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

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.

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.

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.