Wednesday, November 30, 2016

The Philosophy of Dark Souls

The Philosophy of Dark Souls

There is great appeal in the action-oriented, character-driven narrative of Dark Souls games, and, in turn, a more existential, massochistic need that is addressed. Otherwise what is the draw of slamming your head against a wall over and over? Why take arms and suffer to help a world that does not care? A world that has fully accepted its status quo? It is selfish to want to improve the world, but if you don't do it, who will? Playing Dark Souls is braving the harsh dissonance of reality.

In Demon's Souls, you've wandered into the wrong place and consigned yourself to a miserable fate. In Dark Souls 1, you've been locked away for years because of your cursed immortality. In Dark Souls 2, you've reached the end of a long, inevitable line and lost your self like wax to flame. In Bloodborne, you sought a cure for an affliction you cannot remember. Playing Dark Souls is accepting that the past is meaningless.

In your real life, you wake up, hoping to change the world or get through the day as unscathed as possible. At the end of the day, you have a brief respite to escape; to pretend that everything is not as bleak as it seems with a nice video game.  Why do you choose a game that revels in its difficulty and its ability to kill you with ease?  Because you know you're not worthy. You're an imposter. A simple achievement for participating feels empty. Like Camus and the Myth of Sisyphus, you're addicted to trying and failing over and over. Though one must imagine you're happy playing Dark Souls.

For each villain you kill in a Dark Souls game, there is another stronger. While they tower over you in their strength and influence (much like the powers-that-be of the modern world), your powers are limited. The gains you've made stealing life from your victims have diminishing returns, and eventually you're stuck with your choices of self-improvement.  You may have neither the time nor money for a respec just as you're stuck in that job that's barely good enough in that career with limited growth. While Dark Souls is the realization of Nietzche's Will to Power - the only good in Dark Souls, after all, is what brings power - you live in a society of unattainable social mobility. At least in Dark Souls, you get infinite do-overs.

Your allies come and go from your world; the same way that you come and go from their worlds as boon or bane; blue, white, or red. You may have even become too powerful to deserve their assistance, or wasted all your IOUs and social capital (i.e. insight and humanity) the way that leech friend of yours always does. At some point, it'll just be you, Gamefaqs, and Let's Play videos to assist you. Equipment will help, but effectively is just fashion. Everyone who plays Dark Souls eventually dies alone.

When you've finished the main quest and saved the world, you've only just begun a new ng+. The only true win of Dark Souls is loss and storage on some dusty shelf. It nags at you. Why did you stop? Why could you do no more? There was no answer or closure. You were forced to move on like when grandma passed and your support network was already done with you. Playing Dark Souls is embracing the tragedy of life.

But life is good in between bonfires, so they must be lit. Playing Dark Souls is facing and accepting the harsh dissonance of reality.

Wednesday, May 11, 2016

Supremacy in Destiny

Whoa, long time. No post. Yeah, imagine that. We'll pretend Grad School had nothing to do with that.

I wanna talk some about Destiny. I hated Destiny after the Beta which was related to the story, and I'll be talking a bit more about that below, but first some positives...

Strengths of Destiny:

  • Supporting character voicework by greats such as Nathan Fillion and other famous celebs
  • Land speeders!
  • Hand Cannons! Kills with one shot! Satisfying precision kills. 
  • Different AI scripts and enemy design create dynamic encounters. Shoot and kill a floating 8ball that uses pink lasers.
  • Boss fights can be really cool.
  • Environments are so pretty. Venus Hot Springs! Craters on the moon! Etc.
  • Lots to do and frequently updated!
  • Cool co-op experience. Matchmaking for raids and strikes.

Weaknesses:

Story is blah! Go around! Do stuff and get obstructed from doing that stuff by other things! Kill other races because you're the "light" people and they're the "darkness". Very little critical thinking ("Uh, guys, should we really be doing this much genocide...?"). There are at least two or three scenes where you shoot aliens who are praying. There's at least one character who is a reformed "Fallen" and this guy has no problem with you killing every one of his people that you encounter.

Sidenote: The Fallen have like six arms and could totally fuck you up with six guns if they wanted. Your character is so OP versus other lifeforms.

It'd be more convincing that there was a threat to humanity if your homebase was ever attacked. Instead, it more smells of Cold War paranoia, preemptive strikes and containment. History has taught us that no nation is categorically evil and Bungie's earlier Halo games feature alien races as playable characters after you've been slaughtering them. It's surprising that looking at the other side isn't more prevalent here, but maybe this will be covered in later expansions.

I feel Mass Effect handled "Human Privilege" much better than Destiny. In Mass Effect, humanity is the upstart and one of the most evil characters (The Illusive Man) is human. Here, your human character is a massive death-dealer and unquestionable in that capacity. Kinda like the Judge Dredd of the galaxy.

Another thing about your character. He/She/It (because you can be a robot with a shiny forehead) is revived from centuries of death-sleep, and gets right back on that killing game with little questions. Again, critical thinking is next to nil. Destiny would fit with the silent protagonist trope except your character also talks during movies and has a paper-thin "badass" personality. Other story characters aren't well developed such as the queen and her brother who are hostile and arrogant. They send you to near certain death, and your character shrugs, "Sure, I can do that." There's also a mysterious stranger who tells you to go places and you follow without second thought.

Liberal Arts education must be really rare in the future.

Your Ghost companion is sometimes really vapid (e.g. "I wonder how all this stuff looked before the Collapse" -> no, you don't you mindless automaton), and sometimes really insightful/humorous (e.g. "Remember when ______ was our biggest problem. A lot has changed" when you go through a recycled environment and see a destroyed boss).

In sum, there's generally a mushy story in Destiny with some occasionally engaging parts like the character who is trapped in the cavern of the dead for several years and is kind of a prophet foretelling the return of a great enemy. Also, the wisecracking Nathan Fillion, as a space robot rogue, is hilarious. Lance Reddick reprises his role as the "no-nonsense" boss, so you could see Nathan Filion as a more charming space McNulty. The head of the PVP arena is Morgan Jones from AMC's The Walking Dead. So, the celeb game is strong.

Final Thought: Isn't gravity different on other planets? No, not in Destiny.

Mars Should (g)et Bigger,

Leonard Bogus Jonathanson