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Day: 6 April 2018

Replayability and the illusion of choice: the Telltale paradox

Once industry darlings for a refreshed approach to narrative storytelling, Telltale games, who now dominate a niche they arguably carved out themselves, have found themselves at somewhat of an impasse in recent years with their genre competitors, Quantic Dream and Supermassive games, perhaps now more in vogue.

Increasingly, fans have become aware of and much more vocal about how superficial the choices in Telltale games are. The contention is that no matter what dialogue options you choose or path you take, gameplay will travel along the same path with only a few minor differences.

It’s a problem that is both technically and narratively motivated. From a narrative point of view, complete freedom of choice could well come at the expense of a good story with enough action to keep you entertained. At the end of the day, developers like Telltale want you to end up in that emotive final scene or put you in an end scenario in which you have to make a hard choice; they want to keep you central to the plot, and to encounter the key elements of it.

Perhaps the clearest example I can think of to demonstrate this is in Until Dawn, Supermassive’s cinematic horror game. Playing as Until Dawn’s deuteragonist, Mike, one long sequence takes you through an abandoned asylum. Here, you can choose how to enter, how cautious to be and what to do inside. What you cannot choose is whether you’ll end up in there full stop. There is no option to turn and head back. The developers want you the player to play the asylum scene because it is exciting and central to the plot.

The practical side of the problem is more easily understood. Here, it is a simple matter of limited resources. Games all have a limited budget, and every cutscene, dialogue line and extra day of work costs the developers money. Were every choice to create a truly branching narrative, production costs would increase exponentially, and such games as the Telltale series and Until Dawn would cease to be viable. To put it into perspective, a tree of 12 choices each with three options would create 531441 scenarios if each took the story down a new path.

photo:Mancunion

It is perhaps understandable, then, that the likes of Telltale games actually take you down paths which will generally contain small variations on a central narrative, usually only offering major differences in terms of which characters are left alive and the precise nature of the ending.

Personally, I have never found this to be much of a problem. In the first playthrough, you have ludic access to one narrative path, and the illusion of choice is more than enough to supplement the outlying possibilities that you do not encounter and, indeed, would never encounter.

It is only upon replay that this becomes a major issue. In this sense, Telltale, Quantic Dream and co. have probably made a rod for their own backs. Branching narratives at once ask you to believe that every choice is truly consequential, but in making you believe, by logical extension, that alternatives exist, they instill a desire to replay the game and discover these possibilities.

At this point, the practical and narrative limitations of a branching game start to undermine its very premise. This is compounded further by the fact that a number of such games are marketed as being replayable, further encouraging players to feel out the limitations of the genre.

Replaying narrative branches also erodes the very value of choice-making in the first place. What makes narrative branches so immediately appealing is their proximity to real life as opposed to the usually fail-safe environment of video games. Again, this is undermined by replaying as you can not play events in real life (as much as we’ve all wished to on numerous occasions) and doing so chips away at the perceived gravity of seemingly important in-game decisions.

This has become highly problematic for the genre. In actual fact, Telltale games and their ilk have evolved to have more choices over their lifespan as a greater audience has meant that more resources are available to developers. However, perception is going the other way, and games are increasingly criticised for giving you choices that are inconsequential and do not meaningfully impact the story. This is a problem given rise to by user trial and error, and trial and error is only available via replaying.

Almost every game requires a level of suspension of disbelief, from more obvious cases like epic fantasy to everyday oversights like accepting the superhuman finger strength of Nathan Drake or Ezio Auditore.

‘Choose your own story’ games are much the same, except the cognitive leap you must willingly make is one concerning the metanarrative rather than the narrative. In order to embrace such games as proximal to real life, it is necessary to engage with them as such: one chance, no replays, and sustained by the illusion of choice rather than the acceptance of pre-determination.

Divinity: Original Sin 2 coming to consoles

The 2017 PC hit, Divinity: Original Sin 2, has been confirmed for the PlayStation 4 and Xbox One. The turn-based RPG, developed by Larian Studios, will arrive on next-gen consoles in August 2018, having been released on PC in September 2017.

The original Divinity: Original Sin followed an almost identical pattern: it was released in 2014 and, after garnering both critical and commercial success, arrived on consoles just over a year later in October 2015.

The sequel has been no less successful, attracting metascores from metacritic and Steam users of over 90 per cent, and gaining over 1.25 million owners on Steam alone. Unlike its predecessor, however, Divinity: Original Sin 2 will be published on consoles by Japanese publisher Bandai Namco.

Speaking of the collaboration, Swen Vincke, founder and CEO of Larian explained, “it was very important to us to have Divinity: Original Sin 2 distributed by a team that understands how to bring RPGs to a broad audience. With Dark Souls and The Witcher, Bandia Namco Entertainment demonstrated they know how to do exactly that and so I’m very happy we’ll have their support.”

Larian will no doubt be hoping that the move to console can project the Divinity games from indie sensation to established franchise. Indeed, despite the unequivocal success of Original Sin, Original Sin 2 still had to rely on a successful kickstarting campaign in order to fund development.

With local co-op and online play once again set to be a prominent feature of the console version of Original Sin 2 — as was the case with Original Sin — Larian are clearly looking to broaden the game’s appeal by adapting an already highly accomplished game to the specifications of console audiences.

Whilst this is relatively minor news for pre-existing fans of the series, who probably rightly felt a port was only a matter of time, it represents huge news for prospective new players, who may be getting access to one of the richest, most well-crafted, and detailed RPGs of all time.

New app Drinki offers a free drink every night!

Drinki, the UK’s leading nightlife app for drinkers, bars, and brands, has announced that, since the app was launched in September 2016, over £1.5 million has been spent in bars, with over 100,000 drinks being redeemed.  The app is taking off now, and acquiring more than 14,000 users a month just in London alone.

The milestone figures demonstrate the thirst consumers have for mixing nightlife with technology to discover new drinks and venues. The App, which has dominated London, has now begun to make its way up north to its next big challenge, Manchester.

Drinki has previously already secured key partnerships with well-known drinks brands from Pernod-Ricard, Heineken, and Diageo, through to challenger brands such as Pistonhead and Mr Black, and despite not being in Manchester for too long Drinki have already secured a place within bars such as Jimmy’s, The Bagel Shop, and Apotheca. This is just the beginning of a city-wide takeover.

As we all know, Manchester has a vibrant drinking scene and nightlife, and Drinki aims to find you the newest and coolest bars that you may not have heard of before, benefitting both bars and customers.

Photo: Drinki

Tariq Aris, CEO of Drinki said, “Throughout the Drinki journey, we have always kept one thing in mind: providing as much value as possible to both people and bars. It’s very exciting to see it all come together now and to see the amount of traction we are getting. I can walk into any of our bars for a drink and see people using the app and that’s a great feeling.”

But how does it work I hear you all ask? All you need to do it download the Drinki app on an Apple or an Android device, and that’s it! Users can get one free drink per night, as well as exclusive offers, access, and even up to 50 per cent off drinks. In addition, there’s an option to share your code with others — the more people you get to sign up with your code the more drinks that you earn. Simple, right?

Here are a few codes to get you started!

HB

YOUEARNEDTHIS

For more information go to www.drinki.com

Live review: 30 Seconds to Mars

30 Seconds to Mars (30STM) , Manchester Arena — 24th March 2018

The most noticeable thing about the performance was the stage layout, which was positioned almost in the middle of the arena but not quite there. Frontman Jared Leto and brother Shannon taking centre stage, while the rest of the band stood around the stage in orchestral pit type set up, I couldn’t and still can not work out or see the point of it all.

The show started with ‘Up in the Air’, and the capacity crowd seemed more than up for it. The soaring vocal lines being sung back to the band at full volume. Jared working the audience well in his union jack poncho and red tracksuit bottoms. The show continues with some of 30STM’s more recent songs such as ‘Kings and Queens’, ‘Search and Destroy’, and ‘This War’.

Not too long into the show a man arrived on stage with a phone and began live streaming the whole show, something that I thought was quite a nice idea, it was also funny watching him try to keep up with Jared as he ran around the stage all night.

My stand-out track of the evening had to be ‘The Kill’ a track from my favourite album, brought back a weird year 9 nostalgia, although Jared did let the crowd do most of the singing for that one. Followed then by a cover of ‘Stay’ by Rhianna which the band did in the live lounge and put their own spin on.

Shortly after this, 30STM invited a fan onto the stage and told the fan he could tweet whoever he wanted from Jared’s own personal account. This for me is when the show started to lose its grip on the night, as things got more and more political. I came to watch a gig, not another Brexit debate.

After the man brought on stage had finished wasting a brilliant opportunity to get some free advertising or followers, he then asked his girlfriend to marry him. She said yes, but you would have hoped that she would as there were thousands of people watching — a resounding ‘No’ would have been humiliatingly harsh. The band kindly dedicated the next song to them and soon left the stage only to be called back for the encore.

Coming back with a ‘Walk on Water’ the crowd singing every word like they had done so beautifully all night, ‘Vox Populi’ was next with the boys leaving us with ‘closer to the edge’. Inviting fans from the audience to come onto the stage and share the final song with them. A nice touch for such a big band I thought.

Vocally and musically, the guys didn’t put a foot wrong, but, for me, the political tweeting and the proposal kind of took the wind out of the sails of the show, plus I’d have liked for 30STM to perform a few more older songs in their set too.

7/10

Live review: The Howl & The Hum

Sam Griffiths sauntered on the stage just as the lights cut to black and re-lit to portray the intriguing, cinematic quartet The Howl & The Hum. The sold-out Fulford Arms awaited their first cue to be plunged into The Hum’s world of curious narratives, rip-roaring riffs, and a performance that would linger in the consciousness for months to come.

The Howl & The Hum exhibited their electrifying anthology, consisting of both previously released material, such as the screeching ‘Manea’, newest single ‘Portrait I’, an EP heavily supported by Tom Robinson on his BBC6 show, and anxiously awaited new tracks.

The new songs that The Howl & The Hum have to offer really demonstrate their versatility and Sam’s compelling lyricism. From the heart-breaking, delicate, nostalgic ‘Sweet Fading Silver’ to the raw, angsty, frenzied performance of ‘Murder’, this band compile perfectly executed literary works together with the embellishment of howling guitar licks and heart-resonating drum beats.

The Howl & The Hum’s vivid storytelling certainly isn’t going unnoticed, given their rightly deserved spots on a vast range of upcoming festivals over the summer months, including Latitude, Barn on the Farm, Standon Calling, Citadel, Liverpool Sound City, and Live at Leeds, the latter just 35 days away (but who’s counting…right?).

Given the quartet’s relatively short time-span as The Howl and The Hum, only now reaching eighteen months, it is fair to say the band have succeeded in acquiring a ‘cult’ fan base and impressive support.

Rather than describe The Howl & The Hum’s work as a collection of songs, we should continue to refer to their discography as an anthology or collection of literary pieces. Because of vocalist Sam Griffiths’ ability to concoct entirely different discourses for different characters across songs, the term ‘songs’ seems not an entirely accurate description of their work. This is what makes their leading  distinct, quirky, and incredibly fascinating soundscape.

Frontman Sam is undeniably a character himself. Arm, finger, and ankle spasms are coupled with melting facial expressions from the very moment the band play their first chord. Their opening alt-pop piece ‘Hall of Fame’ eased the audience into their set, but by the three-quarter mark the audience was plunged through heavy dystopian fictions of wanting to be a shark, the consequences of shooting at a storm, and (a personal favourite) their contrasting performances of ‘Murder’ and ‘Sweet Fading Silver’. The live performance of both anthems presented the crowd with the sheer enthusiasm, complexity, and passion these four musicians possess. Sam’s disposition almost acts as a caricature captivating the viewer as they’re left powerless to look away.

As they say, there’s a fine line between genius and insanity.

10/10

Review: A Fantastic Woman

Rising Chilean Director Sebastian Lelio’s recent masterpiece has hit cinemas this year and it is easy to see why it has won the Oscar for Best Foreign Language Film.

A Fantastic Woman tells the story of Marina Vidal (Daniela Vega), a transgender woman whose world is unexpectedly flipped upside down having been suspected of murdering her lover, Orlando (Francisco Reyes).

Not only must Marina handle the grief of such a traumatic loss, but she must then face up to both the prejudiced views of Orlando’s family regarding the couple’s relationship and the harassment from the cold-hearted Detective Cortés (Amparo Noguera). This tender romance turned tragic drama takes you on an emotional journey, whilst posing questions of love against identity and reputation.

Perhaps the most poignant element of the film is how Lelio tackles the micro-aggressions that transgender people must deal with on a daily basis. Orlando’s family is thrown into disarray when they discover who was last to be with him at the time of his death. With a combination of uncomfortable silences and incessant close-up shots of discomfited facial expressions, Lelio depicts Marina’s constant struggle to affirm her identity against the suspicions and stereotypes — sometimes coming from absolute strangers.

The first utterance many of Orlando’s relatives can respond with are a mix of flippant remarks such as “Have you had the surgery yet?”, or “I don’t know what I’m seeing,” or even “Do I say him or her?”  As the catastrophic events unfurl, we see Marina’s character change from a sassy cabaret singer singing a fiery version of Héctor Lavoe’s “Tu amor es un periódico de ayer” [Your love is yesterday’s newspaper], to a woman isolated and rejected by those around her, unable to move forward.

A series of vicious altercations draw the audience into the distress that Marina experiences as a transgender woman living in Santiago, an issue that Vega herself has had to tackle for her whole life. “In the country where I was born I do not have the possibility of having my own name on my official documents,” she tells the Santiago Times. There is an escalating tension within the film that is, admittedly, at times, very difficult to watch and triggers an overdue sense of compassion for anybody who might be in her same situation.

A Fantastic Woman is a captivating drama about the search for acceptance and comfort amid the discrimination that comes from being different. Lelio addresses these issues creatively, allowing the audience to fully understand Marina’s struggle. Vega’s heart-warming performance leaves you moved by her personal experiences and by the end of the film proves to us how fantastic a woman she really is.

4/5