It's no secret that
I was a big fan of Tomb Raider (2013). As my friend Sam and I
explored in our Interactive Friction season on that game, it wasn't
perfect, but it served as an excellent branching point to build a
whole franchise off of. When the credits rolled, both of us were
excited to see what direction Crystal Dynamics would go in future
games. But now, after playing through the following two games, Rise
of the Tomb Raider and Shadow of the Tomb Raider, I'm left feeling
snubbed. It's less certain now that there is a clear direction for
the series. Bluntly, both games are emblematic of a wasted
opportunity to really explore Lara's character and expand on it,
repeating too much of the 2013 reboot's story and systems in contexts
that don't make sense.
Showing posts with label Tomb Raider. Show all posts
Showing posts with label Tomb Raider. Show all posts
Sunday, October 7, 2018
Monday, March 16, 2015
Interactive Friction: Tomb Raider (2013): Episode 1: Here We Go Again
Welcome everyone, to the new season of Interactive Friction. After talking about it so much during the Far Cry 3 season, we decided to go into more detail by covered the 2013 reboot of Tomb Raider.
I know it's strange to spend so much time discussing font choices and subtitles, but that something that is so commonly done wrong in games that there are not many examples of well done subtitles. The only reason that is a major pet peeve of mine is that it took me a long time to upgrade from SD to HD when I first got my PS3. Because of the way HD gets downgraded, a lot of text became extremely difficult to read on SD television sets. A lot of that frustration can be easily escaped by just making smarter choices in font and presentation.
We also enables TressFX, and honestly it's not that great. When Lara is just running around, then it's okay. However, when she's more active, it's far too bounce-y, to the point where it's distracting and immersion-breaking.
It is also interesting to view this tutorial in contrast to the "parody" tutorial we just went through in the Blood Dragon episode. The game is really good at using these initial gameplay sections to teach you basic mechanics without patronizing you without pointless pop-ups if you have already played it or other games like it before.
One of the throughlines we are going to explore as we advance this series is how similar Far Cry 3 is to Tomb Raider in terms of the overall story arc. However, Tomb Raider handles not only the transition from scared college kid into hardened warrior significantly better than Far Cry 3 does. It is much more believable and Lara earns her character arc much more than Jason Brody does.
For example, in the first episode of Far Cry 3, we had already made a human kill. Though Jason felt bad about it, the game spent almost no time dwelling on it. In that same episode, we were already acquiring weapons and firing them at animals. At this point, the only kill Lara has to her name is a deer, and she's completely broken up about it. While Jason has already started fighting against people, Lara is still in process of getting her bearings and figuring out how to stay alive, making her feel a lot more like a human being than Jason ever really did. Plus, she has the added benefit the player being able to see her face, giving us a better window into how she feels.
We'll talk a bit more about what else Tomb Raider does to make the transition from normal person to warrior more believable, but that will happen as we progress through the game's story.
I know it's strange to spend so much time discussing font choices and subtitles, but that something that is so commonly done wrong in games that there are not many examples of well done subtitles. The only reason that is a major pet peeve of mine is that it took me a long time to upgrade from SD to HD when I first got my PS3. Because of the way HD gets downgraded, a lot of text became extremely difficult to read on SD television sets. A lot of that frustration can be easily escaped by just making smarter choices in font and presentation.
We also enables TressFX, and honestly it's not that great. When Lara is just running around, then it's okay. However, when she's more active, it's far too bounce-y, to the point where it's distracting and immersion-breaking.
It is also interesting to view this tutorial in contrast to the "parody" tutorial we just went through in the Blood Dragon episode. The game is really good at using these initial gameplay sections to teach you basic mechanics without patronizing you without pointless pop-ups if you have already played it or other games like it before.
One of the throughlines we are going to explore as we advance this series is how similar Far Cry 3 is to Tomb Raider in terms of the overall story arc. However, Tomb Raider handles not only the transition from scared college kid into hardened warrior significantly better than Far Cry 3 does. It is much more believable and Lara earns her character arc much more than Jason Brody does.
For example, in the first episode of Far Cry 3, we had already made a human kill. Though Jason felt bad about it, the game spent almost no time dwelling on it. In that same episode, we were already acquiring weapons and firing them at animals. At this point, the only kill Lara has to her name is a deer, and she's completely broken up about it. While Jason has already started fighting against people, Lara is still in process of getting her bearings and figuring out how to stay alive, making her feel a lot more like a human being than Jason ever really did. Plus, she has the added benefit the player being able to see her face, giving us a better window into how she feels.
We'll talk a bit more about what else Tomb Raider does to make the transition from normal person to warrior more believable, but that will happen as we progress through the game's story.
Wednesday, March 20, 2013
#58: What Makes the Collectible?: Tomb Raider vs. Assassin's Creed
When the
new Tomb Raider reboot was being announced, I had initially dismissed
the entire thing out of hand because I have been disappointed by
prior Tomb Raider games. Without going into much detail (and more
importantly, to avoid spoilers since the game came out not too long
ago), I was pleasantly surprised by the solid gameplay from the team
at Crystal Dynamics and excellent narrative penned by Rihanna
Pratchett. One particular element that impressed me was how
inoffensive and, dare I say, fun the collectibles were to gather in
this game. In the past, I have rallied against collectibles in other
video games, most recently and most notably Assassin's Creed 3. It
crossed my mind that analyzing exactly why one game's collectibles
intrigue me while another game's collectibles repel and disgust me
may be worth writing an article for, so it became the topic of this
week. Since I am talking about only the collectibles in Tomb Raider,
I promise to keep discourse on it spoiler-free, since people are
still finishing it up.
One of
the first things that might explain why the collectibles in Tomb
Raider were much better than those in Assassin's Creed 3 is that it
makes more sense for Lara Croft to want to collect the items she
comes across than it does for Connor to. The lead of Assassin's Creed
3 was focused on murdering Templar agents in pursuit of a better
world. Because of this, it made little sense for him to spend his
time running around the city to collect pages from Benjamin
Franklin's Almanac's, scouring the forest in pursuit of eagle
feathers, or going around breaking into chests located throughout the
world. With the possible exception of the Peg-Leg trinkets (and even
that is running on a pretty weak case in my honest opinion), all the
collectibles do not really tie in to the character or the narrative.
They seem completely superfluous and only exist for the sake of
having them.
This is
not true for Lara Croft in the Tomb Raider. Much of what the game
lets players collect would make perfect sense for Lara to take the
time to gather. Since she is in the middle of a survival situation,
it would make sense for her to want to gather salvage and weapon
parts from the area. Another easy to explain collectible are all of
the various artifacts Lara can find. While some might say that it
makes little sense to want to look for these kinds of artifacts in a
survival situation, Lara is an archeologist by trade, inherently
interested in objects that detail the kind of experiences and lives
people on the island would have led. Even in the story, there are
several times during the course of the plot where Lara takes a break
in order to examine whatever tomb or vestige of the past that she
currently occupies. This curiosity of her's extends to collecting the
journals left behind by the
many inhabitants of the island, both past and present, that players
can gather. As someone who studies people and culture, documents of
any kind are of intrinsic value to Lara. While it may not be
necessarily true for all collectibles, in the general case Lara Croft
would have a good reason to collect most of the optional items in the
Tomb Raider reboot.
The
second reason Tomb Raider has, in my opinion, better collectibles is
that players have a better external, in-game motivation to collect
them. In Assassin's Creed 3, a lot of the things players could
collect did not have much worth in terms of rewards for collecting
them. Gathering up all of the eagle feathers scattered throughout the
Frontier merely unlocked a Native American tribal garb that visually
was not very impressive or distinctive in any way. Another solid
example of a lack of rewards are the Almanacs. When Connor finishes
collecting a set of Almanac's, they unlock a blueprint for one on
Benjamin Franklin's inventions which can be crafted at Connor's
Homestead. While this seems like a big deal, the inventions are
static objects with no other purpose but to decorate the Homestead,
conferring no practical benefits to players. Lastly, the treasure
chests do offer material rewards, but I can hardly call them
particularly beneficial. What I mean is that chests contain
materials, recipes, and money which can all be used in different ways
to take advantage of the in-game economy. As I have mentioned in my
critique
of Assassin's Creed 3, the in-game economy has no real use to players
and can be skipped entirely without suffering for it or losing
anything that one might get by participating in it. If the chests'
rewards feed into a worthless add-on, it can be said that they are
also worthless add-ons.
When
contrasted that with Tomb Raider, this lack of rewards becomes even
more glaringly obvious. Everything that can be collected in the game
confers at least some sort of reward. Performing any task, even
collecting an object, gives the player XP which are used to get skill
points that can be spent to unlock new talents and passive skills for
Lara, giving players an extra edge against enemies and the
environment. In this way, Tomb Raider already offers more practical
rewards than Assassin's Creed 3 ever did, but that is not the only
way they reward players. One of the most commonplace and ubiquitous
collectibles in the game is “Salvage.” Salvage is like XP in the
sense that players can spend salvage to upgrade the weapons Lara
finds over the course of her adventure. Each weapon can be upgraded
with a limited selection of upgrades. This is where another, slightly
less prominent collectible comes in: The weapon parts. Weapon parts
come in different categories: bow, pistol, rifle, and shotgun. When
the player collects enough parts in a given category, Lara will
upgrade the corresponding weapon to a stronger version of itself
(with all current upgrades transferring over) when the player reaches
a campfire. Upgrading a weapon improves its abilities and unlocks
more upgrades which players can use Salvage to unlock. Tomb Raider
actively rewards those who take the time to explore and hunt for
these collectibles. This makes the process far more enjoyable, even
if it is partly due to a Skinner
Box-like effect.
This is
not the only way in which players get rewarded by what they do. Games
can offer more for collecting than simple gameplay benefits. Another
way in which Tomb Raider has better collectibles is that collectibles
can also further develop the characters and setting of the game. When
Lara finds an artifact and picks it up, she gives players a brief
description of what it is and what significance it has. These
artifacts can tell us a little about past civilizations and people
that have landed on the island and lived there for long stretches of
time. It helps players understand exactly how many people have been
impacted by the island and its many secrets, working as a form of
world building. Also, as an archeologist, Lara does not just
magically know everything about a given artifact. There are many of
them in the game that players can rotate around to a specific angle
to learn additional information. One example in particular stands out
to me: In one area, Lara can find a small dragon statue, making the
remark that it looks like a priceless antique. If one rotates it so
that the bottom faces the camera, she will say “Oh! It's a fake.
'Made in China'”. Other examples just help to bring players into
the world and the role of Lara Croft.
As I
said earlier, the characters are also developed through collectibles,
not just the world. This comes in the form of all the logs and
journals players can track down. Whenever the player grabs a journal,
the character who wrote it narrates the text for the player. This can
best be equated to the audio logs made famous by games such as System
Shock 2 and its spiritual successor, Bioshock. There is a reason why
this often works: It allows the player to learn more about a
character and what makes them tick without needing to write up an
entire conversation and animate it. Without spoiling anything, these
logs make the characters more relatable and understandable. Combined
with the artifacts, they also enable much more world building than
either could alone. By collecting these items, the island and the
people on it feel like a fully fleshed out world, and there lies the
beauty in the way Tomb Raider handled them. I would try to find a
comparable example from Assassin's Creed 3, but I do not believe one
such example exists.
Lastly,
the final reason I liked Tomb Raider's collectibles a lot more is
because they are generally more challenging to get. Let me preface
this by saying that in both games, all the collectibles are
comparatively easy to find. Even if players have difficulty doing so
normally, there exists ways players can make discovering the location
of collectibles easier: Assassin's Creed 3 has maps which Connor can
purchase to point out the location of every collectible in the game,
while Tomb Raider allows Lara to upgrade her “Survival Instincts”
(similar to Batman's Detective Mode in Arkham City), to highlight
them and place them on the map when they are in range. (For the
record, that is a good thing.) However, once the collectibles are
located, getting to them is different in both games. In Assassin's
Creed, it is typically pretty easy. Once Connor is roughly aware of a
collectible's location on the map, it is a trivial task for him to
get to it with the usual set to traversal mechanics. This is not the
case in Tomb Raider. While some are certainly easy to get, many of
them will take a degree of problem solving to reach. At other times,
it is not even possible to collect a given treasure until a certain
piece of Gear has been acquired allowing Lara to bypass an obstacle
in her way, like classic Metroidvannia-style games. Having to
actually bypass an obstacle by oneself to get a treasure, without the
game doing excess hand-holding or making it too easy, gives a feeling
of satisfaction that is otherwise absent, making the act of picking
up a collectible all the sweeter.
In the
end, Tomb Raider managed to do the impossible: It caused me to
rethink my stance on collectibles in video games and give them the
illustrious title of “Not inherently bad.” The only thing that
has been able to remove itself from my shit-list in such a way is the
Quick-Time Event. I am glad this game caused me to reevaluate my
thinking, because for a long time collectibles were one of the
fastest ways games could irritate me. It all started with those
abominable feathers in Assassin's Creed 2 which were so annoying to
gather up and for such an insignificant payoff. Nonetheless,
collectibles are just another tool in a designer's arsenal to use and
balance wisely. Like any tool, there are times where it works and
times where it does not. A designer's responsibility is to know the
difference.
Wednesday, July 18, 2012
#30: The Reason for “Bad” Female Characters
(As always, when I do a subject like this on
characters/plot, spoilers are abound. Be advised)
Recently,
a certain individual
has been cropping up a lot in discussions about video games. There has been a bit
of controversy surrounding her and what she says about female archetypes.
Among that controversy, there has also been some legitimate
criticism of her and her
methods. Regardless of your opinion regarding that matter, it is hard to
deny that she has started a discussion: A discussion as to why female
characters are the way they are most of the time. Most gamers are all aware of
the fact that finding a good female character in a game can be... difficult at
times. But what is the real reason behind this? I am going to spend this week
proposing a hypothesis as to why that is.
The
hypothesis is this: We see many bad female characters all the time simply because
many of the characters in mainstream gaming are very poorly characterized
period. We see the poor characterization of women more clearly because our
culture has become far more attuned to bad female characters than male
characters, due to all the baggage we have carried on from the past and the
many issues regarding woman's equality we still have to address in the modern
day. This sensitivity is bolstered by the fact that the fairer sex tends to not
be as represented in video games as men are, so any prominent female character,
for better or worse, tends to stand out to the community.
To
prove the first point of this hypothesis, I will be looking at games that are
praised for characterization and analyze the characters in them, both male and
female, and then do the same with games that are notorious for poor
characterization to show the difference between the two. I do not feel the need
to go into the other points as they have more to do with culture, not video
games, and I would hope that most people would who read this already know them
well. Also, I admit that I feel painfully unequipped to tackle the subjects of
women's rights issues and perception of gaming culture as I do not have any
experience studying culture or psychology.
The
first game that I want to analyze is one that I never tire of talking about: Mass
Effect. One of the few things most of the people who play Mass Effect
can all agree on is that Bioware did a really good job with the characters of
the series. So much so that most of the characters that the player can ally
with have huge fanbases. Whether they are a smooth talking police officer that
serves as both a close friend and rival like Garrus, a scientist
who committed terrible war crimes but had good, logical reasons for doing so
like Mordin, or the
ace pilot with a snide sense of humor, a crippling disability, and a huge chip
on his shoulder like Joker,
all of the male characters are well-developed.
And
the exact same thing can be said of the female characters of the game. That is
why one of the most endearing characters of the entire series happens to be
female. I am, of course, referring to Tali. In the
first game, Tali is the one who gives Sheppard evidence that Saren is a
terrorist. She is shown to be smart, able to handle herself, and displaying a
high degree of technical aptitude. When the player settles down to talk to her
on the Normandy, she also shows that she is very relatable individual who has a
crush on Sheppard, but is too shy to voice it. As the series goes on, she matures
into an Admiral for her races fleet. The same can be said of Liara. Liara starts
off as a shy, timid archeologist and evolves into the galaxy's best information
broker by the third game. The women in Mass Effect are as much
characters as the men because Bioware took the time to write good characters.
Another
example of strong characterization is the Uncharted series. While people
have mixed reactions to the series as a whole, the main characters are by far
the strongest part of the franchise. The protagonist Nathan Drake has, over
the course of the series, become much more fleshed out and interesting as a
result of Naughty Dog's writing. In the first game, he was just an everyman. By
the third game, the audience knew enough to form a real connection with him. He
was abandoned as a child and grew changed his name, making up a story about
being related to Sir Francis Drake and changing his name to reflect that. He
grew to love treasure hunting and danger to the point where he has a
pathological need to do it despite the risks. There is also the character of Victor Sullivan, who
serves as Nate's mentor and main tie to the criminal world. He is also one of
the most popular characters in the series due to his personality, which was why
the third game focused so heavily on his relationship with Drake.
The
women in Drake's life are also quite interesting. The most notable female from
the Uncharted series is Elena Fisher, who
serves as the love interest and foil to Nathan Drake. When the audience first
meets her in the original game, she is a journalist looking for Sir Francis
Drake's coffin with Nathan's aid. She is shown to be quite capable in a fight
despite having no experience with weapons. Elena also displays great
observational skills when listening paying close attention to what people
around her are saying and by actively giving Nathan tips and advice on how to
solve puzzles that he encounters. Though tough, she also has a genuine
personality. Ms. Fisher is relentless in her pursuit of the truth and in coming
to her allies' aid in the first two games. She often puts herself in great
danger until a grenade going off close to her puts her in mortal danger towards
the end of the second game. Afterward, in the third game, she becomes more
subdued and concerned for Nate and Sully, but still willing to help them out.
When Sully get's kidnapped and Nate disappears, she draws up detailed plans to
stage a rescue. She is Drake's conscience and foil to his optimistic side. To
that end, she is similar, yet opposed, to Chloe Frazer, who
represents the devil on his shoulder and his inner pessimist. Though Chloe
lacked the screen time Elena did, being absent from the first game, her
character was very fleshed out and she quickly became another fan favorite.
Both
of the above franchises created strong characters and built relationships with
these characters. As a result, the females among them possess strong
characterization and became real, believable people. When the writer knows how
to build strong characters, the gender will not be something that needs to be
written around. It will instead be a logical extension of the person in
question, like race, sexuality, or religious affiliations, or other traits. It
should inform, but not define a character. Not all games realize this, and we
get really some really painful to watch characters, both male and female, in
video games as a result.
A
very well publicized example of this would be Samus Aran from Metroid.
Specifically, the Samus Aran from Metroid: Other M. Most fans of the
franchise refuse to talk about this little piece and for good reason. They took
one of the few respected female characters in games and made her a stupid,
completely subservient slave to the orders of a man who once commanded her, but
no longer has the legal power to order her around. While people cried foul at
this portrayal of an established icon, the problem ran deeper than that. Almost
every facet of the story was poorly conceived. The characters were not
interesting. The plot was filled with awkward attempts to shoehorn in the
obvious mother motif. (Samus receives a “Baby's Cry” distress signal emanating
from a “Bottle Ship”. Also, Other M is an anagram for Mother, if that was not
obvious.) And Samus does not use lifesaving and otherwise perfectly fine gear
until Officer Moron allows her to. (For example, she receives clearance to use
a lava-shield after she crosses a lava pit.) This whole thing was poorly
conceived. Every single person in this plot acts like a fool, result in a
female character so horrible that some even go as far as to consider it
sexist, though your opinion may vary.
Another,
quite egregious, example of bad writing being the central cause of horrible
female characters is Tomb Raider: Underworld. I am limiting the
discussion to just this game in the series not because I do not believe other
games in the series have similar problems, but because it is the only game in
Lara Croft's more recent incarnations that I have had the displeasure of
playing. Ms. Croft, throughout the adventure, demonstrates a “strong”
personality. By that, I mean that she continuously acts like a complete jerk.
She seems perpetually angry throughout the journey, which is not helped by the
fact that revenge is the primary motive for her actions. The two villains in
the game are both women who suffer similar fates, although one is more
manipulative and able to hide her anger. The few male characters in the game
are not much better. They are not angry, but they seem superfluous and have no
depth because they are either mooks or Lara's friends who show up in the start
of the game and never again. I do not mind an all female cast, but I would
prefer the protagonist to have a greater depth than “Grrrrrrrrrrr,” regardless
of his/her gender. The main plot is pretty forgettable. All I remember is that
it involved Norse mythology and there was a segment that had Lara kill tons of
mooks with Thor's Hammer. This game was a huge failure in terms of writing and
the portrayal of its feminine lead reflects that.
The
problem is not that games portray women poorly, it is that they portray people
poorly. It is a symptom of a broader problem than you may have been lead to
believe. Fortunately, this issue is not a difficult one to remedy. If the
problem with women in games stems from bad writing in general, then the
solution is simple: All we need to do is improve the quality of the writing
teams in modern gaming. Take a page from the staff at Obsidian, Naughty Dog,
and the part of Bioware that writes character and character interaction. Focus
on making strong characters and believable relationships and alliances between
them. If we can begin to make stronger characters, these issues will start to
fade. This can apply equally to all genres and types of stories one could find.
Strong characters are free to exist in any story, whether a dark and serious or
light-hearted and goofy. To that end, I encourage discussions between gamers,
developers, and anyone else who loves games to talk to each other about what
works and what we need to change. This is the only way we can better the
medium. So I say let the likes of Anita Sarkeesian speak. If they are wrong,
let us tell them why and how they are wrong and correct them. We would be
capable of much better in terms of storytelling in this medium through this
type of discourse.
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