Lost Hours
Well, as you can probably tell from the frequency (or infrequency) of my posts, I still haven't gotten into a proper groove with this whole blogging thing. Not surprising really, since I'm basically a self-confessed introvert, but I'd like to get into the habit of blogging more. It might help if I didn't play my damned Xbox 360 so much.
Anyone who knows me knows that games are, and always have been, one of my greatest weaknesses. It was through my love of games that I ended up working as a video game designer for a couple of years before making the move to Japan and switching over to writing fiction.
There's something really compelling about the mix of music, art and story that a great game provides. Combine it all with well balanced and addictive play mechanics and you've got a really powerful combination. Video games might just be the most potent form of story-telling on the planet today, though the recent proliferation of game-based novels clearly shows there is more than enough room for both. In fact, I'd go so far as to say they compliment each other (when the latter are done right).
Of course, the video game as storytelling medium only really shines when it all comes together well. Hits like Half Life 2, Call of Duty 4 and others show what can be done, but it's a sad fact that the storytelling aspect often gets left in the hands of game designers rather than professional writers. That's not to say this is always bad. Some of these guys have turned out work I'd happily admit to being jealous of. But how much better could they be with a pro writer onboard who truly understands the freedoms and limitations of writing for games? It's starting to happen more and more often nowadays, particularly since the games industry is overtaking Hollywood in terms of revenue.
In my tray at the moment is the fantastic Lost Odyssey by Japanese studio Mistwalker. I'm only sixteen hours into the story ('only' he says!) but, so far, I'm enjoying the hell out of it. The music and art are exceptional and the character design (particularly that of Kaim, the central hero) is top rate.

If the game has a problem, it's the consistency of the writing, which stops the game short of being truly mind-blowing in quite the same way that CoD4 or Portal were. On occasion, the writing is genuinely mature and even quite moving. At other times, it lets the overall atmosphere of the game down. Part of this is no doubt due to the translation process. Perhaps understanding a little Japanese is actually a hindrance in cases like this - I frequently notice moments in the story where the subtitles deviate unnecessarily from what's actually being said by the characters onscreen. The original Japanese script seems to be of a far better standard than the English version. The difference is regrettable.
It's still an intense and beautifully crafted role-playing game, though. If you're an Xbox360 player with an interest in fantasy and SF, and can handle turn-based combat in your games, I urge you to check it out.
By the way, if anyone asks, you didn't get that recommendation from me. If my editor hears I've been playing games, it'll be fifty lashes... and he won't hold his strokes!
Anyone who knows me knows that games are, and always have been, one of my greatest weaknesses. It was through my love of games that I ended up working as a video game designer for a couple of years before making the move to Japan and switching over to writing fiction.
There's something really compelling about the mix of music, art and story that a great game provides. Combine it all with well balanced and addictive play mechanics and you've got a really powerful combination. Video games might just be the most potent form of story-telling on the planet today, though the recent proliferation of game-based novels clearly shows there is more than enough room for both. In fact, I'd go so far as to say they compliment each other (when the latter are done right).
Of course, the video game as storytelling medium only really shines when it all comes together well. Hits like Half Life 2, Call of Duty 4 and others show what can be done, but it's a sad fact that the storytelling aspect often gets left in the hands of game designers rather than professional writers. That's not to say this is always bad. Some of these guys have turned out work I'd happily admit to being jealous of. But how much better could they be with a pro writer onboard who truly understands the freedoms and limitations of writing for games? It's starting to happen more and more often nowadays, particularly since the games industry is overtaking Hollywood in terms of revenue.
In my tray at the moment is the fantastic Lost Odyssey by Japanese studio Mistwalker. I'm only sixteen hours into the story ('only' he says!) but, so far, I'm enjoying the hell out of it. The music and art are exceptional and the character design (particularly that of Kaim, the central hero) is top rate.

If the game has a problem, it's the consistency of the writing, which stops the game short of being truly mind-blowing in quite the same way that CoD4 or Portal were. On occasion, the writing is genuinely mature and even quite moving. At other times, it lets the overall atmosphere of the game down. Part of this is no doubt due to the translation process. Perhaps understanding a little Japanese is actually a hindrance in cases like this - I frequently notice moments in the story where the subtitles deviate unnecessarily from what's actually being said by the characters onscreen. The original Japanese script seems to be of a far better standard than the English version. The difference is regrettable.
It's still an intense and beautifully crafted role-playing game, though. If you're an Xbox360 player with an interest in fantasy and SF, and can handle turn-based combat in your games, I urge you to check it out.
By the way, if anyone asks, you didn't get that recommendation from me. If my editor hears I've been playing games, it'll be fifty lashes... and he won't hold his strokes!
Labels: Video Games

2 Comments:
Fifty lashes? Pah! You'd be getting off easy, Parker. To the brig with you, sir :-)
Actually, I can't be too harsh as I'm a bit of a video game freak too. I have been good of late, though - I was lucky enough to receive a gratis copy of Warhammer: Age of Reckoning and have resisted the temptation, thus far, to play it.
What's that? You want me to open you up? Just put the disc in the machine and download you? Well, that sounds easy, I could- No! Be strong Kymey, be strong.
See what I mean? :-)
Seriously, I lost an entire day's writing to Viking: Battle for Asgard (least I think that's the title) once - sheesh.
Let's just say that once Gears of War II rocks along, my free will be absolute toast. Man, I am so going to batter those Locust scumbags - go Cog Troopers, go!
Oh yea, and if you ever need an excuse to play video games, just say 'for inspiration'. That'll work at least once... maybe.
Do it! Shut me in the brig with my notebook and 40k codices. It's the only way!
Just for inspiration only works once, you say? I've been using it daily for about two years.
There's so much wonderful art, music and even writing (sometimes) in the latest games that its easy to consider them inspiring. They are, but it's the most dangerous kind of inspiration there is next to hallucinogenic pharmaceuticals, because playing the game quickly takes over. Then, suddenly, you've lost another hour. Then another. And you keep telling yourself, 'I'll start writing after this stage/mission.'
Gears 2 will be a big hit, and I'm sure I'll cave in and get it. But for me, it's in Fallout 3 that the real danger lies. I've been through Oblivion (it's fantasy-based brother) three separate times, each time investing about a hundred hours. And I'm furious at myself.
I keep thinking of all the wonderful SF/F books I could have read. See, when you read a book, you're not just sitting back and passively accept someone else's visions. At least, not to the same degree.
No. When you read a book, you actually exercise your own imagination. You're not spoon-fed the images of creatures and ships and bizarre worlds. It's 50-50. The writer provides the words, you provide the mental pictures. That's what makes the very best books so gratifying, personal, and in some cases life-changing.
So, I'm trying to cut down on games right now. I reckon I might last another week. We'll see how I do when Fallout 3 comes out. Be strong, I keep telling myself. Resist. Resist.
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