Monday, March 30, 2015
Sunday, March 22, 2015
Critical Switch: Rest in Pain
I realize
that what you came here for, what a good 37 of you pay $163 a month
for, is to hear me talk about videogames. But I'd like to think that,
for the most part, what that really means is “here's a good game
I'm gonna talk about, and here's why it's good, about 90% of the time
or more. You can get my personal brand of cynicism on Twitter. If
people listening right now trust my taste in videogames, I hope that
means you also trust my taste in music, in films, and in television.
So from time to time, you'll hear me do an episode on a medium that
isn't videogames. For your pleasure and mine.
This week
I'm going to be talking about Twin Peaks.
If you haven't seen it, watch it. It's on every major streaming
service, I'm sure it's pretty easy to acquire one way or another, and
it's quite possibly the best show to ever air on American television,
a reputation that precedes it and whatever statements I may make on
it.
Take
note: Twin Peaks is a
detective story whose primary plot thread involves multiple instances
of sexual assault, it can be deeply disturbing. This episode also has
significant spoilers for Twin Peaks.
I'm serious, I tell you who the killer is, if you don't want to know,
turn back now and watch the show first.
Without
further ado:
I feel like
all of my favorite scenes from Twin Peaks
don't make anybody else's list. The ones that have resonated most
strongly with fans are the scenes that are the weirdest or most
Lynchian: the red room, or Audrey Horne tying the cherry stem with
her mouth. Those can be a bit . . . surface-level(?) for my liking?
I
mean, they're good scenes and all (a show with two seasons on the
books doesn't get remembered for being inconsistent,) but they're
also somewhat self-explanatory and they can tend to be obfuscant of
the totality of what the show is. The red room is weird, David Lynch
is weird, Twin Peaks is fuckin weeeeeeiiird man,
but that surface level weirdness acts mostly as a premonition for the
murder mystery, it's not the kind of weirdness that exists in most of
the show. Sherilyn Fenn is astoundingly
hot but reducing her to that one quality or that one scene covers up
her independent side, for example, the fact that the reason she's
there in that scene to begin with is because she's doing independent
investigative work on the murder of Laura Palmer.
There's
at least one scene in the show, however, where all of the things that
have surface-level appeal to Twin Peaks
and where so much of it's subtext comes together just beautifully.
The
funeral scene in Season 1, Episode 4, “Rest in Pain,” written by
Harley Peyton and directed by Tina Rathborne, for which Peyton was
nominated for the primetime drama writing Emmy is probably my
favorite moment on the show and that makes it a pretty strong
contender for my favorite moment in any television program.
That
the funeral itself is even happening, at least in this particular
moment of time, is an indicator of the town's old-time values, and
even a sign of resisting outside forces.
I'm
gonna represent events in the episode out of order here to create a
sort of thematic progression. Laura Palmer's funeral is scheduled for
the day of her autopsy to be performed by Dr. Albert Rosenfeld,
played by Miguel Ferrer. He's arguing with the local police coroner
so he can continue investigative work on Palmer's body while the
locals, in this case represented by the Richard Beyman's slimy
businessman Ben Horne, demand he release the body for the funeral
that day. Rosenfeld is foreign to the audience at this point, and his
verbal disregard for the town and characters we're already familiar
with is meant to make us dislike him.
However,
he's also completely right: allowed more time with the body he
might've found, just to name an example, DNA evidence of who violated
and murdered her. Cooper, in his empathy for the town and it's
values, demands Rosenfeld to cut his work short. Cooper, the
townspeople, and presumably the audience, make an utterly damnable
assumption here, that
Rosenfeld's vulgarity is a lack of sympathy. This is plainly false.
We learn later in the series that the man is a pacifist, which is
perhaps why he tries to contain physical violence through acerbic
verbiage, but it's also why he investigates crimes, and he thus
brings the full weight of personal interest into his work. This, I
think, reflects nicely in Ferrer's performance in a later scene where
he presents his findings to agent Cooper and Sheriff Truman. He's dry
in presenting the evidence, but mournful that he was only allowed so
much time.
DR.
ROSENFELD
A
couple more days with the body who knows what I might've found.
SHERIFF
TRUMAN
Excuse
us, we have a funeral to attend to.
In
making this assumption of Rosenfeld's cynicism and shall we say
“Yankee-ness,” we also ignore something about the town: that they
have something to hide in all this. While many townsfolk are
unconvinced they played a role in Laura's death (we'll get to that),
we also know that Palmer was a walking monument to the night culture
of the town that it does not want outsiders to see: taboo sex and
hard drugs, the sort of thing centrists might call “alternative
lifestyles” as though there's some inherent normalcy to the
missionary position or drinking beer instead of smoking pot (or
snorting blow.) We should note in the earlier scene at the morgue
that the representative of the regular townsfolk is Ben Horne, the
slimy businessman, a guy with a lot of dirty secrets himself, the
closest thing the show has to a legitimate villain at this point in
it's run.
BEN
HORNE
Mr.
Rosenfeld, please! Now, uh . . . Leland Palmer couldn't with us
today, but I know I speak for everyone, the Palmer family included,
when I say that, uh . . . we appreciate . . . and understand! The
value of your work. But as their representative I must insist that we
consider the feelings . .
. of the Palmer family as well.
Ben
reveals his true colors right before the funeral. We overhear him
discussing with his wife about how best to get their son, Johnny,
who has what are described as “emotional issues,” to remove a
Native-American headdress he constantly wears so he can appear
respectable for the funeral. There is little compassion in his words.
His mentally disabled son is not able to easily conceal what he truly
feels like the rest of the town, and Ben is ashamed of him for that,
for his son's disability. Ben Horne has other, more human moments,
but I think in this moment he also speaks as a representative for the
town, revealing their inner cynicism, and their wish to conceal
truths they don't want to engage with, like his son's disability, or
Laura Palmer's life.
As
Cooper leaves the autopsy room, having ordered Rosenfeld to release
the body, he places Laura's limp, dead hand flat on her chest. The
limp hanging wrist is an honest image of death. By replacing that
hand, Cooper takes part in a narrative that wishes to preserve an
image of Laura of beauty and supposed innocence. The sad thing is,
she was both, but the narrative that the people of Twin Peaks want to
preserve about her life is, to them, unable to be reconciled with the
life she lead. This, I think, becomes especially pertinent when we
recognize that Laura Palmer was not only murdered, but raped multiple
times before so. In attempting to privilege the details of what we
might call Laura's “day life” the town is participating in a sort
of silent victim blaming. It was Laura's fault she was raped and
murdered because, in the eyes of the town folks (some might say in
the eyes of the show's creative team), Laura's lifestyle choices are
inseparably linked from the cause of her death, and that those who
live more puritanically avoid such fates.
That's
a bit heavy. Let's take a short break and enjoy some more of the
music of Twin Peaks, shall we?
Earlier
in the episode, we then have Bobby Briggs performed by Dana Ashcroft
with his father the Colonel played by Don S. Davis, both of them just
immense fucking
talents shining brightly in these roles.
The
Colonel, a soldier by trade obviously, has had his run ins with
premature deaths just like Laura. Bobby is a fair bit like Laura: hes
always walking on the wild side, selling cocaine, occasionally
drinking while he drives, smoking, and dating Laura before her death
while also having an affair with a married woman. But while he's
danced with death, he's always taken lead.
Laura's
death represents the first time his mortality is ever really apparent
to him. As his father sits back calmly attempting to explain how
funerals allow people to come to terms with death and accept it,
Bobby plays with a lighter. At first, he opens it, flicks it, lets
the flame burn briefly, and then shuts it, extinguishing the flame.
This is a process that Bobby Brigs has probably performed countless
times until this point, as have people he associates with, those who
walk with him on the wild side. As quickly as life begins, so
suddenly is it gone. Now he opens it again and leaves the flame,
standing the lighter on the table, cupping his hands around it to
preserve it. The flame diminishes quickly, but we see here a greater
appreciation to preserve things that can so suddenly end. As the
colonel finishes his monologue, Bobby closes the lighter again. We
can see it on his face: Bobby is angry. He is disgusted. He is
afraid. But this may perhaps be the first time he has ever felt these
things so deeply in his life, and he turns that anxiety into a
performance.
COLONEL
Son,
don't be afraid. We'll all be there together.
BOBBY
Afraid
of what?
COLONEL
The
funeral.
BOBBY
I'm
not afraid of any damn funeral. Afraid? . . . I can hardly wait!
AFRAID?!
I'M GONNA TURN IT UPSIDE DOWN!
Now
we're at the funeral. The funeral has this clear progression to it
that I think represents everything Twin Peaks
is about in a really, just utterly gorgeous way. As the funeral
starts, the preacher gives a sermon, a pretty heartfelt one, about
Laura's life, but the camera tells us the real story. These people
aren't really thinking about Laura, they're thinking about
themselves. That's fine and all, funerals are for living, not the
dead. Donna Hayward has one of the more genuine expressions of grief
as she looks down at the coffin. She legitimately was one of Laura's
close friends. Bobby Briggs looks down, but his face is contemptuous.
He holds this entire event in contempt. Agent Cooper looks at the
preacher, I'd say in respect for a faith that is not his, as he has
shown respect, maybe even envy, for this culture he does not belong
to. Ed Hurley looks at the preacher as well, but, perhaps filled with
guilt at his wife's undying love and his adulterous affair, looks
away, purses his lips, his gaze shifting. The camera shifts back to
Agent Cooper, always on the job, now looking at the other mourners:
Bobby, still contemptuous, getting more annoyed as he breaks his gaze
on the coffin and silently, but visibly, sighs. Cooper's gaze then
finds James Hurley, who had spoken of his intent not to appear at the
funeral, but is here now. James' eyes are fixed on Bobby, who he
thinks is responsible for the murder. Donna's eyes then find James,
who she is slowly falling in love with, before guiltily shifting back
to the funeral. Audrey Horne, engaging her own infatuation, shoots a
flirtatious look at Cooper. Cooper returns the favor. These people
are losing focus, but it was never really on Laura to begin with.
As
the preacher ends his sermon, Johnny Horne sincerely intones.
JOHNNY
Amen. Amen!
Amen. Amen!
And
out of nowhere Bobby fucking loses it.
BOBBY
AAAAAAMMMMMEEEENN!!!
AAAAAAMMMMMEEEENN!!!
He's
tired of this charade. He knew “the real” Laura Palmer, and he
lives her kind of life. He knows these people don't really care about
her just like they don't care about him, that they're trying to cover
their tracks by appearing respectable. And he has had enough.
BOBBY
What're
you lookin' at? What are you waiting for? You make me sick. You damn
hypocrites make me SICK!!! Everybody knew she was in trouble! But we
didn't do anything. All you “good” people. You wanna know who
killed Laura? YOUD DID! We all did. And pretty words aren't gonna
bring her back, man, so save your prayers! She would've laughed at
them anyway.
The
artifice is exposed. As is the nerve. James furiously leaps at Bobby
and they begin fighting, people pick sides or try to hold the two
back, and the funeral comes apart.
Leland
Palmer, struck with grief, jumps on to his daughter's coffin, and the
scene begins to take on a tone of incredible awkwardness that has
been slowly bubbling beneath the surface. The reasons for this are
threefold:
- Leland's landing screws with the very loud mechanisms by which Laura Palmer's body is to be put in the ground, and people have a hard time getting Leland off of the coffin as well as just putting the damn thing in the ground and getting this over with so people can go home.
- His wife intones, bizarrely, “Don't ruin this too!” As though the funeral is . . . what it really is: a social performance of grief. As though Leland had ruined something else in their family and was then an active embarrassment. This is all of course true because
- Finally: Leland Palmer, who is expressing this incredible grief, as a father might? Is the one who repeatedly raped and murdered Laura Palmer.
Thank
you for joining me, I know it's been a heavy and unusual episode. In
this episode we've heard the “Twin Peaks Theme,” “Audrey's
Dance” and “Laura Palmer's Theme” from the Twin Peaks
original soundtrack by Angelo Badalamenti. Critical Switch is
supported entirely by listeners like you at
Patreon.com/Criticalswitch, and that'll be linked in the description.
Next week you'll be joined once again by Zolani Stewart.
This
time from Redmond, Washington, I'm Austin C. Howe.
COOPER
Do
you believe in the soul?
HAWK
Several.
COOPER
More
then one?
HAWK
Blackfoot
legend. Waking souls that give life to the mind and the body. A dream
soul that wanders.
COOPER
Dream
souls? Where do they wander?
HAWK
Faraway
places. The land of the dead.
COOPER
Is
that where Laura is?
HAWK
Laura's
in the ground, Agent Cooper. That's the only thing I'm sure of.
Friday, March 13, 2015
Talk with Iris Bull
A few months ago I had a talk with Iris Bull about feminism, representations of women in games, and how people talk about digital bodies. With her permission, I’m posting it here.
Austin Howe: Can I ask you Questions About Feminism?
Iris Bull: sure
Iris Bull: anytime
Austin Howe: So I was on twitter expressing my frustration about Suikoden II that so far it seems like every woman exists to compliment you and be sexually suggestive
Iris Bull: i saw that
Austin Howe: One character in particular was implied to have performed a sexual favor for a guard to help get past them
Iris Bull: i don't know that i agree with [redacted]
Austin Howe: And I noted that, in discussions regarding representations of women in media, if you were to side by side that design with Tifa from FFVII, Tifa would win without actually referencing the texts either character comes from
Austin Howe: This is despite the fact that Tifa's character is pretty much the exact opposite of what happens in Suikoden II.
Austin Howe: Which is not to say that she's so shy as to be Unsexual (as opposed to asexual, different thing obviously) but rather that there's a subtlety to her writing and with the other women that simply doesn't exist here
Austin Howe: So yeah someone basically said you can't slut shame Digital Women
Iris Bull: yeah, that doesn't really make sense to me
Austin Howe: I'm not really sure that adds up in . . .
Austin Howe: Well to put it simply it Does Not Work with any postmodernist critical framework
Austin Howe: It doesn't jive with Death of the Author
Austin Howe: And it doesn't work with reader response
Iris Bull: media criticism is inherently associated with real people and events
Iris Bull: because media is inherently associated with those things
Iris Bull: not sure what he means by "philosophically equate"
Austin Howe: Well here's the other thing
I realize that People Have Problems With Postmodernism
But like
Iris Bull: it's a novel without an ending
Austin Howe: The idea that the line between what is real and what isn't real has never been definite
Austin Howe: That's important
Austin Howe: And frankly it's kind of something that, without referencing explicitly, is kinda foundational to my entire approach to both art and criticism
Iris Bull: you might even say: it is from the ambiguity of the real that we construct new possible social realities
Austin Howe: So frankly, not only would I disagree with the idea that you can't slut-shame unreal women (you definitely can by erasing their words and only considering their midriff, that's For Fucking Sure)
Austin Howe: But frankly, I'm not even totally convinced that games are "unreal"
Austin Howe: Which, I realize what kinda hole that starts digging
Austin Howe: But like, put it this way
Austin Howe: Even the basic ways that people talk about how media affects them kinda reflects that uncertain line between the two definites
Iris Bull: v dangerous terrain, austin. v dangerous indeed.
Austin Howe: "This album saved my life"
Austin Howe: "I really related to this character"
Iris Bull: ^ not evidence of the real
Iris Bull: maybe we can think of The Real as a constructed model, but it is never an Object. we may Relate with the Real, but nothing is ever Real.
Austin Howe: So it's less that games and films have reality in them but rather that what we consider reality is not itself completely real
Iris Bull: yeah
Austin Howe: Alright so then consider the inverted wording of this question I typed before that
Austin Howe: "If these things weren't real you wouldn't be able to relate to them?"
Iris Bull: yea!
Iris Bull: but no matter how you spin that for some people, there will always be someone you encounter who hasn't thought about Real as Fundamentally Not An Object
Austin Howe: And really, if fiction was truly "unreal" (still using casual wording here, work with me, Ye Educated Madam)
Iris Bull: lol
Austin Howe: Then . . . how would we be offended by it in the first place?
Iris Bull: to be offended = a particular relationship to a proposed reality that we reject For Reasons
Austin Howe: We can be offended by the appropriation of fascist imagery, for example, because we recognize the lineage from Real World Fascism to Fictional Fascism
Austin Howe: If fiction wasn't in some sense "real" then we would actually be incapable of being offended by that!
Austin Howe: Social critique of media would have no basis!
Iris Bull: yeah :)
Austin Howe: So then, when we accept that there is "reality" contained within fiction objects
Austin Howe: We understand how people can be hurt by media
Austin Howe: And we can also understand how we might be hurt by other's reactions to media
Iris Bull: :)
Austin Howe: I can be offended by a mischaracterization of Squall
Austin Howe: Because, as a character representative of mental illness
Austin Howe: I feel a sort of relatability or even a sense of brotherhood with him
Austin Howe: So when he is attacked
Austin Howe: I feel attacked
Iris Bull: ^.^
Iris Bull: fucking cool, right?
Austin Howe: So Squall is a "real" presence in my life
Austin Howe: Right, ok, it's super cool to know that how I think about media works in theory
Austin Howe: Let me finish this thought and I'll tell you about a thought I had in high school
Austin Howe: Ok so finishing on women
Austin Howe: This goes back to women
Iris Bull: yup
Austin Howe: Because when people attack Tifa for her design and seemingly that alone
Austin Howe: It's singularly a critique not of the designer's decision to put her in those clothes
Austin Howe: But the fact that She Is Wearing Them as an abstract concept
Austin Howe: Critiques of Tifa are rarely critiques of Tetsuya Nomura's misogyny which may or may not be true
Austin Howe: (As in he may or may not be a misogynist)
Austin Howe: So you CAN slut-shame Tifa because you can attack Tifa in exactly the same way that you attack a human being
Austin Howe: Which is especially hurtful when it erases her personhood, it erases the fact that the personality we attach to those clothes is not the personality that Tifa has
Austin Howe: It erases the fact that Tifa actually shows discomfort with her sexuality at a few points
Austin Howe: Women can feel hurt by this because this story is arguably representative of certain experiences (I can't speak on this for sure.) I can feel hurt by this because I've seen people do to human women what they do to Tifa, reduce the virbancy of a person down to the makeup they wear and the figure they were born into.
Austin Howe: Ok, cool, I think I've reconciled now.
Iris Bull: yeah, because if you're not interrogating the context in which Tifa was created, you're not identifying the work that her representation does in a variety of other contexts—you don't acknowledge her constitution as both a text and a tool with ideologic functions. In a way, Tifa can only represent agency, but much in the same way that the people around us—people Other Than Us—also represent agency. To recognize Tifa as complexly as a person is rhetorically important because we use those critiques on Real People, too.
Austin Howe: Yup
Austin Howe: So when I was in highschool
Austin Howe: Before I knew about the death of the author and things like that
Austin Howe: I had this approach to media which was something along the lines that media should be considered as something like an alternate dimension of existence
Austin Howe: Where authors are the creator-gods of their media who single-handedly determine the lives of the people living in their universes
Austin Howe: And I kinda used that as a framework by which to approach empathy for fictional characters
Austin Howe: It was weird
Iris Bull: not weird
Austin Howe: But I guess my point is I always used to think that my approach to fiction was kinda, for lack of better term, insane
Austin Howe: That the way I thought about media was indicative and symptomatic of my mental illness
Austin Howe: So it's really great to see all these people who, when you rearrange verbs and nouns, think about stuff in basically the same way
Iris Bull: i think i've always felt crazy. on my twitter avi where i list "weird stuff," that's how i couch my insecurities about how i make connections between different types of knowledge, different ideas/concepts. and i think it's often really easy to feel crazy when the people around you don't acknowledge how structures and spaces, people and things outside of us, how those things shape what we do and who we think we are. i feel most crazy around people who insist that ideas like "freedom" are Real. i am purposefully conditioned to feel crazy when my perspective of reality is not evidenced elsewhere—in popular media, in academic conversations, etc.—and i feel even more crazy when i don't feel like my words adequately describe my thoughts and feelings. i think that a lot of this comes from being conditioned to think that older people and past civilizations are/were wise—that they figured shit out. what i feel like i sense more and more everyday is how *little* people and past civilizations have done. but i also think that's an error in my perspective. i can only see the way things should be because it's easy to be dissatisfied with what you have. /ramble
Austin Howe: Well a woman fav'd my tweet about not slut-shaming in criticism
Austin Howe: So that's most of what I need
Iris Bull: you do you, austin. you do you.
Austin Howe: I'm gonna copy paste most of this down and post it to my blog if you don't mind?
Iris Bull: No problem.
Friday, March 6, 2015
Critical Switch: On Legacy of Kain: Dead Sun
https://criticalswitch.bandcamp.com/releases
Check that link every week for new episodes! New stuff is gonna be slow here as I focus on Switch and the Final Fantasy VII book, so be patient, word lovers!
Here's the transcript if you'd like to read it instead of listening:
Check that link every week for new episodes! New stuff is gonna be slow here as I focus on Switch and the Final Fantasy VII book, so be patient, word lovers!
Here's the transcript if you'd like to read it instead of listening:
So
there was a pretty significant leak recently of a planned reboot of
the Legacy of Kain
series entitled Dead Sun
that was in development around 2012 but got canceled, I wanna talk
about it for a little bit. Indulge me while I'm being less than
critical for most of this.
So
first of all, the official reason given for the cancellation was that
fan interest in an LoK
reboot didn't meet sales projections and that has to be addressed: of
course a Legacy of
Kain reboot didn't look like it
was going to sell well.
The
series was never a money bucket to begin with, plagued with truncated
budgets and short development cycles leading to games that were 2/3
finished at best when they came out, leading to decreasing review
scores, decreasing sales, and disgruntled fans. The last game,
Defiance, came out
when I was nine years old.
We're talking about a franchise that hasn't seen a new game come out
since the PS2 was just out of it's launch cycle.
That
Square-Enix believed they could generate enough interest in the
franchise to sell even a million copies is . . . well honestly it's
indicative of the logic that says “let's make two sequels to the
financially ruinous Final Fantasy XIII
instead of focusing on something that 80% of our sales base wants to
see” or “let's follow-up our largely faithful, limited-budget
Deus Ex reboot that
catered to that game's original fanbase with a bloated Thief
reboot that tries to bring in a ton of new people even though it
probably could've succeeded just by catering to the same Deus
Ex crowd.” Square has never
been known for the best financial decision making, (this stuff goes
all the way back to the Enix merger,) but the idea of trying to turn
Legacy of Kain into
your next big western franchise is egregiously ignorant, especially
given the age of HD remasters where they've yet to consider upscaling
the PS2 era Kain
games, all of which still look fantastic to this day thanks to
incredible boundary-pushing in their time. (And for what it's worth,
they also ran consistently at 60 FPS even though they didn't really
need to.)
I
say all of this partially because Dead Sun
barely looked like a Legacy of Kain
game to begin with. Now don't get me wrong, there definitely looked
like some interesting possibilities in Dead Sun,
especially the ability for it's protagonist to shift between realms
at will, a feature that was always just about to happen in Soul
Reaver and Defiance
but just never made the cut. The spaces themselves were also gorgeous
and looked really interesting to move through, which was another key
strength of the Kain
games.
All
that being said, Dead Sun
was clearly another example of a series reboot which shared a name,
maybe some lore, and little else. The game was set to take place
centuries after Soul Reaver,
which is a great excuse for not featuring any familiar characters and
also completely dumping the still-unfinished storyline of the
previous games, and features seemingly entirely humanoid characters,
which, sure, maybe this 30-minute snippet isn't representative of the
whole game, but this was also a series that made really compelling
central protagonists out of Raziel, a blue dude with an exposed spine
and no jaw, and Kain, a dude with a skullet.
The combat looks like it was going in a Defiance
inspired direction, and featured the excessive blood and gore that
was always a key feature. There's also of course the Arkham
Asylum combo meter, which - Hey,
wait a minute, I just found something to be critical about!
So
there's the Arkham
combo meter, which was probably inevitable, but seriously, if you
ever wanna make your videogame combat feel tonally and thematically
weightless, add a style bonus meter. That
would be fine, except right after the first piece of melee combat we
see there's a discussion between the two main characters about how
and why they kill people and that sorta thing. That's a level of
self-awareness that Legacy of Kain
never engaged in on a diegetic level, which, ironically in this
case, makes the combat in the older titles actually feel more
serious. Defiance excluded,
there is no reward to combat except Kain or Raziel's survival in a
damned form which may never see them redeemed or forgiven. Given that
combat is the fight for survival, a horrible thing that must,
unfortunately, be done over and over and over again, and that this is
acknowledged, the game is in no need to self-flagellate over how
violent it is, even though the combat is genuinely grotesque and
characters show little remorse. By making combat feel trite, Dead
Sun is required to explain
itself. None of that would be a problem if it was comfortable with
the idea that combat did not need to be fun, or even necessarily
engaging, as it usually wasn't in the Kain
games leading up to Defiance,
but rather, simply necessary.
Then
we have the way souls work.
So
in Dead Sun, souls
would have been an in-game currency to buy new shit, some hackneyed
God of War nonsense.
Trite, but livable, and probably inevitable. It wouldn't be so bad
except that you also pick up souls in a completely passive
manner. This is a great example
of a design shift in videogames that is not really based on critical
investigation.
Souls
in Soul Reaver and
Defiance are Raziel's
life force. Aside from taking damage, Raziel also, very slowly, loses
his life force over time. To maintain his physical form in the
material world, he must feed on souls, and this is a serious process.
Raziel must expose his jaw, the lower half of which burned off at the
beginning of the first Soul Reaver and
stand completely still as he works to draw in the souls of his
enemies. It is a process that, for Raziel and for gamers controlling
him, requires free time, safe space, and concentration. It must be
done quickly as well, for souls in the physical world quickly fade
into the spiritual world.
I
know why they changed it. It's a playability issue and always was a
playability issue. Especially near the end of Soul Reaver
2, one would often be forced to
watch the souls quickly fade away from the material realm while
taking massive damage from huge demon enemies that resulted in an
uncomfortable spike in difficulty. Artifacts of that problem exist
all across the series.
Here's
why it had to exist: from a game design perspective, without it,
Raziel has no other weaknesses. He hurts like crazy and utterly
dominates his enemies, even against large groups. Those are parts of
his “gifts” in unlife: incredible strength, telekinesis, and in
Defiance, the ability
to control various elements. These gifts also allow him to perform
feats outside of combat inaccessible to humans, for example, the
ability to push really large blocks, or telekinetically activate
distant switches. His weakness is then his fragility: he's not only a
glass cannon, but his body also slowly degrades.
Like
the changes to the combat, the alteration to how souls are picked up
in Dead Sun also
shines light on some hidden narrative depth that I never previously
appreciated. While Raziel and Kain are both incredibly
powerful, the concentration and time needed to feed really
contextualizes just how desperate their struggles really are. The
bloodthirst and hunger for souls that defines those characters truly
is a haunting curse
that consumes all things of their being, but there are no choices:
Kain and Raziel must die, and leave the realm of Nosgoth unredeemed
and irredeemable, or they must feed, and hope that perhaps saving
Nosgoth means they can save themselves. That's wishful thinking, but
in an existence so bleak, defined by a wheel of rebirth that damns
all souls eternally, it is perhaps all there is.
One
more thing before I go, briefly: in 30 minutes Dead Sun
also takes the Legacy's
representations of women maybe half a step forward and then multiple
steps back.
The
half step forward? Mostly trivializing the nudity of women's breasts
and also doing so in a way I would argue does not sexualize them,
drawing from the supposed tradition of female pirates fighting with
exposed breasts to reveal their gender to the men they killed. (Fun
fact: Hideo Kojima originally wanted to do this with The Boss in
Metal Gear Solid 3 and
was censored, leading at least in part to the somewhat sexualized
unzipping of her stealth suit before the battle that was likely
intended to be an asexual revelation. Emelie Reed of The
Arcade Review has a really good
piece about this o n her blog that I'll link.)
The
steps backward? The series previously featured exactly one
important female character of any kind, Ariel, and her existence was
of course defined by her relationships with men. That is not a good
thing. Dead Sun features
no major female characters except one who was slated to be killed in
the game's opening (which, let's be fair, also happened in Blood
Omen,
but that game also never tried for masculine vengeance.) All
that being said, the dialogue, throughout it's endless reems of
poetics, was rarely ever directly misogynistic, never so after the
original Blood Omen.
(Likely a result of the brilliant writing of series Director Amy
Hennig.) The bits of
dialogue we see in Dead Sun
are immensely insulting in exactly that regard. This is especially
tragic given that these women are enemies
of the protagonist. The series already had those from Soul
Reaver 2 onward, fighting in
equal capacity to the men and with designs that did not sexualize
their bodies for the players amusement. It's really unfortunate that
in western games especially we have to choose between no women at all
and horrid representations of them.
In
any case, thanks for listening to me ramble here through my
appreciation of Legacy of Kain
and my rather scathing critique of a game that never came out.
Y'know, considering the footage will live forever on the internet
even though the project was cancelled, and the initial series itself
never had a proper finale, you might just be like Kain, go right for
the juggular and call this series what it is: undead.
Next
week, you'll be hearing from Zolani Stewart again with an episode on
Proceduralism in Videogames. I want to thank everyone who helped
crowdfund his new computer, y'all're total lifesavers. We hope not to
have any more unfortunate mishaps like that, and we appreciate
everyone's patience and support.
To
everyone in San Fransisco at the Game Developers Conference, I hope
y'all had a great time.
In
this episode you've heard “Ozar Midrashim” (hope I pronounced
that correctly) from the Soul Reaver original
soundtrack and “Ariel's Lament” from the Soul Reaver 2
soundtrack both composed by Kurt Harland.
Critical
Switch is supported by fans like
you at Patreon.com/Criticalswitch, and that'll be linked in the
description. Thanks as always this week to all of our Patrons, this
week special thanks to Patron Richard LeMarchand, who had a critical
hand in creating the Legacy of Kain
games that I so dearly love.
This
time from Port Orchard, Washington, I'm Austin C. Howe.
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