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.
No comments:
Post a Comment