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The Broken Beauties
Lewis Denby
 gives these poor, crippled gems the attention they deserve...


A short while ago, on The Guardian’s technology blog, one writer criticised games reviewers for rarely praising innovation.  Funnily enough, the piece drew on the somewhat negative reception of Mirror’s Edge, which scores 67% in this very issue.  While I’d stand by Jonathan’s review, and point out that critiquing a product must go further than lauding new ideas, the blog post did spark up that little part of my brain that wants to talk in length about certain games.  Games that, otherwise, you may have skimmed over.

The ‘innovation’ link may be a little tenuous in places.  This isn’t necessarily about novel games that don’t quite work.  But it is about games filled with brilliant ideas, but ones that – for whatever reason – didn’t quite warrant the universal praise they were edging towards.  These are sullied gems: the games we love despite our frustrations with them.


Corpses and shagging.  I was probably too young to be playing The Nomad Soul at the time...

It’s funny, but many of these are games that didn’t particularly work for me when I first played them.  Games that suffered from stretches of tedium, moments of design idiocy, or game-destroying bugs that ruined my experience at the time.  But they’re games that still mean something to me today; games I still reminisce about, misty-eyed, with others who played them too.  The tainted masterpieces.  The broken beauties.

Since I was rather young, I’ve always sided with – for want of a term better than this insufferable nonsense – the ‘art games’: titles that trigger more than just a visceral, gleeful response of ‘enjoyment’, and instead deliver something emotionally and intellectually engaging.  So, edging slowly away from childhood in the late nineties, I scoured the gaming market for something that would challenge me a little.  Raised on the run-and-gun values of iD Software’s early titles, I longed for something a little more stimulating; a little more – in my youthful pretensions – me.  I remember having heard whispers of a dancing David Bowie, seedy strip-clubs, a wry yet complex narrative and a hybrid of the action and adventure genres.  The Nomad Soul sounded right up my street, and I wasn’t disappointed.

"...a dancing David Bowie..."

Hidden away beneath its shoddy camera, fiddly controls, essentially linear gameplay and ferociously awful combat sections is one of the most intriguing, creative and intelligent adventures of its time.  Ahead of its years in so many ways, The Nomad Soul melded action, stealth and exploration in an often open-plan, hub-based environment.  Sounds familiar?  That’s the new trend nearly a decade later

It’s horrible to even attempt now, but in my memory rests the incredible world of Omikron: high-rise towers, buildings over buildings, unfamiliar architecture, hyper-technology.  It’s a fascinating and wonderful vision of the far future, with only the disappointing lack of credible characters bringing it down a peg or two.  There’s so much to see and so much to do.  It makes me go all fuzzy inside when I think about it.

Predictably, many of my favourite games draw heavy inspiration from Quantum Dream’s ambitious title.  Some were successful – Deus Ex is a title that undoubtedly borrowed heavily from such genre-mashing – but the two that immediately spring to mind for this article are ‘immersive sims’ from consecutive years: Troika’s last gasp Vampire: The Masquerade – Bloodlines, and Buka’s oddball depress-em-up Pathologic, released in 2004 and 2005 respectively.


Boobies and bodies again in Bloodlines.  Is there a running theme here?

Bloodlines is one of the most obviously ‘better’ games here, but its release alongside Half-Life 2 and its horrific instability meant it passed by largely unnoticed.  When it isn’t working, it’s infuriating, be it as a result of game-breaking bugs, nasty combat, or simply a clearly rushed and unfeasibly difficult second half of the game.  When it’s at its prime, namely the middle five or ten hours, it’s beyond words.

It’s the script and characters that stand out here, some of the most memorable outside of Planescape: Torment.  Beautifully and thoughtfully written, these NPCs feel like genuinely real people, providing an effective and engaging commentary on social systems and prejudice.  Bloodlines weaves its story beautifully around these people, tackling issues that few games dare to venture towards, and supplying twists straight out of a Chuck Palahniuk novel.

I reviewed Bloodlines for another website.  I awarded it 9 out of 10 and, in retrospect, that was a little enthusiastic.  It’s a game that will be adored by the patient, and those with a love of deep storytelling; but it’s a deeply troubled title despite its merits.  Still, it remains one of those tarnished games that I would love for everyone to play.  Sadly, since the demise of its developer, you’ll be hard pressed to find it in the shops.

"...twists straight out of a Palahniuk novel..."

You can still find Pathologic rather easily, especially since it’s available in digital download format.  This is a much more abhorrent game, one that’s incredibly hard to stomach.  With a difficulty level somewhere in the region of post-grad physics, a wild unpredictability and probably the worst translation job ever, most will be put off within minutes.

But I love it for its ugliness.  For me, its problems only serve to heighten the warped beauty of this Russian gem.  Set in an early 20th Century Soviet village, Pathologic tells the story of a vicious and unfathomable plague, which is slowly eradicating the entire population.  The town has been quarantined from the rest of the world, and you’re trapped inside; but, playing as one of three healers, you must work closely with a range of in-game characters to cure the diabolical illness and, moreover, keep yourself alive during the process.

Oblivion with cancer,” someone once called it.  That’s a perfect description.  The atmosphere is so relentlessly bleak that it’s difficult not to come away from the experience feeling utterly drained.  The minute you start playing, people start dying.  They never stop, right up until the climax.  Each day becomes more desperate than the last, and the whole thing plays off against a time limit of just under two weeks.  It’s a tense, involving, moving and beautifully told narrative, hidden deep within an overly-complex and often unforgiving videogame.


Pathologic and In Memoriam share a similarly warped atmosphere.

There’s a theme developing here.  Perhaps what we should be praising isn’t technological innovation, like the ability to place a free-running game in the first-person perspective.  Perhaps, instead, we should be exploring the notion of videogames as a valid art from, a profound and versatile platform for unique storytelling.  It’s a certainty that I engage better with videogames if they make me think, make me feel, and this is a medium that has the capability of developing immersion factors beyond any other.

I hadn’t thought about this one for a while, but in preparing for this article and organising my views, it struck me as the perfect case study.  In Memoriam, released by UbiSoft to zero fanfare in 2003, blurred the lines between fiction and reality.  In a manner usually reserved for alternate-reality gaming, this French masterpiece forced players to live for its story during their time with the game.

On the surface, In Memoriam was a relatively straightforward murder mystery concept, but with an added real-world component.  Given a series of clues, in the form of text, static image or video, players must quit to desktop and fire up an internet browser, scanning the reams of faked websites, as well as an abundance of genuine ones, for any new leads.  It’s so involving, so addictive and intriguing, that it’s impossible not to get completely caught up in the game’s world.  When I played, I couldn’t tear myself away, always prodding around for that next piece of vital information.

Then, on the third day, something incredible happened.  I got an email.

"...let the art do the talking..."

At first, I thought it was spam.  When I looked at it more closely, I noticed the email address.  The same email address that had cropped up as part of a clue in the game.  The email address of a fictional character.

From then on, this happened regularly.  Genuine contact with fictional people, albeit through the joys of auto-responders.  It struck me as such a fantastic way to engage with the player that I overlooked its many flaws.  Like the ridiculously out-of-place mini-games that cropped up from time to time, for example.  Or the fact that people posting bloody walkthroughs meant I often chanced upon a cheating answer online, when all I actually wanted was a necessary clue.

This isn’t necessarily the way forward for storytelling in games, but it does illustrate the wide range of exclusive methods the medium has at its disposal.  In a film, or a good book, the closest to full immersion it’s possible to achieve is to create a real empathy with key characters.  In videogames, you can be these characters.  Why so few even attempt it is baffling.

Maybe it’s because these sorts of game so often go unappreciated.  These broken beauties didn’t receive particularly high praise upon release, and it’s not difficult to understand why.  But, equally, they feel like the sort of games we’re owed, as dedicates to the intelligent gaming cause.  If we don’t stand up and demand to be swept away by this sort of beautiful, ambitious release, we’ll receive mindless action game after mindless action game as our reward.  As much as I enjoy a good blast as much as the next guy, I’d rather have more.

So do your bit.  Play these games.  Discuss them.  Buy them for your friends.  Have patience, take your time, and let the art do the talking.  Hopefully, in times to come, we won’t be talking about broken beauties.  We’ll be talking about creative gaming perfection.

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