Red Dead Redemption 2: A Masterpiece

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If you’ve ever dipped your toe into anything game-related in 2018, then you just might have heard about Red Dead Redemption 2, a game developed by Rockstar Games that everyone has been raving about and that many have referred to as the best video game of 2018. What makes this game so special you might ask? I have to admit I was skeptical myself, but as soon as I decided to sit down and give the game a go, I was lured in by several factors. From the breathtaking visuals to the excellent exploration mechanics, to the variety of activities, to the powerhouse of a story, I cannot deny the hype and so I must say for myself that Red Dead Redemption 2 is, although not perfect, a masterpiece of a game and my favorite game of 2018.

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Red Dead Redemption 2 features an expansive and detailed open world to explore.

As I said, there are a myriad of things that contribute to the game’s success, and a few that detract from the experience, but the strongest element of the game comes from its open world depiction of the American heartland during the Wild West era. The game takes place in the year 1899 in a fictional state and has the player takes control of Arthur Morgan, a rough and gruff no-nonsense member of the Van Der Linde Gang. Throughout the game, the player has the freedom to explore an immersive open-world filled with side quests and in-game activities. You can do anything including riding horses, engaging in duels, starting bar fights, hunting and fishing, robbing trains, playing poker, herding cattle, cooking and crafting, and countless other activities. On top of that, this doesn’t take into account the things that you will be doing over the course of the game’s story missions.

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Golden rays, whistling winds, Red Dead Redemption 2 offers an incredibly immersive experience for the player. 

When I first dove into the game, what grabbed my attention was the game’s immersion. The way the snow fell on my character’s boots, to the footprints that were pounded into the ground, to the sleek glistening water reflected on my character’s coat. Everything from the wildlife to the trees to the particles in the air was materialized with immaculate detail and impeccable quality. This feature was only enhanced once I left the snowy mountain setting of the game’s opening and was allowed access to roam the entire massive world. The environments are truly diverse. There are grasslands with grazing buffalo, canyons with rattlesnakes, lowlands and mountains with dangerous cougars, swamplands filled with crocodiles, and industrialized cities filled with people. As you can see, the natural habitats are complemented by the creatures living within the world. Each region feels like an actual biome or ecosystem, filled with new and different kinds of wildlife that add to the immersion. As a result, the world doesn’t just feel open, it feels lived-in. In fact, the best part of the game is simply riding on your horse and trekking through the American Frontier on the way to your next waypoint or mission. This is because while on your way to said objective, there are an infinite number of side stories or incidents that will veer you off of your charted course and engage you in some other aspect of the world. To some, it may get distracting but simply based on the fact that wandering through the world gives you a new experience and activates a new mechanic or development in the game is a testament to how extensive the developers went in designing this world. There are a number of chance encounters that can happen while exploring such as attacks by rival gangs, getting robbed, or helping people in distress. Considering the rough time period, you will eventually have to get down to some good old-fashioned shootouts. This is where the game falters somewhat. While the game’s shooting mechanics are by no means terrible, they can be a bit clunky. Aiming is a little wonky especially with the hypersensitivity of the reticle display. It also takes enemies several hits to be taken down unless you aim directly for the head in which case they always go down with one shot. Still, I can’t count the number of times I kept aiming for the head and having shots graze by enemies due to the fidgeting reticle. One could argue that it adds to the immersion in not having your character able to aim perfectly with historical weapons that weren’t always accurate, but if that is the case then why would a mechanic like Dead Eye which slows down time allowing for the player to get in perfect shots exist? Regardless, the shooting mechanics are still serviceable, but not the most electrifying aspect of the gameplay. The choices that the player makes in the game also decide the story and the experience for the player. Unlike Rockstar’s other popular franchise, Grand Theft Auto, good behavior is incentivized through the game’s Honor System, which gives a scale between High Honor and Low Honor based on the player’s actions throughout the game. The honor system affects key gameplay and story decisions as well as higher or lower prices in stores based on high or low Honor. Causing too much trouble also leads to high bounties which means that a player with a very low honor system may end up being chased by the Lawmen in any region they visit.

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Though not perfect, the game’s fighting mechanics can still provide enjoyment. 

Moving on to the story, the element of the game that I thought would be the most lacking ended up being the most surprisingly brilliant. I was watching a game awards video recently and was astonished to see that Red Dead Redemption 2 had been crowned with the title of “Best Narrative Game” over games like God of War. Now after playing the game, I wonder how I could have ever thought differently. While God of War’s narrative is strong, the story in Red Dead Redemption 2 is so passionately constructed and filled with rich character development and philosophical themes that it rivals classic Spaghetti Westerns like A Fistful of Dollars. The story follows a gang of outlaws led by the prideful Dutch Van der Linde. You play as Arthur Morgan, one of Dutch’s earliest followers. All in all, there are several members of the gang, both men and women, and pretty much each member is given a distinctive personality and character trait that makes interacting with them a fun experience. There’s Hosea, the sagacious veteran with a diplomatic mindset and a tactful approach to situations, Micah, a loose cannon with a malevolent nature and an itchy trigger finger, Mrs. Grimshaw, the tough and uptight upholder of the rules within the camp, and many more. The game gives you the feeling that the gang is only a gang by name and actually operates more like a family, with each member looking out for the other. Despite the dire circumstances, there are several moments where the gang rallies together for a happy moment or shares a bond in an auspicious occasion that gives you hope that they can make it through as a unit. The plot follows the gang after an incident gone awry in the town of Blackwater. They make their way through the American heartland following Dutch’s plans for gaining money so that they can eventually have enough to settle in a tropical paradise. At first, you really root for the entire gang as they make their way through the harsh world and try to survive in an uncompromising environment. You really want to believe in Dutch’s views that civilization is not a place for everyone and that some people are just meant to live freely, able to roam the wild lands and settle within the elements of their own making. You want to see the gang succeed and eventually find greener pastures, however, this view is deeply contrasted in our main character of Arthur Morgan.  To put it short, Arthur Morgan is one of the most compelling and interesting video game protagonists of the decade. He initially comes off as an abrasive and grizzled frontiersman with a short tolerance for others and an untrusting nature, however, as the game goes on we learn more about Arthur’s sensitive nature and free spirit by playing in his shoes. Arthur, though initially a staunch supporter of Dutch and the gang’s values, admits to the idea that the time for outlaws has passed and that sooner or later, the idea of living free in nature in a world without the strict laws of civilization would not be possible with the turning of the century. As the game progresses and things get more desperate, so do Dutch’s half-laid schemes. Over the course of the game, Dutch slowly becomes more and more unhinged and resorts to increasingly harsh methods. This is where Arthur’s moral compass stands strong against Dutch’s unbridled vision of a free world. The story plays out like an epic and spans several years where Arthur’s philosophy contends with Dutch’s idealism. Throughout the game, the player witnesses Arthur’s character and softer nature not just through the story missions, but through the various side-quests. We learn that Arthur Morgan has a simple appreciation for the beauty of the country, and a poetic view of life as something that should be appreciated. His sense of loyalty is also deep; however, we see that he is only willing to go so far as to do what helps others the most without hurting innocent people. It’s clear that what Arthur wants the most is for a peaceful existence for him or the ones around him. He wants good people to be treated kindly in a society that often rejects that characteristic. The concept of redemption is embodied within Arthur Morgan, as he defies the savage nature of outlawry and follows his beliefs of morality in saving those who deserve better lives. At first, the player may be saddened by Arthur’s musings that their gang’s way of life is coming to an end, but by the end of the story, the player will most likely realize that the outlaw way of life needed to end and couldn’t have survived the developing world. The game comments on the nature of living outside the laws of society and how there is a fine line between idealism and the corruption of the idea itself. It also comments on the displacement of entire groups of people due to the rapidly changing and uncompromising beliefs of American exceptionalism and Manifest Destiny. This is heavily exhibited in a large section of the game dealing with the plight of a Native American tribe and its conflict with the U.S Army. Sometimes, getting through the story missions can be a bit of a slog, but the best solution is to pursue side quests for a while and come back to the story missions later. What’s interesting about the narrative in Red Dead Redemption 2 is that it feels less like a video game and more like a ten-episode long Netflix series that details the rise and fall of the Wild West outlaw in a spectacularly dramatic fashion.

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Subtle, restrained, and brimming with courage and spirit, Arthur Morgan is a relatable and extremely likeable protagonist. 

Unfortunately, as gripping as the story is, there are aspects of it that take away from the overall experience in regards to choice. Most of the story missions play out very linearly, with little room for players to play the game the way they want to. For example, you may want to approach a mission by going in guns blazing but instead will have to be stealthy. There are occasions where killing a character will start the mission over, or trying to stay and fight off enemies instead of running away with the gang will lead to mission failure. Considering how tightly woven the narrative is, it makes sense that the game wants you to follow it as closely as possible. However, given the variety of character choice and exploration with the other areas of the game, more player choice in the story missions would have only enhanced the game’s quality.

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Nevertheless, these few flaws are but a small chink on the wonderful suit of armor that is Red Dead Redemption 2. The game captures the spirit and essence of the time period. You will most definitely feel like an outlaw of the Wild West by playing this game. It offers an incredible, sometimes too immerse open world with endless hours of gameplay and variety. It follows one of gaming’s most memorable new protagonists and offers a reflection of the American way of life as well as a commentary on how our society treats entire groups of people with a less than appropriate amount of care and consideration. Quite simply, Red Dead Redemption 2 is a masterpiece. Despite its flaws, Red Dead Redemption 2 is primed to take its spot on the gaming pantheon in gaming Mount Olympus alongside games like Skyrim, The Last of Us, Dark Souls, and the original Red Dead Redemption. In fact, I can’t remember having a video game story resonate with me this much since 2007’s BioShock, which I consider to be my favorite video game of all time.

 

 

 

Bohemian Rhapsody: My Favorite Movie of 2018

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I’m just gonna jump right out and say it- Queen is my favorite band of all time. I have yet to encounter a musical group with more perfect vocal harmony, energy, and versatility. No one song sounded the same with Queen, and each piece felt like an evolution of the band’s ideas. The centerpiece of all of this was Freddie Mercury, the iconic frontman with a voice so powerful it could shatter a glass building. Naturally, when I heard that a biopic was being developed based on the band and with a strong focus on Mercury himself, I was beyond excited. What I didn’t anticipate was 2018 being a somewhat slow and disappointing year for movies, at least in my opinion. Luckily, sitting down to watch Bohemian Rhapsody was the cinematic highlight of the year, as not only does the film do justice to the legacy of Freddie Mercury, but it also brings the brilliance of Queen back into the forefront and into the public conversation. It is without a doubt one of my favorite musical biopics of all time, and may even be my favorite if not for the genius of the 1985 Mozart biopic Amadeus.

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Directed by Bryan Singer, the film began with some production troubles. Actor and comedian Sacha Baron Cohen was originally slated to play Mercury however differences arose between what the surviving members of Queen wanted and what Cohen wanted and as a result, Cohen left the project. I’m not sure how Cohen would have done in the role, however actor Rami Malek does such a phenomenal job as Freddie Mercury that he may as well be a lock for the Best Actor award at the Oscars. Malek simply becomes Mercury in every way, from speech to facial expressions to mannerisms. Malek’s performance is not only the best performance by an actor this year but one of the best in the last decade. The film leads up to the 1985 Live Aid performance, and when comparing actual footage of the performance to the scenes in the film, it’s clear how dedicated the filmmakers were in nailing every aspect of Freddie and the band’s movements, and how well Malek mimics Freddie’s style. Surrounding Malek, however, is a strong supporting cast consisting of the other three members of Queen: guitarist Brian May played by Gwilym Lee, drummer Roger Taylor played by Ben Hardy, and bassist John Deacon played by Joe Mazzello. Mix in a few other good performances by Tom Hollander as the band’s lawyer and Lucy Boynton as Mary Austin, Freddie’s longtime friend, and former wife, and you end up with a not so star-studded cast giving absolutely star-worthy performances. Credit also has to be given for the make-up and costume departments for replicating Freddie’s iconic outfits and recreating the looks of all of the band members. Each actor in the movie looks like a mirror image of their real-life counterparts (Gwilym Lee is nearly indistinguishable from a young Brian May). The core band members themselves have infectious chemistry. There are great moments not only where the band interacts with Freddie, but also where the other band members are interacting with each other.

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Where Bohemian Rhapsody truly shines is in its focus on the most important aspect of Queen and Freddie Mercury, the music. Throughout the film are several scenes showing how some of Queen’s most famous songs came about and who was responsible for composing them. Whether it’s Brian May’s foot stomps for “We Will Rock You”, or John Deacon’s bassline for “Another One Bites the Dust” or the musical ponderings by Freddie that led to the song that inspired the title of the film, there was a lot of insight into the musical process of the band, how they kept innovating, how they worked as a unit, what inspired their music, and of course, how they went about creating the music. Most musical biopics play slight snippets of music but focus more on the personal lives of the musicians whereas, in Bohemian Rhapsody, entire songs of Queen are performed and to great effect. If there were ever a film about a band where the songs should feature heavily, Queen would be the band.

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Films based on true stories often exaggerate and embellish for dramatic effect, and that is still the case with Queen. Without going into what inaccuracies exist within the film, I will say that with whatever liberties were taken, the end result of added drama pays off with the exception of a few key events in the second act. Most of the drama surrounds Freddie’s personal life, and though many have criticized the way Freddie’s life was tackled, I think there was just enough of it that was explored without derailing the film and taking away the importance of the band. There were even some additions like Freddie’s family that helped to tie the film together including a powerful yet subtle moral lesson from Freddie’s father. The exploration of Freddie’s background also helped to give perspective on the struggles and poor influences that Freddie had while also not interfering with the mystique of Mercury. In fact, the entire journey of Freddie’s character in the film only enhances the larger than life persona of Freddie Mercury.

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By the end of this movie, there is a clear message to the audience about the powerful nature of Queen’s music, and the kinship of the four members of Queen that kept them together. This is all related through a beautiful climax that solidifies the legend of Queen and the legendary status of its members. Technically, Bohemian Rhapsody can be thought of as a two-hour advertisement for the band itself, but the subject matter of the film is more than worthy of a little more recognition. Based on the box office results of the film, it’s clear that there are more than a few people who have some love for Queen and their cornucopia of iconic and brilliant songs. So all in all, despite some muddled plot and lack of focus in certain parts of the film, Bohemian Rhapsody succeeds in paying homage to the legacy of Queen thanks in part to the brilliance of Rami Malek as Freddie Mercury, a talented supporting cast, and a dedication to concentrating on the music itself rather than other elements of a more tantalizing and provocative nature that is often explored in other biopics for shock value or intrigue.

The Dark Souls Effect

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Dark Souls is a 2011 role-playing video game developed by FromSoftware and published by Bandai Namco. The game continues the design and gameplay of its spiritual predecessor, Demon’s Souls. It is specifically known for its difficulty, vague instructions, and complex storytelling that must be pieced together through the environment and through objects and descriptions within the game. Due to the design, style, and especially the intense difficulty, there has been a recent trend in gaming where a game is referred to as “Souls-like” or “The Dark Souls of…”. For example, Cuphead is “The Dark Souls of two-dimensional side-scroller platforming games” or Thumper is “The Dark Souls of rhythm games”. It’s obvious that these comparisons are rather exaggerated, and Dark Souls, as well as the other Souls games developed by FromSoftware, are unique. The only “Dark Souls of” anything is Dark Souls itself, however, due to the breakout popularity of the Souls franchise, game developers and journalists have resorted to drawing comparisons between their properties and the Souls games. It’s not a foreign concept, as movies pitched to studios have often been described as “it’s Die Hard meets Lord of the Rings” or “Star Wars meets Titanic”. Drawing comparison to a more popular property makes it easier for companies to convey what they want people to think of their properties. In the case of Dark Souls though, the comparisons have been blown out of proportion to the point where anything even remotely difficult will be compared to Dark Souls. This is all related to something I like to call, “The Dark Souls Effect”. I’m going to be discussing what exactly “The Dark Souls Effect” is, its upsides and drawbacks, and how it will impact the future of gaming.

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The Souls games consist of Demon’s Souls (2009), Dark Souls (2011), Dark Souls II (2014), Bloodborne (2015), and Dark Souls III (2016).

I first picked up the original Dark Souls in 2014, and after struggling through only the first fourth of the game, I quit in a fit of rage. The game was simply too hard for me. Each enemy felt like a major threat, and the bosses were massively intimidating. I had also convinced myself that the game was simply unstylish and had clunky mechanics that made the difficulty artificial (I still think the game is a little clunky even now). I didn’t touch another Souls game until 2016 when Dark Souls 3 was released. Though I was still hesitant, under peer pressure and some considerable hype, I caved and bought the game. After some learning, I quickly fell in love with Dark Souls 3, and it is now in my top 5 greatest games of all time. Hungry for more Souls, I went back and played the original Dark Souls, this time playing through the whole thing and beating it faster than I did Dark Souls 3. I then played Dark Souls 2, and then Dark Souls 1 and 3 again multiple times. In the past two years, I’ve invested at least 300 hours in the Souls games, and I recently bought a PlayStation 4 primarily so that I could play the PlayStation exclusive Bloodborne, which is also a Souls game but with a different setting and story. I think it’s safe to say that I’m pretty experienced when it comes to the Souls games. What sets them apart from other games isn’t just the difficulty, but rather the minimalistic approach to guiding the player, and the vastness of the detailed worlds in which the games take place. When you first play the original Dark Souls, the world is interconnected and massive, crawling with enemies and teaming with areas to explore and items to discover. The world is also bleak, harsh, and dangerous. As the player, you don’t feel powerful, you feel insignificant. Everything in this world is bigger than you and can crush you in an instant. Because of this, it feels immensely rewarding when you overcome such overwhelming odds. It feels as if you triumphed over something that you weren’t meant to, like David against Goliath. There’s also the exploration aspect of discovering hidden areas and new helpful items. The fact that the player has to piece together the story and also figure out themselves what they have to do in the game makes it more active rather than passive. There’s also no pause button so you really have to be engaged and focus in. Then there’s the boss battles, exciting action set pieces against a single foe with a large health pool and high damage output where dodging and understanding their move set is key. These boss battles invoke something that transcends passivity in gaming. I can describe in detail the way I feel in many boss encounters in the Souls game: elevated heart rate, sweaty palms, and eyes glued to the screen. Then there’s beating the boss, a feeling of complete joy and triumph swells inside me as I either take a deep sigh of relief, jump for joy, and in some cases, cry tears (Yes I literally cried tears of joy when I beat the hardest boss in the Souls series). These moments created within me an obsession with these games, where the only thing I wanted to play was another Souls game, or something similar. When I ran out of Souls games to play, I played them again, and when I was done with that, I searched for other games that had the same kind of difficulty. Dark Souls and anything similar became like a drug for me, I just had to have my fix.  It’s likely that other gamers felt this way too, and so the industry responded by pushing out “Souls-like” games. This push for higher difficulty, more RPG elements, and intricate level design in games is what I call “The Dark Souls Effect”.

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Dark Souls thrusts players into a massive, interconnected world with dangerous foes.

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Intense boss battles take place throughout the game.

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The benefit of “The Dark Souls Effect” is that it’s a counterbalance to games like Call of Duty and movie-based “handholding” games where every aspect of the game is told to you through visual cues and arrow signs. The lack of in-game microtransactions, longer story, and greater emphasis on fluid gameplay also benefits the gaming industry. Games like Nioh and the new God of War have been successful in creating a variant of the Souls style of combat. Not every game is successful in copying the Souls formula, however, and games like Lords of the Fallen or The Surge came off more as imitations rather than their own experiences. Many developers in the industry have misunderstood the true greatness of Dark Souls, and have instead tacked on difficulty to their games. The thing is that Demon’s Souls, the Dark Souls games, and Bloodborne are unique in their overall package, through design and gameplay just as much as difficulty. It’s perfectly fine for other games to take inspiration from the series and try and improve their level design, gameplay, and world-building, but games coming off as lazy Dark Souls clones like Lords of the Fallen are happening more and more. It’s the same issue with Battle Royale modes from Fortnite and PUBG being copied. Call of Duty Black Ops 4 doesn’t need a Battle Royale mode but it’s doing it instead of a campaign mode to exploit the popularity of the Battle Royale mode.

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Games like The Surge, Lords of the Fallen, Nioh, and God of War have borrowed some elements from the Souls games, though God of War doesn’t simply copy them and has its own franchise to draw inspiration from.

Now, E3, the Electronic Entertainment Expo for major game developers is right around the corner. Amongst the lineup, FromSoftware is teasing a new game called “Shadows Die Twice” which some have speculated to be a sequel to Bloodborne. The Souls formula hasn’t shown any signs of slowing, and we will likely get more games similar to Dark Souls. This is all fine and good, if there will be more Souls-like games, odds are some of them will be good and some won’t. I myself am conflicted on the continuation of the Souls series. Many have argued, and it is believed to be so, that Dark Souls creator Hidetaka Miyazaki never meant for a sequel to Dark Souls itself, and instead wanted to continue making passion projects with the same style of gameplay and level design like Bloodborne was, but the studio pushed forward with a Dark Souls sequel after the popularity of the original game. To that end, I hope the Souls formula continues but with new creative stories and periods. Demon Souls was clearly a medieval dungeon/castle crawler whereas Dark Souls was an open world, full-scale dark fantasy, and Bloodborne was Victorian Gothic. Though I’d be more than happy to play a Bloodborne 2, I would be just as thrilled or even more thrilled to play something fresh and new that adapts the Souls formula in new and innovative ways.

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The Souls games are some of the best games ever made. They have shown that video games can be challenging, thought-provoking, adaptive, mature, and still be extremely fun. There’s a true sense of engagement and accomplishment when playing through these games, and the impact they’ve made on the video game industry should hopefully continue with a greater focus on fair and rewarding difficulty. Challenge is one of the most important features of a video game. Much like a story needs the characters to overcome obstacles, the gamer needs obstacles to overcome in the game. Dark Souls boldly challenged players to take control of their characters and learn and discover how to play through a dark and formidable world. Though none of the games are perfect, they are all masterpieces in their own right for furthering the formula. The importance of “The Dark Souls Effect”, is that regardless of its quality, it highlights the need for detail and passion in creating challenging and fluid gameplay, complex world building and level design, and greater player interactivity and control. “The Dark Souls Effect” stirs up attention for a debate in gaming that is necessary and vital to the industry as a means of combating the rising corporatization of games. It presents the promising prospect of the gaming community asking for more games like Dark Souls that will improve gaming as an art form.

Video Games: The Art of the Future

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There has been a certain social stigma against video games for as long as I can remember. Many people consider video games to be a lesser form of art and even more refuse to consider video games as an art form art at all. Of course, most of these people have either never seen a video game, or never played a video game and are only basing their conclusions off of viewing other people play games. What I’m saying now isn’t an opinion. Video games cannot and will not be denied the right to be considered a form of art. Wikipedia defines art as “a diverse range of human activities in creating visual, auditory, or performing artifacts (artworks), expressing the author’s imaginative or technical skill, intended to be appreciated for their beauty or emotional power”. By this definition, which I would say is a pretty holistic definition, video games qualify as works of art without question. Yet, in our current society, video games are seen more as mind-numbing forms of entertainment meant to distract kids and sedate teenagers. It’s funny because there was a time when other forms of entertainment such as movies and comic books were considered distractors and sideshows that wouldn’t qualify as art. Over time, these mediums eventually became accepted into the prestigious world of high art, complete with their own prestigious awards and snooty critics. Art is about immersion, reflection, connection, and appreciation. How is admiring a landscape painting by Frederic Remington different from appreciating the painstakingly crafted digital atmosphere of the new God of War? Actually, there is a difference…the art presented in video games is more immersive and advanced in regards to interactivity than many other mediums. That’s why I believe video games are not only a rich medium of art but also the medium of the future. There are more and more people buying and playing games each year, and I believe that as time goes on, public perception will change about video games and they will join the pantheon of high art. There are, however, some roadblocks that need addressing that will hinder the progress of games becoming recognized by the general populace as art. I’ll touch on these as we move along assessing what makes video games so incredible as artworks.

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The first thing to recognize is that like movies, video games are an amalgamation of multiple mediums. Just like a movie has music, acting, cinematography, set design, and much more, video games have writing, music, voice acting, motion capture work, digitally rendered environments, interactive gameplay, and much much more. A game like Cuphead has beautiful animation and an incredible big band score. Games like The Witcher series, Uncharted, and Horizon: Zero Dawn are praised for their gorgeous visuals and environments. If you’ve ever seen a collection of cutscenes in video games, you’d see how cinematic they truly are. I’ve seen some counterarguments stating that the things surrounding the video game such as art design, visuals, and music are components that could be considered art, but the gameplay and the full product itself can’t be considered art, but quite frankly that’s ridiculous. When you play a game, the immersion depends upon whether or not the decisions of the player are accurately translated by the game. Multiple people dedicate time to making sure the movements of the game avatar precisely match the commands given by the gamer. There has to be a flow to the gameplay, effectively serving as an extension of the gamer’s own being. A game with bad gameplay is like a poorly made sculpture. In a game, you not only soak in the music, visuals, story, acting, and dialogue, you also soak in the gameplay. Another reason that the full product of a game is art, is the underlying primary objective of any work of art. The elements of any medium, be it visual or aural or sensory, is to tell a story.

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Everything a video game does is to tell a story. It can be a tale of adventure and excitement, fire and fury, survival and horror, etc. Everything, including multiplayer games like Fortnite and Call of Duty, requires a narrative that can either be told by the creators of the game or presented as a blank canvas to the player to create their own stories. When it comes to the traditional linear narrative, video games happen to have some of the best contemporary works of our time. The Halo series crafted an expansive epic filled with additional literature and lore that mirror the literary works of Tolkien. Games like The Last of Us take the player on an emotional journey where they grow with the characters. And my personal favorite game, BioShock, is a reflection of the objectivist philosophy of Ayn Rand.

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Like I said, there is that special factor to games that makes it the art of the future: immersion. A video game is controlled by the player, therefore the direction the narrative takes is determined by the player, or at the very least the connection that between the player and the narrative runs deeper than other forms of art. If you think about a game like Halo, there’s a silent protagonist, the Master Chief, that is always behind a suit of armor so that the player can project themselves into the game as that character. The Master Chief is given little development so that the player feels like they are him when they go through the events of the game. When you watch a movie, you see the protagonist overcome the challenges, but in a game, you overcome the challenges yourself. You earn the moments by overcoming the challenge. You don’t just remember passively being there, you remember the experience of you doing those things. Challenge and immersion are the golden tools from which a game gets its power. Players want to feel more immersed in the game, they want to feel the intensity. A video game with no challenge can be bland, repetitive, and uninteresting. A challenging game like Dark Souls gets a player’s heart rate up and gives them a sense of accomplishment when they achieve victory. To add to the immersion factor of games, choice can often be a key component of a game. Role-playing-games like Skyrim present the player with a whole world to explore and engage in storylines on their own and at their own pace. In Mass Effect, how you talk to a character determines your relationship with them throughout the game. Because of these interactive games, the experience is different each time. Characters can change and adapt to how you play, and the story adapts to the choices you make. In this way, games are adapting pieces of reality and embedding them into their art more so than other mediums. Entire worlds can be built in games like Minecraft and Little Big Planet.  Art often mirrors reality, and games are becoming more and more like real life. With the advent of virtual reality, video games will only continue to become more life-like. Through this increased immersion, video games are transcending other mediums and doing things that no other mediums can do.

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This renaissance of gaming and its movement towards greater recognition should continue to develop as long as story and immersion continue to shine over the commercial aspects of games. As long as games are treated like works of art by their distributors, and not capitalized by shady monetary tactics, then games should be well on their way to high art status. Unfortunately, companies like EA are treating the consumers like dirt and commercializing the art of gaming by introducing said shady tactics. These tactics came in the form of in-game microtransactions. Microtransactions were originally used in free to play and mobile games as a way for them to make money, but of course AAA game developers thought why not add them to $60 games. High priced DLC (downloadable content) already served as a way to get extra money from consumers, and with games like EA’s Star Wars: Battlefront the $60 product ended up being completely bare bones and unfinished in every way while the $50 season pass was marketed front and center. Microtransactions were an added bonus for games to make more money, and for good reason. Microtransactions make video game companies massive amounts of money, sometimes even more than digital sales for the games. The biggest form of microtransactions is randomized loot boxes. This means that players can purchase in-game content that is given completely at random. So you might be asking, what’s the big deal? So what if games have microtransactions it’s not like the gamer has to buy them? It’s not like not buying them affects your ability to play the game right? Well, that’s where the controversy lies. In some games, microtransactions are just annoying. It used to be that you had to unlock certain things in a game like more playable characters or skins. It felt like an accomplishment to get more in-game content. Now, everything is randomized, so even if you get a thousand loot boxes, you may still not get the content you actually want. In games like EA’s Star Wars: Battlefront II, however, loot boxes are tied to progression, and purchasing microtransactions in the game allows you to unlock content much faster than people who don’t (for example, you can buy a hero for $10 or spend 40 hours unlocking them). Another unfortunate fact is that microtransactions are nearly in every major game, from Assassin’s Creed to Call of Duty, to even single player titles like Middle Earth: Shadow of War. Microtransactions are something that the gaming community may just have to live with for some time.

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The ever-expanding world of video games is facing some of its biggest challenges while it brings in an increasing audience. Companies like Activision and EA have prioritized earning money over providing a quality product and treating their customers with respect. The harmful strategies of these companies do not have to be the norm in the gaming industry. As long as games like God of War, Cuphead, and Dark Souls continue to be made, the high art that is video games should triumph over corporate greed. I know I got off on a bit of a tangent with the microtransactions rant, but the truth is that video games are very near and dear to my heart. Video games inspire me to soak in new worlds, learn new music, and engage in new and interesting narratives. The beauty of video games is under attack by these corporate models, and so I wanted to highlight the issue facing the industry as it continues to gain more recognition.