Video games have a problem with being serious. I’m not sure
when it happened, but sometime in the past decade or so developers decided that
a video game needed to be super serious to be taken seriously. It needed to
tackle big themes, make a statement about humanity, and chide us for enjoying
violence as we shooting the weaponry they programmed into their game. This hasn’t
necessarily been a bad thing. Great games like The Last of Us and Bioshock:
Infinite have been a direct result of this movement. Unfortunately, it also
gave us the four player-character deaths in Modern
Warfare 2 and the whiniest narrator since Holden Caulfield in Max Payne 3. The quality of the writing
separates these games. Modern Warfare 2
is not exactly narrative heavy, while the story in Max Payne 3 serves only to slow-motion jump the player from one set
piece to another with little to no regard for character development. A lack of
awareness of how absurd they are also holds the games back from narrative
greatness. The Last of Us and Bioshock: Infinite take a lot of time
building characters and setting the rules for their respective worlds so that nothing
feels out of place or too silly. Modern
Warfare 2 has you fighting Russians in a fast food restaurant with Keith
David. So what does any of this have to do with my game for the month, Far Cry: Blood Dragon? Well, to
understand Blood Dragon, you have to
understand the current climate surrounding game narratives and you have to
understand its parent: Far Cry 3
Far Cry 3 typifies games that take
themselves too seriously. It tries to tell an affecting narrative sharing
similar themes with
Heart of Darkness
while it also throws ridiculous drug-fueled hallucination sequences and
one-dimensional characters at you. It expects you to care about a bunch of rich
white kids with little to no redeeming qualities while the main character, king
of the rich white kids, lives out his own personal white native/white savior
narrative. Then to make the disconnect even greater the game plops you on an
open world island which makes forgetting the gist of the story very easy, and
gives you a number of silly missions to take away any of the power the story
has left. The narrative is atrocious, especially considering how much time they
apparently put into it and how much game journalists apparently loved it (just
read their
Wikipedia page.) The game is saved by its stellar gameplay, which
eschews any pretense of a serious game and lets you blow up sharks with
grenades. So after playing this slog of a campaign and joy of an open-world
experience, I was more than a little surprised to find out about
Far Cry: Blood Dragon. I thought it was
a joke at first;
Far Cry 3 with 80’s
home video trappings? It doesn’t make any sense. And that’s the beauty of it;
in
Blood Dragon Ubisoft has made a
strong statement against their own game. They’ve made a campaign that is both
compelling and fun. Unfortunately, they raised a whole new set of problems that
prevent
Blood Dragon from achieving greatness.
First things
first: the setup. You are Sergeant Rex Power Colt; a cyber commando just trying
to make his way in this mixed up, post-apocalyptic nuclear wasteland. After
unearthing a plot to destroy the world, you are forced to destroy the madman
who thought it up by any means necessary. The odds are not in your favor; if
the Omega soldiers don’t get you, the bevy of mutated animals probably will.
But if you have enough skill and enough balls, you just might make it through…
The writing
in this game is seriously brilliant. Though the comedy may lean a little too
heavily on references sometimes, Colt’s dialogue never fails to make me laugh.
It doesn’t hurt that the man speaking that dialogue is none other than Kyle
Reese himself, Michael Biehn. His gruff, sarcastic tone screams action hero,
and his one-liners never grow old. The story is ridiculous, but it’s supposed
to be and it never wears out its welcome. Some things that try to be bad (read:
Syfy movies) succeed without being entertaining. They’re made that way simply
because they know if they make something sound crazy enough people will watch
it. Here, the insanity is genuine. You can see there is real love for the aesthetic
and the style of the time. This especially shows in the obscurity of some of
the references. The shotgun is called the Galleria 1991, a Terminator 2 reference. The game starts with an assault on a base
from a helicopter while Little Richard’s “Long, Tall Sally” plays; a reference
to Predator. It’s not subtle, but
even if you don’t get the actual reference it enhances the experience. You know
that “Long, Tall Sally” is the only song that would fit that sequence even if
you’d never seen Predator. You
inherently understand the African-American sidekick who needs to slip curse
words into every sentence even if you’ve never seen a buddy cop film or The Thing. It’s ingrained in our
cultural memory. The narrative isn’t Dickens; it’s Bruckheimer, and it’s
perfect.
In the
middle of all of this 80’s nostalgia, however, are a lot of references to video
games. Of course a lot of the references are to games at the dawn of the medium.
For instance, the cut scenes in the game are not fully animated. Instead, they
are drawn figures which move stiffly around a background. If you’re having
trouble picturing it, imagine a child moving a paper doll around a picture of a
house. Basically, it's
this with better English. However, there
are a lot of modern touches as well. They have a comically extended tutorial
that includes a joke about free-to-play games. Also alongside a tracking bar
that fits awesomely into the 80’s pastiche, there are hints and tips. This has
been a very modern addition to the world of games and is used extensively in
Far Cry 3, except that in
Blood Dragon none of it is helpfully. It’s
all painfully obvious tips like grenades explode or silly such as one that
wonders why zip lines aren’t called sky ropes. It’s hard not to joke about the
genre you’re working in when making a parody, but these jokes really stick out
against the neon background of the game.
Blood
Dragon constantly jokes about the over-the-top style of these cheesy films,
but it never questions why they existed. On the other hand it seems to constantly
question the modern conventions it lampoons, especially those prevalent in
Far Cry 3. A great example is the
collecting missions. The player collects video tapes, watches TVs, and collects
notes of one of the head doctors working with the main bad guy. This is similar
to the idols and letters you collect in
Far
Cry 3. Whenever you collect something in
Blood Dragon, though, Colt feels the need to say something like, “Six
million credits to rebuild me, and I’m doing this?” The player-character
actually thinks it’s pointless. This treatment of the different elements
actually gives the game something of a message against all odds.
Blood Dragon is constantly questioning
why we aren’t making ridiculous things like we used to. Why do we have brown
military shooters full of burly guys that say “Stay frosty” when we could have
beefy dudes in jungles shooting aliens while insulting their mothers? It’s a plea
for a badly needed does of invested frivolity; pointlessness with soul, if you
will.
Blood Dragon tries, even if
just for a second, to teleport us to a time when film and the media were like
vacuous babies. Everything was new and exciting, with insane outfits and androgynous
men lived alongside ripped action heroes and a ridiculously folksy president.
We still had the Soviet Union to direct our irrational hatred towards, and
everything was right with the world.
Blood
Dragon wants everything to be simple again.
Unfortunately,
just like its vision of 80’s pop culture, this game is deeply flawed. For one
the gameplay somehow, in some small but important way, took a hit. The guns
just don’t feel right. Gone is the thrill of creeping through a jungle stalking
bands of mercs. Most egregiously, the world is way too dark. In an attempt to
make the neon of the lasers and the general Tron-inspired
glow of the place pop, the environment is almost completely black. It’s
incredibly difficult to get a sense of where you are and where you’re going
when you’re lost in a great void of a landmass. It was hard to connect to the
space on any level. The same can be said for the bases. One of the nice touches
in the Far Cry 3 was that every base
was different. The differences in Blood
Dragon are so minute that they may as well not exist for the most part. This
all held the game way back. Setting, level design, or mise-en-scene if you’re a
fancy cinema studies major like myself is one of the most important aspects of
a game. It is where your player will be spending most of their time. It’s one
of the best ways to convey the story without exposition. When you decide to
make it black with a kind of red, hazy miasma hanging over it, the player will
not connect. Also, as great as the story is, it falls into the anticlimax trap that Far Cry 3 has. I can't say more without ruining the whole game.
We can
never go back to the 80’s; at least not until we invent a time machine. The
culture of the time period was born of fears surrounding the changing political
and social landscapes combined with a swiftly diminishing innocence that can
never be replicated. Even for all of its love for the time,
Blood Dragon is steeped in reference and
irony because it has to be. We live in a time where everyone knows and
understands where this is coming from, and to not wink is to not be in on the
joke. The 80’s died, strangely, in 1993 with
Last Action Hero. I can still appreciate what
Blood Dragon is trying to do, though, and certainly champion a
restrained version of the gospel I’m sure I’m only reading into it. Games do
need more silly, over-the-top games with no agenda other than excitement and entertainment.
We need crazy ideas. We need originality, even if we have to steal from other
generations to get it.
Blood Dragon
needs more polish and a gameplay tune-up to be sure, but it was so much fun and
seemed like it was so much fun to make that it hardly seems worth it to
complain. If this review seems mixed, it is only my feelings are equally so. I
want so badly to live in a time where I can see “G.I. Joe” cartoons and think
they’re awesome without qualifying how silly they are, but I also understand
how far we’ve come as a people since Reagan hand-delivered the first vial of
crack to the inner city. It's hard to reconcile, just like its hard to reconcile that I love the style and tone of this game more than anything I've played since
Infinite, but the gameplay felt so weird and unpolished.
This is a blog that reviews games, but I also try to work in a little academic thinking and actual reviewing rather than consumer reports as often as I can. Unfortunately, whether its the cold I came down with this week or a battle between the part of me that loves great works of art and the part of me that loves terrible pieces of trash, I honestly can't decide how I feel about this game. I can't say whether this game is good or bad; it defies those labels. I hate having to be that ambiguous in a blog like this, though, so I'm going to put it this way. At one point in the game, Colt gets a hold of a Gatling gun he can carry around and use. It's awesome. What's even better than that, though, is that when he is shooting over an extended period of time he starts to yell like Johnny Utah wishing he didn't love Patrick Swayze so much. There is a distinct possibility that at some point in this game, you will walk into a base full of cyber soldiers and empty a Gatling gun that shoots lasers at them while screaming at the top of your lungs. For me, that makes up for pretty much any failing the game has. If it does the same for you, play the game. You'll love it despite its flaws. If not, there's no point in you even thinking about it.