Showing posts with label Fallout 3. Show all posts
On Fallout 4: My Article in The Times of India
So here's my take of Fallout 4 from my column in the Times of India. The title is the handiwork of my friend and editor Subhayu Mazumder and I like it a lot. There is, of course, a lot more that I could have said about the choice mechanisms and the context of the videogame. In response to some of the comments I received on my statement that the game involves the player making choices that shape his/her identity in the game, I have a few points to add:
Returning to the choice issue, when we see it in terms of formal gameplay construction, you have a point. However, the game is premised on a typical branching of ethical positions - almost too clear-cut although you could move back-and-forth a bit. So if you stick to the mission sequences (I don't), it boils down to Army / Government, Academia / Science , Resistance / Left-wing and Citizens / Commonwealth. Of course, you can't play as a super-mutant or a ghoul or a synth although you can have people of these 'races' / social groups as your partner. Nevertheless, making decisions like having to fight the son you were seeking (or not) are difficult ones. Absalom, Absalom! methinks. Likewise, the decision to side with any faction is one of taking a moral position and at the same time accepting the constraints of gameplay associated with this.Anyway, after starting in medias res, here's my article:
2277: An Apocalyptic Odyssey
War never changes. A previous article in this column had
reviewed Fallout 3 and promised a
further visit to the war-ravaged post-apocalyptic America that is featured in
the series. In Fallout 4, we are in Boston, known as the Commonwealth in 2277,
where the few survivors of nuclear war have set up their homes in what remains
of the once famous metropolis – some now live inside a former baseball stadium
and others live in scattered settlements that grow irradiated crops and are
constantly under threat from raiders, supermutants and animals that live in the
wasteland around them. Besides these, there are ghouls, described as ‘necrotic
posthumans’ by the Fallout wiki, the
reminders of what excessive radiation can do to humans. Some of them have lost
their abilities to reason and turned ‘feral’ or zombie-like. Besides the usual
denizens of the Fallout world Fallout 4 is a fitting sequel to the
former games and the journey from the Capital Wasteland (erstwhile Washington)
and New Vegas seems another worthwhile venture in reflecting on the horrors of
what nuclear war can do while having another go at saving humankind in this
alternate-reality universe.
The Commonwealth is a huge world to explore and can easily
provide over a week’s gameplay if not more, depending on which faction you join
and what you do in the game. The Karma system from the earlier game is missing
although your companions change their attitude towards you depending on how you
act. The factions in the game have obvious intended present-day parallels. The
Brotherhood of Steel is what remains of the army and they return from the
earlier games with their crusade against the misuse of technology and their
goal of establishing peace among humanity. Woven into their plans, however, is
their clear rhetoric of racial cleansing – mutants, ghouls, androids and indeed
anyone who is ‘other’ than ‘human’ needs to be eliminated. They possess
state-of-art pre-apocalypse military technology including a giant robot called
Liberty Prime, which destroys everything in its path while alternately spewing
anti-communist slogans and lines from Robert Frost. Opposed to them is the
Institute, whose resemblance to MIT is easy to spot (it is located underneath
the Commonwealth Institute of Technology) and who are committed to improving
the world by building ‘synths’ or synthetic humans. Despite their purportedly
glorious aims, they are a terror to the Commonwealth residents and their synths
are often used against humans rather than to aid them. Among the other
factions, the most prominent are the Minutemen, so named after their historical
antecedents who fought against the British in the American War of Independence
and whose stories, like the poetry of Frost, are deeply connected with the
local lore of New England, where the game is set.
As with its predecessors, Fallout 4 is not just about playing a shooter game - it is also about who you are and wish to
be. A web of moral choices determines your path towards the many possible
endings and some of them are fairly difficult to make. For example, when you
find out that the Director of the Institute is none other than your son whom
you have been looking for since the game started. Or when you realise that the
easiest and quickest way to finish the game is to side with the Brotherhood of
Steel and ‘save’ the world from their problematic perspective and racial
agenda. Also, personally speaking, having to witness a nuclear explosion
conducted for the ‘noble’ cause of destroying the Institute was less than
comfortable.
This does not mean any less of the usual though – boss
fights are as challenging and the player will have a hard time fighting the
legendary Deathclaw, the Mirelurk Queen
or the Legendary Sentinel Robot. The game also allows you to craft your own
weapons and build settlements so if you see junk around you in your many
travels, be sure to pick it up for future use. The missions around protecting
the settlements tend to get repetitive after a time. Other than that the heavy
system requirements (needs high-end graphic cards on PCs and does not play on
the older consoles such as PlayStation 3 and Xbox 360) and the high price for
all the platforms will surely dampen the enthusiasm of many Indian gamers. All
said though, a trip to the Commonwealth is not to be missed - the system upgrade that you had been putting
off and the wait until prices come down, notwithstanding.
Rating: 5 out of 5.
Genre: First / third-person shooter,
role-playing game (RPG), open-world game
Platforms: PC, PlayStation 4 and Xbox One.
Return to Ludus Ex
It's been quite a while since I have blogged. In fact, Ludus ex has missed a lot that happened on the gaming scene. GameCity (I came away with mixed feelings from the few events that I managed to attend), my first and last attempt to play Lego Rock Band (again in GameCity where I thoroughly made a fool of myself onstage), another games and philosophy conference at Potsdam (missed because I didn't get the visa on time), several DIGAREC talks that I had planned to attend and loads of other things which have simply slipped the radar. I did, however, 'finish' Fallout 3 in seven sleepless nights and I am conquering Lithuania and Mexico in Empire: Total War. I badly injured my wrist right after I bought COD 4-2 so I couldn't pick up the M-16.
Most of my time has been spent at more mundane jobs and the hellish experience of writing applications. No more needs to be said. One very faint silver lining to the cloud is that Nottingham Trent Uni has very recently given me a small opportunity to work on designing a videogames course - 4 hours a week but it's a start.
Anyway, I've just written a piece on Fallout 3 and posted it below. It's something I've always wanted to do : a close reading of a videogame narrative much as I would do for a literary text. I've been preaching the theory for the last seven / eight years now with hesitant attempts (most of them during my Masters degree) to speak my mind through practice. So here goes. The piece obviously is wanting in academic rigour, references, bibliography and stylistic polish - this is a draft of a draft of a draft but I'd be grateful to hear what you think. Just wanted to get the thoughts down and point to what can be done with videogame texts. Most of the piece has been written on buses, in pubs and in the brief interstices of time that I could manage during the day.
There will be more postings soon - both academic and just totally ludic.
Most of my time has been spent at more mundane jobs and the hellish experience of writing applications. No more needs to be said. One very faint silver lining to the cloud is that Nottingham Trent Uni has very recently given me a small opportunity to work on designing a videogames course - 4 hours a week but it's a start.
Anyway, I've just written a piece on Fallout 3 and posted it below. It's something I've always wanted to do : a close reading of a videogame narrative much as I would do for a literary text. I've been preaching the theory for the last seven / eight years now with hesitant attempts (most of them during my Masters degree) to speak my mind through practice. So here goes. The piece obviously is wanting in academic rigour, references, bibliography and stylistic polish - this is a draft of a draft of a draft but I'd be grateful to hear what you think. Just wanted to get the thoughts down and point to what can be done with videogame texts. Most of the piece has been written on buses, in pubs and in the brief interstices of time that I could manage during the day.
There will be more postings soon - both academic and just totally ludic.
'The Water of Life Freely': Water and the Wasteland in Fallout 3
Souvik
Sunday, January 31, 2010
Bradbury
,
Fallout 3
,
Nuclear War
,
T S Eliot
,
Wastelands
,
Water
No comments
'I am Alpha and Omega, the beginning and the end. I will give unto him that is athirst of the fountain of the water of life freely'.
King James Bible, Revelations 21:6
'Shantih shantih shantih'
The Waste Land by T.S. Eliot (l. 433)
T.S. Eliot's The WasteLand ends with the ancient Hindu incantation for peace repeated in triplicate. In Hindu ritual, the chant of peace is always accompanied by a sprinkling of water from the river Ganges. Water has always been of vital importance in the sustenance of the threefold virtues of fertility, purification and peace. At the same time, however, it is also the cause of death – in Eliot's poem there are many allusions of drowning and death. Like The WasteLand, the videogame Fallout 3 brings to us yet another tale of water and wastelands. Set in an irradiated wasteland roughly located around a nuclear war-ravaged Washington DC, Fallout 3 is all about water. Water is seen as the panacea for the restoring the badly damaged values of humanity. The wasteland landscape, like Eliot's, seems to be crying out for the ritual sprinkling of water and the consequent restoration of peace.
Fallout 3, despite its high popularity ratings, has not received the critical attention it deserves, arguably by gamers and non-gamers alike. On reading it as a wasteland narrative and focusing particularly on the game's implicit preoccupation with water, it is evident that Fallout 3 brings a further complexity to the treatment of similar themes in current Humanities' genres. Connecting the game's narrative with literary genres such as nuclear-holocaust fiction and SF or to literary classics reveals a deep exploration of a wide range of themes, which, cross-link with each other in relation to the protagonist's quest for purification, peace and of course, water.
The Lone Wanderer, as the protagonist is called, is the subject of legends after he brings pure water to a world partially destroyed by nuclear war where almost all the water is irradiated. However, the legends may vary given the multiple endings of the game, some of which have darker associations of selfishness, cowardice or even racism. Water, for all its associations with purity, is after all only a resource and as such, a way of wielding power. Another close association, already indicated, is that with religion. The key argument of Fallout 3 comes from the book of Revelations: 'I am Alpha and Omega, the beginning and the end. I will give unto him that is athirst of the fountain of the water of life freely.' The other and more obvious connection between water and the vast area of the Capital Wasteland (roughly present-day D.C and outlying areas) is, ironically, the absence of water in the stony rubbish reminiscent of Eliot's poem. There is, obviously, a section of the game that features the Potomac river and others that show areas submerged in water. This, however, is 'dirty' water – deadly, irradiated and often the home of dangerous mutants appropriately named Mirelurks. Pure water, although in extremely short supply, is available in small quantities throughout the game and before the Lone Wanderer manages to fulfil his quest, the only source of purified water in the game is seen in the town of Megaton which is fighting a constant battle to maintain its water purifying plant in working condition. Indeed, one of the minor quests that the player finds in Megaton is to repair its leaking water pipes. It is not clear whether the other large human habitations in the game, such as Rivet City (an erstwhile aircraft carrier) and the Citadel have any store of pure water.
The player's / Lone Wanderer's journey begins, not far from Megaton, in an underground vault built to protect humanity against nuclear destruction. The vault is a hermetic area where the self-contained society is cut off from the wasteland outside. Even here, although not too obvious, there is a mention of the game's key water theme: the text of Revelations 21:6 is framed and displayed in the Overseer's office. The protagonist's father is a scientist who almost perfected the research for purified water and much of the game is a quest to find him after he has escaped the Vault – unknown to the player, this also implies that he or she is now on the quest for pure water.
Water is used to highlight a gulf between pure and impure. As a game, Fallout 3 is a shooter and it also corresponds to many generic criteria such as those of survival horror games and roleplaying games. As such, it is game fraught with the need for violent survival strategies. The latter, are employed against those who are morally placed as 'impure'. The game also has a moral aspect where there is a penalty for committing some actions using a system that awards or deducts karma as points in the overall score. There are often situations when the categories of pure, impure and evil become problematic. For example, there are various mutated creatures in the Wasteland that are dangerous but their violence is often not a reasoned-out evil action but rather a territorial instinct aimed at survival. The ghouls, or humans who have been horribly mutated by the nuclear fallout, are a case in point. As the player enters Megaton, he or she might come across Gob the ghoul bartender at Moriarty's pub. Gob, now ill-treated and insulted by his master, will reminisce about the city of Ghouls where he comes from. Gob is good-natured, hardworking and in all respects save his mangled features, he is human. In much of the Wasteland, however, the ghouls are wild and feral. They have lost their capacity to reason and will attack on sight. They are the zombies that one encounters in most first-person shooter games. The super-mutants in the game (with the possible exception of Fawkes, if you have him as your friend) are hostile and deadly creatures and although they seem to have more intelligence than the feral ghouls, their badness definitely does not exceed that of humans, such as the technologically advanced humans who form the Enclave or the marauding groups of raiders who roam the Wasteland. The boundaries, however, are constantly maintained even though who is pure and who is impure is a problematic decision. The human residents of Tenpenny Tower want to keep the ghouls out of their building because they are disgusted by their physical appearance. This decision-making between pure and impure is carried to another dimension when the scientist Dr Zimmerman wishes to terminate an android who perceives that he is human. Reminiscent of Philip K Dick's Do Androids Dream of Electric Sheep?, the game merges the dichotomy of impure-pure with that of human-machine. In all of the above cases, the impure-pure problem takes on the aspect of racial superiority and selection.
At a crucial stage of the game, the player is given a choice (and indeed, made to promise) by the supercomputer/President of the United States, President Eden, that he will inject a virus into the supply of pure water that will be lethal for all forms of life that have been mutated by radiation. What Eden is suggesting here can be read as a way in which the pure water would be an instrument of a different kind of 'purification': an ethnic 'cleansing'. Eden suggests a selective virus which will work to destroy all creatures with mutated genes. The transmitter for this virus would be the purified water. In a way, the 'purification' is subverted because the water is made impure by the addition of a lethal agent. The question now arises as to how far the promised 'water of life' can be a panacea for the Wasteland in the game and the wasteland as a concept.
Despite the problems of deciding on the way to make the wastelands fertile again, water is still most commonly seen as the solution as perhaps embodied by Gerald Manley Hopkins's famous line, 'God, send my roots rain'. Hopkins is speaking of the wasteland of his mind and he places himself in the tradition followed by many others (including Eliot), where the wasteland is an allegorical device. In a way, Fallout 3 is an allegory as well as a literal chilling reminder of a possible physical wasteland that might be the result of our failure to keep peace with each other. In one of the side-quests, the player comes across a region known as the 'Oasis', which, perhaps, is the only green area in the whole game. The sudden appearance of foliage after having constantly seen vast stretches of the treeless wasteland makes one assume that this is where one finds pure water. However, here too, the water is as radioactive as elsewhere in the wasteland and the Oasis is revealed to be just another distortion of nature. The people who inhabit the Oasis, however, believe that they live in an area purer and better than the rest of the wasteland: it is only when the player performs the side-quests in the area that he or she finds out that the so-called 'pure' zone is only another aberration.
Water is connected to other examples of promise (and its subsequent frustration) in the game. If the player comes across the McClellan Townhome in Georgetown West, he or she will meet a Mr Handy robot that reads aloud the post-apocalyptic poem, ' There Will Come Soft Rains' by Sara Teasdale (Ray Bradbury uses the title for a short story set in a world destroyed by nuclear war).* Rains symbolise hope; however, even in Teasdale's poem, the promise brought forth by water is ambiguous. In her poem, nature remains as pristine as ever even after humanity dies out. That hope, however, seems ironic if the rains come as part of nuclear fallout. Nevertheless, in Fallout 3 and in the other texts, the 'soft rains' are connected to purity and a return of fertility.
In Eliot's Waste Land, the thunder leaves us with a promise of rain to the 'endless plains stumbling in cracked earth'. The thunder's speech is a threefold utterance of the syllable 'Da' (similar to the ritual utterance of shantih): in the Hindu Upanishads it stands for datta, dayadhvam and damyata – 'Give, sympathise and control', which rings as the final message in Eliot's poem.
The Waste Land also has strong associations with the Grail legend and in this sense, it also employs the quest motif which, in Fallout 3, is of even greater significance as the Lone Wanderer's entire story is that of a quest that branches out into further quests. The end of the Lone Wanderer's quest can be manifold. It might end in failures in the many instances of incomplete gameplay or in-game death. When the player succeeds in reaching the water-purifying mechanism, a multitude of options open. It is possible to inject into water supply, the virus that will kill all but genetically 'pure' humans and in the penultimate scenes when the player is required to sacrifice his or her life to start the purifier, it is possible to avoid this by sacrificing a friend's life. The ideal ending is where the player has good karma throughout the game, destroy's the evil army of the Enclave and then sacrifices himself or herself for the good of all. In this ending, as long as the player manages to activate the purifier in time, pure water flows out into the wasteland and the narrator tells us that the 'waters of life flowed at last – free and pure, for any and all'.This echoes the promise in Revelations 21:6 where it is said, 'I will give unto him that is athirst of the fountain of the water of life freely.' The promise of water, in some sense or other, is fulfilled and the wasteland is fertile again. However, as the narrator tells us, ' the tale of humanity will never come to a close, for the struggle of survival is a war without end, and war – war never changes'. Whether there is another nuclear war we are not told but it is clear that the promise of plenty and purity that water brings to the wasteland is one that eludes humanity even as it is being realised. Like other narrative genres that speak about wastelands anf fertility, Fallout 3 also makes this point. Finally, because of its way of saying this in various permutations of the narrative events, it presents this message in manifold ways.
* I would like to thank Dr Dan Cordle of Nottingham Trent University for bringing this to my attention.
Water is connected to other examples of promise (and its subsequent frustration) in the game. If the player comes across the McClellan Townhome in Georgetown West, he or she will meet a Mr Handy robot that reads aloud the post-apocalyptic poem, ' There Will Come Soft Rains' by Sara Teasdale (Ray Bradbury uses the title for a short story set in a world destroyed by nuclear war).* Rains symbolise hope; however, even in Teasdale's poem, the promise brought forth by water is ambiguous. In her poem, nature remains as pristine as ever even after humanity dies out. That hope, however, seems ironic if the rains come as part of nuclear fallout. Nevertheless, in Fallout 3 and in the other texts, the 'soft rains' are connected to purity and a return of fertility.
In Eliot's Waste Land, the thunder leaves us with a promise of rain to the 'endless plains stumbling in cracked earth'. The thunder's speech is a threefold utterance of the syllable 'Da' (similar to the ritual utterance of shantih): in the Hindu Upanishads it stands for datta, dayadhvam and damyata – 'Give, sympathise and control', which rings as the final message in Eliot's poem.
The Waste Land also has strong associations with the Grail legend and in this sense, it also employs the quest motif which, in Fallout 3, is of even greater significance as the Lone Wanderer's entire story is that of a quest that branches out into further quests. The end of the Lone Wanderer's quest can be manifold. It might end in failures in the many instances of incomplete gameplay or in-game death. When the player succeeds in reaching the water-purifying mechanism, a multitude of options open. It is possible to inject into water supply, the virus that will kill all but genetically 'pure' humans and in the penultimate scenes when the player is required to sacrifice his or her life to start the purifier, it is possible to avoid this by sacrificing a friend's life. The ideal ending is where the player has good karma throughout the game, destroy's the evil army of the Enclave and then sacrifices himself or herself for the good of all. In this ending, as long as the player manages to activate the purifier in time, pure water flows out into the wasteland and the narrator tells us that the 'waters of life flowed at last – free and pure, for any and all'.This echoes the promise in Revelations 21:6 where it is said, 'I will give unto him that is athirst of the fountain of the water of life freely.' The promise of water, in some sense or other, is fulfilled and the wasteland is fertile again. However, as the narrator tells us, ' the tale of humanity will never come to a close, for the struggle of survival is a war without end, and war – war never changes'. Whether there is another nuclear war we are not told but it is clear that the promise of plenty and purity that water brings to the wasteland is one that eludes humanity even as it is being realised. Like other narrative genres that speak about wastelands anf fertility, Fallout 3 also makes this point. Finally, because of its way of saying this in various permutations of the narrative events, it presents this message in manifold ways.
* I would like to thank Dr Dan Cordle of Nottingham Trent University for bringing this to my attention.
Christmas, Fallout 3 and Goodbye to EDU (and 2008, as well)
Another Christmas Day gone by. Am getting used to spending Christmas by myself. It seems easier than it used to be. Took the day off from reading what I've written and instead, in a very Christmassy gaming mood , installed Fallout 3 on my pc. The graphics are absolutely brilliant and the plot (which I have read about almost everywhere) is already quite interesting. I was looking forward to checking out Liam Neeson's voice acting in the game: not sure whether it was him I heard in the very first scene. My only gripe so far is the Microsoft Live system and the fact that the installer was claiming that I had no sound card installed (what a lie - ask my neighbours about my soundcard).
I bought the game in London, last month - an early Christmas present. I simply had to buy it: the price had gone down, my pocket had two crisp notes freshly obtained from a cash machine and someone had told me that Fallout 3 would not be available in India. All three seemed perfectly valid reasons to buy it and buy it, I did. The third reason, however, is the subject of my posting. Microsoft has decided not to market the game in India. Apparently, it contains a mutant animal ( a two-headed cow) called Brahma: enough reason, thinks Microsoft, to enrage the Brahmans or the Hindu priestly caste. The 'cultural sensitivities' bar, however, reveals its typical Western cultural ignorance. Brahmini bulls are actually a species of cattle and no one seems to object to their being named thus (the cow and the bull are holy animals for Hindus). Secondly, Brahma is the name of the God of Creation; perhaps, that link could be cause for umbrage. it might, however, be noted that Brahma himself is said to have four heads (as do some other Hindu gods) and that Hindu gods often take the shape of animals. Finally, whoever told Microsoft that Brahmins are not gamers. Surely, no one even remembered to ask yours truly (after all being born a Brahmin, I have some claim to the title, however small). Anyway, I could go on and on and maybe even write an essay on this; suffice it to say that I'm not quite in agreement with the Microsoft Gamer's Guide to Hinduism. A deeper reading than this might even expose the layer of orientalism at work here.
Thank God (the Hindu trinity, perhaps) that I'm in the UK and MS doesn't consider me Hindu enough. Don't like to imagine being Id'd at the GAME till and not being sold Fallout because it would offend my cultural sentiments. Well, the game is on my pc and my profile has been created. You will hear more of my adventures in Fallout very soon, religion (or the lack of it) notwithstanding.
The other reason why I'll be plugged into the game is because I suddenly have a little more time
on my hands. My contract with my employers has run out and I am jobless again. I'll sorely miss the hours spent in training and troubleshooting and I'll miss my friends at work. I don't have a clue as to how I'm going to fill in this 'vacuum' in my quotidian activities. My former colleagues obviously know me more than I do myself: they have given me a voucher from GAME as a farewell present. Looks like its more games again, as the year turns the corner and disappears.
'And now another cup of the generous! and a merry New Year, and many of them, to you all, my masters!'
I bought the game in London, last month - an early Christmas present. I simply had to buy it: the price had gone down, my pocket had two crisp notes freshly obtained from a cash machine and someone had told me that Fallout 3 would not be available in India. All three seemed perfectly valid reasons to buy it and buy it, I did. The third reason, however, is the subject of my posting. Microsoft has decided not to market the game in India. Apparently, it contains a mutant animal ( a two-headed cow) called Brahma: enough reason, thinks Microsoft, to enrage the Brahmans or the Hindu priestly caste. The 'cultural sensitivities' bar, however, reveals its typical Western cultural ignorance. Brahmini bulls are actually a species of cattle and no one seems to object to their being named thus (the cow and the bull are holy animals for Hindus). Secondly, Brahma is the name of the God of Creation; perhaps, that link could be cause for umbrage. it might, however, be noted that Brahma himself is said to have four heads (as do some other Hindu gods) and that Hindu gods often take the shape of animals. Finally, whoever told Microsoft that Brahmins are not gamers. Surely, no one even remembered to ask yours truly (after all being born a Brahmin, I have some claim to the title, however small). Anyway, I could go on and on and maybe even write an essay on this; suffice it to say that I'm not quite in agreement with the Microsoft Gamer's Guide to Hinduism. A deeper reading than this might even expose the layer of orientalism at work here.
Thank God (the Hindu trinity, perhaps) that I'm in the UK and MS doesn't consider me Hindu enough. Don't like to imagine being Id'd at the GAME till and not being sold Fallout because it would offend my cultural sentiments. Well, the game is on my pc and my profile has been created. You will hear more of my adventures in Fallout very soon, religion (or the lack of it) notwithstanding.
The other reason why I'll be plugged into the game is because I suddenly have a little more time
on my hands. My contract with my employers has run out and I am jobless again. I'll sorely miss the hours spent in training and troubleshooting and I'll miss my friends at work. I don't have a clue as to how I'm going to fill in this 'vacuum' in my quotidian activities. My former colleagues obviously know me more than I do myself: they have given me a voucher from GAME as a farewell present. Looks like its more games again, as the year turns the corner and disappears.
'And now another cup of the generous! and a merry New Year, and many of them, to you all, my masters!'
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