true. From
a distance their power appears woven in the cosmic fabric, and the way to
loosen its threads is to get right up in its face.
The lived experience of the Peloponnesian War of 431-404 BCE, between the ancient Greek city-states of Athens and Sparta,
might as well be as far away as the moon for most people, but its imaginative
power looms unspoken behind the twenty-first century world. This
was the conflict out of which Athenian general Thucydides wrote The History
of the Peloponnesian War, widely regarded as one of humanity’s first works
of rigorous history. Like much that came out of classical Greece, this text has
since been oft re-interpreted to serve the agendas of those who
claim to the legacies of that world. Most explicitly, Thucydides was seized on
by that tradition in International Relations (IR) that has the breathtaking
presumptuousness to call itself Realism. From the author’s sober reflections
on a conflict that brought out so much of the worst in all parties to it, these
academics derived a philosophy – often disguised as science – of human nature
as inclined to a permanent competition of all against all, manifest in a world of
self-interested states forever locked in a ruthless power struggle. Might makes
right, they claim; or, in their favourite selection from Thucydides in
which the Athenians arrogantly threaten the island of Melos before massacring its
people: ‘the strong do what they can, and the weak do what they must’.
Naturally this is an enormous
cop-out. Such behaviour is not a timeless principle but a political choice, and
one for which in 2020 the human race remains as far as ever from taking
responsibility. Yet as an individual you might forgivably feel limited in your
options on what to do about it. You can ignore it, if you are fine to live out
your time in this world as a historical passenger. Or you can sit there awed
into silence by what seem sweeping historical forces which crush you
beneath the stares of those sculpted, bearded marble statue-men that textbooks and
museums would have you imagine all ancient Greeks must in fact have been.
Or, thanks to video games, you can rampage
across that world in the wonderfully unstoppable body of a big tough mercenary
woman, carving and slicing and bashing a trail of devastating revenge for that poisonous
inheritance upon the whole damn malákes lot of them.
Assassin’s Creed: Odyssey is the latest in the Assassin’s
Creed series of action-adventure games featuring the open-world exploration
of richly-depicted historical settings. The game’s choice of title
captures the ambition of its portrayal. Homer’s Odyssey in Greek mythology is
the ultimate archetype of the epic journey in Western imagination, so immense
in its reach that even the great Mario has doffed his hat to Odysseus’s footsteps in recent years. Well here we have
another Odyssey, set in the world whose imaginations – like so many
imaginations today – were most immediately shaped by the havoc Odysseus and his
fellow mythic archetypes made in the Trojan War, and it begins right next door
to his legendary home of Ithaca on the larger island of Kephallonia.
This time the journey belongs,
canonically, to a certain Kassandra: a misthios, that is to say a
mercenary, with her own legend to carve out of a fractious and hostile Greek world that
nonetheless insists on the merits of its cultural achievements. Kassandra
herself is an absolute unit, well-adapted in body and temperament to push her
way across this tapestry of violence. This is in part explained by her Spartan
upbringing, with her relationship with that supposed homeland taking centre
stage in a story of the complex problems of family, identity and belonging.
She’s probably bigger than Odysseus was. |
A mercenary protagonist is a feature
Odyssey shares with Fire Emblem: Three Houses, and perhaps that is
significant. These two games are very different, yet alike in asking you to look
on the conflicts of their worlds’ warring factions as an independent outsider; to
exercise your own agency in who or what you decide to fight for, what future you
choose to shape. In the European tradition mercenaries are an unpopular
archetype, reviled for forsaking higher loyalty to flag or principle in order
to heed, apparently, the baser calls of wallet and whim. Their reputation has
never really recovered from their pasting by Machiavelli, who vilified their behaviour
in his likewise fractious and divided Italy (and who is another favourite in
the canon of old authors appropriated by the IR “Realists” to insist they were
right before they even existed). Yet times have changed. In our broken
modernity perhaps it is exactly such expectations of blind loyalty, of brazen
commitment to one nation’s superiority over others, that have landed us in the
present authoritarian cock-fight in which people of competence and good
judgement are kept from power in favour of those with the most deferential
genuflections and mouths most bilious with prejudice. When better for these
games to prevail on us to reconsider the mercenary archetype?
In such an era there is value in the
mercenary’s non-alignment. There is power in the so-called citizen of
nowhere’s refusal to bow in allegiance to anyone; in the detachment to
consider the merits and flaws of all sides for yourself; in the choice to lend
your strength to causes you, on your own two feet, decide are worth it, all the
while reserving the right to part ways and go fight with someone else if your
first choice does not meet your standards; and of course, to develop family
and belonging in a way that works for you, rather than dismember your
heart to fit your society’s coercive cookie-cutters.
Kassandra’s awkward relationship with
Sparta reflects this. Raised in a Spartan family under a cultural ethos in
which every individual is a resource to be forged to maximum potential for the
war effort, Sparta made Kassandra the juggernaut she is and is evident in her
every interaction with the world. Yet it quickly transpires that her life has
been defined by acts of tremendous cruelty both by and upon her family for
which that same Spartan culture is at least part responsible. Whatever threads
bind Sparta to Kassandra’s heart thus hold only so far on her mind, and still
less on her sword arm. Hers is a journey in which she will happily walk
alongside Spartans when she identifies with them or finds her and their
interests aligned, just as she will with the Athenians – but conversely will
not hesitate to clean Spartan hoplites out of their fortresses, crush them by
the dozen on the battlefield or ram their ships to splinters when they stand in the way of her journey.
If she ever finds her way into Smash Bros. and comes face-to-face with Animal Crossing’s Isabelle, then we’re all in serious trouble. |
The power in this comes from the
utter immersion of doing it in as thorough and exhaustive a likeness of the
ancient Greek world as perhaps has yet been assembled in human history, and
which the interactive nature of videogames makes them uniquely suited to
attempt. The strength of the Odyssey team’s effort is plain: to conjure
an ancient Greece made not of two millennia’s accumulated baggage of
stereotypes, but of the sights, sounds and smells of a real and complex culture
lived in by real and complex human beings. Of great effect to this end is that
they seem to have bothered to get actual Greek people to do most of the voice
acting, and the result is a believably enlivening spoken environment, with
Melissanthi Mahut’s outstanding Kassandra the pinnacle of its accomplishment.
On top of that, the game takes that whole daunting stone-faced roster of Big Names that have intimidated generations of students and laypeople
from their plinths and pages, and invites you to imagine them instead as
flesh-and-blood human beings. Perikles, Herodotos, Aspasia, Sokrates, Kleon, Hippokrates,
Brasidas, Lysander, Alkibiades, Phidias and their like, even (for reasons the
plot makes apparent) half-legends from an earlier age like Leonidas and
Pythagoras, are brought to life to induce, as apt, your mirth and frustration, suspicion
and respect, as well as your personal involvement in the great political and
cultural currents they are remembered for shaping.
A work like this necessarily draws
scrutiny over its accuracy. Inevitably, it takes liberties. In the interests of
smooth gameplay a degree of abstraction is applied to the warring factions, or to
the association of regions and islands with given industrial or cultural themes
– the salt mines of Lokris, the military sweatshops of Messenia, the purple dye
of Kythera, or the tackification of the already ancient Minotaur legends to
dupe tourists in eastern Crete (which contrasts nicely with encountering the
actual Minotaur when you find it). Representations of such historic individuals
and events are necessarily a work of imagination, especially as and where the documentary
record is partial or plain lacking. On top of that, it takes a respectably bold
cheek to take daunting and consequential landmarks in history – the death of
Perikles, the Battle of Amphipolis, Kleon’s attempt to punish the people of
Mytilene – and re-cast them as plot points in a drama that frames the
Peloponnesian War as itself merely the manifestation of multi-millennial conspiracies
slithering in the darkness of history’s backstage.
Yet consider this. The
artists and storytellers of the Western world have rearranged the memory of Ancient
Greece through all the centuries since, and all too often in the service of far unworthier
agendas. The entire concept of Ancient Greece as the cradle of some supremely
cultured, morally progressive Western civilisation is amusing when you consider
that the idea of Western, even European, let alone what they tend
to really mean – white – did not exist at that time and would not emerge
in human imagination till centuries later. After so many layers of imagining
and re-imagining, any attempt today to penetrate to that ancient world must
want for accuracy just the same as two and a half thousand years’
worth of shifting cultural viewpoints and vested interests. At the extreme
least, a videogame that gives it a go in good faith merely continues that
tradition and is far from the most suspect of its participants.
Nowhere can this challenge have been
greater than on gender and sexuality: that is, how to portray a violent and
misogynistic era for an audience in a different kind of violent and
misogynistic era, while holding both to account, as humans must, in ways that chime
with the climates of both worlds. This was an area where Ubisoft had previously
been found wanting, especially after a controversy over non-inclusion of a
playable female protagonist in an earlier Assassin’s Creed game upon a
feeble excuse about it being too much extra work for animations and costumes.
But
the treatment they pulled off in Odyssey was masterful – not least judging by the uproar it caused among the
masculinist extremists that dominate Ancient Greece’s self-styled inheritor
cultures today, who adore what they imagine as that world’s hyper-violent male
dominance. Ancient Greece certainly deserves all the notoriety it gets for the
crimes of its patriarchal culture, but as in all societies these were far more
complex than sometimes portrayed and Odyssey maintains deft footing in exploring its
cracks and contradictions. There is that world’s relative sexual fluidity, to
which modern rigid sexuality categories and concepts of straightness would have
been alien, and behaviours considered queer today familiar at least to
particular social circles; the peculiarities of diverse regional cultures, not
least the relative opportunities available to Spartan women in their otherwise brutally-reputed
social structure; and as in most times and places, the overlaps between the
power differentials of gender and class, and the ways the latter so often
trumps the former.
Kassandra is an inspiration. Would that the entire notion of femininity, if allowed to exist at all, be re-forged around the magnitude of her example. |
This game
was a chance encounter for me, but its appeal was quick to work and called for
much shuttling between the Aegean Sea and that other ocean where I built my island
retreat in Animal Crossing. There is much that could be
explored in that appeal – of roaming the cities and wildernesses of a tainted
yet still beautiful ancient land; of the profound example set by Kassandra’s own character,
whether as woman or as independent mind in a splintered world; or of getting
one’s own back on the arrogance of Athens, the callousness of Sparta, and the
guilt of both in saddling future generations with the memory of a pointless and
futile war, not to mention the clay it dropped in the hands of irresponsible
political theorists. But perhaps the real power Odyssey offers is to get
up close and personal with an ancient Greek world too often interpreted through
the misleading permanence of marble, the deceptive twirling of ink, and imagine
it instead for what it was: a messy, chaotic, living jumble of humanity with its
hopes and fears, dreams and insecurities, virtues and flaws – a world, perhaps,
not so far from our one after all.
5) The Power of Will: Xenoblade
Chronicles (Monolith Soft, 2010/2020)
Is
it in our power to change the world? Or has everything already been decided, as though each particle
of reality dances to a pre-determined script programmed into it at the
universe’s creation?
As our world is swept by colossal
forces that seem beyond our control – wars, plagues, mass hatreds, or the runaway
power of big data – it is easy to feel overwhelmed into impotence. Perhaps it
is no coincidence that all of these games’ power revolves round the sense of
agency they give back to you. They remind you what it feels like to travel
freely, to fight the fight you want to, to create, to reshape the future. To
choose. Yet this is a conflict as old as thought
itself; one which troubled no few of those old Greeks in the last game, yet
on which their debates would hardly have been the first. Do humans
happen, or get happened to? Are we subjects, or objects? Are we shapers of
events, or at their mercy? To what does this universe move: Fate, or Will?
This is the question to which Xenoblade Chronicles brings its attention.
Xenoblade Chronicles is the oldest game on this list. It
received a much-enhanced Definitive Edition remaster this May, but its
original release year of 2010 already feels like a former age. This game was
created, and its story written, in a world where phenomena like Donald Trump,
the Brexit cult, Xi Jinping and Narendra Modi had yet to ejaculate to power and
commit their countries unequivocally to madness. The world of a decade ago was
tormented and apprehensive for sure, but not yet floundering in today’s all-consuming
anxiety that absolutely everything is fucked. Perhaps that is why this game
conveys such a sense of clarity. Unencumbered by the 2010s’ minefield of
traumas, it feels a fresher, purer reflection on timeless themes.
Which is not to say it is any gentler
on your nervous system. Xenoblade Chronicles is an action-oriented
Japanese Role-Playing Game (JRPG) par excellence, exhibiting all the
features that people familiar with that genre, especially its most
distinguished paragon, the Final Fantasy series, have come to expect of
it. This is an epic story of a group of heroes travelling through a vast world,
negotiating its diverse biomes and complex political problems in an ultimate
struggle against world-threatening evils – but also exploring, inseparably, the
protagonists’ personal journeys, friendships and conflicts in the midst of
great philosophical problems and high-cultural references.
The game’s premise
is a mythic clash between two titanic beings – one organic, the Bionis,
and the other mechanical, the Mechonis – in a world of seemingly endless
sea and sky. Evidently it is more than a myth, for the dormant husks of these
two continent-sized entities make up the physical world in which this story
unfolds. It begins with a few humans (or Homs in that world) in a
settlement near the base of the Bionis’s leg; specifically, a young mechanic
called Shulk, whose fate is intertwined with a mysterious kanji-flashing
red weapon called the Monado that is the game’s central motif.
Floating islands and seas in the sky are just a handful of the unusual settings that make up this world. |
It transpires that though the two
great titans’ movement has ceased, the conflict between the Bionis’s inhabitants
and the robotic beings that swarm off the Mechonis has not. Dramatic events
ensue that shatter the peace of the human colony and set the protagonists’
journey in motion within what at first appears to be a framing thesis of
organics versus synthetics. This is itself a mighty philosophical challenge,
existential to humans as a technology-dependent species and more relevant than
ever in this age of oppressive algorithms and automation, of murder-drones and genocide-enabling
social media. Most people will likely have some familiarity with its long interrogation
by the arts, in video games perhaps most memorably by the Mass Effect
series but with a lineage at least as old as Frankenstein, if not indeed
Prometheus.
Yet as the story unfolds, new
characters and civilisations get involved and the revelation of expanding
layers of truth rolls open a far more complex picture. Your party is joined by
members of the Bionis’s other factions, such as the fuzzy and bouncy
Nopon and the proud and aloof High Entia, and the Mechonis likewise emerges as
not the simple nest of killer computers it might have appeared. Subtly but
surely, themes of ecology and environment, war trauma, historical inheritance
and racism all bubble to the surface. The deeper in you are drawn, the further
out you find the picture-frame extended. Steadily the stakes rise, and what
started as a personal quest for vengeance grows into a political struggle and
eventually a reckoning with supreme cosmic forces over the greatest questions
of all – the meaning of life, the nature of godhood, and always, once again, that
existential conundrum: Fate, or Will?
This core theme is built into the gameplay, in particular the combat
system. Imagine the tank-healer-DPS mechanics of multiplayer RPGs like World of Warcraft, but mercifully, with the AI
controlling the other party members so you don’t have to rely on actual humans
who will leave the keyboard at random moments or wreck your evening with their
swaggering ineptitude. Something about the Monado, it turns out, gives you
visions of the hard-wired future – armed with which knowledge you are thus
empowered to take action to change that future, such as a well-placed shield or
stun to avert a monster’s smooshing of one of your party members a few seconds
later.
In the main storyline this
determinism-versus-free-will struggle speaks obviously enough for itself, but
it also stands out in the side-pursuits that dominate most of the game.
Through its affinity chart system, the game encourages you to interact with an
enormous supporting cast that populates its various settlements, most of whom
have little to no role in the main story but whose innumerable (i.e. nearly 500) little
sub-quests bring the Xenoblade
world to life. These are sometimes funny and charming, sometimes dark and
thought-provoking; there are the obligatory kill-something-here or
gather-something-there quests, but also family breakdowns, research
breakthroughs, squabbles over political differences of opinion, and more than a
few superb moments of madness: a ferocious restaurant rivalry, ancient battles
between giants and spiders, and of course a certain matter of a Nopon pollen-drug
cartel. As you make your way through these people’s dramas you can observe
their relationships changing on the affinity chart, hopefully for the better,
but always in reflection of the fact that your choices have rippling impacts on
the world.
It is that experience, specially
deliverable by a role-playing videogame, that reminds you that questions of
fate or will are not an abstract theoretical problem but one that makes or breaks real people’s lives. Its consequences in this game are
played out not in equations scribbled on paper but in the loves and losses,
hopes and despairs of individuals and entire civilisations. Xenoblade
Chronicles is an emotional meat-grinder. If it succeeds at investing you
into caring about its characters (whether helped or hindered by voice acting
which is, peculiarly, very English rather than American), you are in for
a heart-stretching, nerve-crunching ride up and down a story that, while
sometimes predictable, knows how to draw out its suspenses, keep hopes and
fears on slow boil, and deposit disturbing suppositions in your consciousness
that will trouble it long after you switch the game off. There are body and
memory alterations, dark genetic secrets, and perhaps the main drawback to being
blessed with visions of the future in a troubled world: that pretty much every encounter
with someone new comes with an immediate visualisation of their violent death (which
of course remains in your psychological baggage whether or not you manage to
prevent that future).
I happened to give this game a go at
a time of mental instability, and at times had to wonder whether that was such a
good idea. In the end I believe it was. The overall tendency is still for
anguish to find catharsis, for cruelties to be forestalled and tragedies assuaged,
or at least unfolded to resolution at some higher level of complexity – in
other words, for Will to prevail in its battle with Fate. Maybe that’s also why
the game’s relative genderedness as a jarring creature of the 2000s doesn’t shipwreck
the experience either. There is certainly head-rearing by the likes of
mono-normative nuclear family assumptions and the masculine-feminine axis of
behaviours and relationship norms, not to mention that classic bugbear of RPGs
in which a given piece of armour, when equipped on a female character, appears
to magically lose about 95% of its visual mass despite somehow affording the
same protection. For this, too, is a function of choices people have made, not
of inevitable destiny, and it is up to us to self-interrogate, to reflect and to choose a better future.
The same is true of all the apparently
cosmic gales that have swept down to shatter our lives, like the nationalisms,
the bigotries, the COVID-19 pandemic, and the grand abuse of data and
technology. Will, not Fate, has landed them in our path, and it is Will, not Fate,
that will decide whether we push them back off it. We each have a share of
agency in choosing how to respond to such a world, that is, in whether we put the
weight of our own Monados into enabling its wreckers’ bloody visions, or
rejecting them to build a future for everyone.
The impact of that will might be
small for any one of us, but its power is still the most important, for all
other power flows from its foundation while if it is absent there can be no
power at all. If a game like Xenoblade Chronicles can help awaken that
awareness by equipping its players to think at such a level, then that, too, is
power it would be folly to overlook.
Conclusion
Breathe. Feel and experience (not
only see) things from multiple directions. Escape to a place where it is safe to
reflect and express yourself. Soar back into the faces of vast destructive
forces and expose that their grip on reality is not so absolute after all. Raise
your awareness that reality is not just there, but has been cobbled
together by countless large and small acts of will, and that yours, too, has real
and potential cobbling power.
Those who have sunk our world into
its present tribulations do not wish you to do these things. They seek to
suffocate you (so you can’t breathe). To close your feelings to all
alternative perspectives. To leave you no escape. To convince you that they,
they alone, are reality. To make you feel your life, your will, counts for
nothing.
That is why they fear videogames. They fear everything that helps give you back your reality.
I have little experience in gaming, but reading these reviews really changes my perspective. The Legend of Zelda where you can "go anywhere...in a vast and stunning post-apocalyptic wilderness" sounds fascinating. The Power of Presence: Assassin’s Creed – Odyssey is particularly interesting as it gives new insights into the history of Greece and the misconceptions of it created by Western historians. Kassandra is a female Odysseus, what a fantastic storyline. And it is filled with the famed historical figures of Greece. Actually, I am considering a vacation to Greece with my wife and daughter next year, so this only fans my interest in the mists of its real history. Wow, Chaobang, what a brilliant summary! Thanks for enlightening me.
ReplyDeleteHello John! Thanks for sharing your impressions - I'm delighted to see you got so much out of this piece.
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