Showing posts with label Behind the Gun. Show all posts
Showing posts with label Behind the Gun. Show all posts

Thursday, May 28, 2015

Behind the Gun – Halo: Combat Evolved

When Microsoft first got into the console video game business, my first feeling was one of utter hostility.  At the time, I had trouble articulating it.  Looking back, I know exactly why it was.

Change.

From time immemorial, console video gaming had pretty much been a Japanese affair, barring some notable exceptions.  The blockbuster titles and longest-running series all seemed, in most cases, to originate from Japan.  As someone who was interested in anime (and Japanese culture generally, but let’s be honest here: mostly just anime), and had all the furious devotion of the relatively newly converted, I was perfectly fine with this.  Preferred it, really, if we’re being completely honest.  There were a few odd Western-developed games I liked (the Legacy of Kain series for one, and of course most of the PC games I liked had been developed in the West), but when it came to console games, all the best stuff came out of Japan, by and large.  At least, that was the case so far as I was concerned.

I had a life-long Windows user’s healthy disdain and distrust for Microsoft.  The last thing on Earth I wanted was them shitting up my hobby with their stupid oversized black box, which you could probably use to lay the foundations of the house, or to kill a person if you dropped it on them from a height of five feet or greater.  It wasn’t until they got the exclusive rights to Panzer Dragoon Orta that I felt anything about the machine beyond a sort of frigid, haughty dislike.

Halo’s hero, Master Chief Petty Officer John-117, and the game (later an entire franchise) he starred in by extension, put a face on all of that.

I hated Halo, hated the very idea of it.  Fucking hated it, sight-unseen.

Considering that I rarely go more than a few weeks without playing at least a few hours of one of the games in the series, to relax with something fun and familiar, this is deeply ironic.

I suppose all I can really say in my own defense is that I still had a deal of growing up to do.

*             *             *

At some point around the time when Halo first came out, or when it was imminent, I read an article in a game magazine which posited that Halo would fail to become the face of the Xbox because its hero, the Master Chief, was a faceless cipher.  The magazine in question was probably Game Informer, because I was subscribed to it at the time.

The article went on to say that previous console makers all had strong mascots, which worked to sort of symbolize the consoles.  Nintendo had the rotund and friendly plumber Mario, with his whimsical adventures in the mushroom kingdom.  Sega had Sonic the Hedgehog, whose speed and attitude helped to communicate the more “grown up” (this term should, here, be applied very loosely) nature of Sega’s first real success, the 16-bit Genesis.  Sony kinda-sorta had Crash Bandicoot, though having never played any of the Crash Bandicoot games, I couldn’t really tell you how he represented the PlayStation.  The idea, though, was that all of these characters had a distinctive look and identity, a personality which you could glean from even a brief glance.  The Master Chief was armored from head to toe, and his face was covered by the polarized, opaque visor of his helmet.  His design was comparatively real in a way that Mario and Sonic and Crash Bandicoot had never been, and were never designed to be.  The article argued that this ran counter to the whole point of a mascot.

I sometimes think this was the whole point, actually.

Halo came out in a time when the need of console makers for mascot characters was dying.  Nintendo still had Mario, but in this, as in so much else, they were and are unique.  Sega’s mascot was now appearing on whatever system would host his games, and it’s difficult to express to anyone who wasn’t really around during the 16-bit era the feeling of strangeness you got at seeing Sonic on a Nintendo system.  Strange days. 

Sony, meanwhile, had actually never had a proper mascot in Crash Bandicoot, no matter what the Game Informer article said.  He’s sometimes thought of that way, I guess, but the first problem with this assertion is that he wasn’t actually owned by Sony.  He was (and remains, I suppose) the intellectual property of a third-party developer called Naughty Dog.  He did a brief stint as a sort of spokes-creature for Sony during the PS1 era, but faded from prominence during the PS2 era, and is now pretty much a non-entity.

This was also the era when the notion of “AAA” games began to pick up steam.  Games were becoming ubiquitous.  Even before Nintendo went after the Blue Ocean, it was becoming increasingly difficult to find a person who didn’t own some sort of gaming console.  The consoles were becoming powerful enough to display some serious spectacle, and we no longer really needed mascots to represent them any more.

Ironically, in his way, the Master Chief did sort of become representative of Microsoft’s Xbox, then.  Or more accurately, be was the face of what the Xbox came to represent, which was the ascendance of Western console game design.

Hear me out on this.

Long, long ago, the vast majority of popular, “important” video games –what we might (if we were feeling especially pretentious) call the “Canon of Interactive Entertainment Software” – originated in Japan.  Atari ruled the roost for a while, it’s true, but they fumbled badly in 1983, and they very nearly took the U.S. gaming market with them.  While most publishers were shaking their heads over what they likely imagined to be a high-tech fad, and selling all their Atari merchandise at fire sale prices meanwhile, Nintendo snuck in and first revived, then conquered the market.  They did this by redesigning their console to look less like a video game console than a regular home entertainment appliance (like, say, a VCR); by positioning the product as the “Nintendo Entertainment System” in all their marketing, rather than as the video game console it actually (and quite obviously) was; and they did some hardcore, stone-cold, frankly ruthless business, certain tactics of which were later ruled illegal.

Look back on the 8-bit era and think of the classics.  The ones that practically everyone played, the ones that are on all the retro-gaming T-shirts you can buy at Hot Topic and elsewhere.  Super Mario Bros., The Legend of Zelda, Metroid, Final Fantasy, Contra, Castlevania, Mega Man, Ninja Gaiden, and the list goes on and on.  Even games that would seem to be American were sometimes Japanese.  Tecmo Super Bowl, for instance.  It was developed by… well, by Tecmo.  They’re a Japanese developer, yet here they were making a game about football.  American football, now.  This is a sport which has very little traction (read: no traction) in Japan.

There were console games developed by Westerners, of course.  Tetris, for instance.  But these were by far the minority of games.  Western developers (both American and European) dominated the PC scene, at least in the West.  But what there was to be had on consoles – good, bad, and otherwise – largely came out of Japan.

This state of affairs continued on into the 16-bit generation and into the 32-bit era as well.  There were always exceptions, but there in 2001, at the turning point, was Halo.  A true several-million-selling blockbuster, made by a Western developer and released exclusively on a Western-built console system.  I’m not saying that Halo did it all, really, but it sold systems.  Its sequel sold more systems, and further managed to sell the idea of online play on consoles (the Sega Dreamcast tried to do this, but was in this, as in so much else, a victim of bad timing, bad circumstances, and a long history of Sega’s bad decisions).  Even if the original Xbox (fun fact: I wanted to type “Xbox 1” to distinguish it as the first Xbox, but Microsoft has made everything about the Xbox, even talking about the fucking thing with any real clarity, difficult now) never made Microsoft a dime all in all, it got their foot in the door for the 360.  Halo might not have been directly responsible for that, but it certainly helped, and quite possibly made the difference, in the long run.

But enough about business and context.  We’re here to talk about a game, after all.  Let’s do that.

*             *             *

First-person shooters on console systems had always, prior to this, been sort of compromised.  The typical control setup for a first-person shooter on a PC involves using the keyboard to move, and the mouse to aim and shoot.  Console controllers never really have been able to match this level of precision, for reasons I’m not going to get into here.  The bottom line is that with a notable few exceptions (Goldeneye on the Nintendo 64 comes to mind), there weren’t a lot of first-person shooters on consoles, and most of the ones there were, weren’t very good compared to their PC counterparts, where the genre was dominant, and had been since the days of Doom.  Microsoft was perhaps taking a risk, making an FPS their flagship title on their new system.  But then, Halo wasn’t just any FPS.  In fact, when development first began, it wasn’t any kind of FPS at all.

When development on the game first  began, it was under different codenames at various points: first Monkey Nuts, and later Blam!  It was meant to be a sci-fi themed real-time strategy game, and it was going to be released on both PCs as well as Macintosh.  Bungie, the developers, had been primarily a Mac-oriented company.  Game journalists at the time, under non-disclosure agreements, seemed to be in agreement that what they had seen of the game so far was nothing short of amazing.

At some point (and I am struggling mightily to recall where I read this; you’ll have to take my word for it that I have done so, somewhere, at some point, and am not just making all of this up), the game changed.  It was redesigned as a third-person squad-based shooter, heavily focused around online multiplayer.  The idea was that you would log onto the game with teams of friends and fight each other over large, sprawling arenas and battlefields.  Footage of the game in this stage of development looks familiar, if a bit more rudimentary than the finished product.  Later still, this design idea was scrapped in favor of a first-person shooter.  I’ve never really known why, beyond theorizing that perhaps Bungie just had more experience with that genre, having cut their teeth on Pathways Into Darkness and made a name for themselves with the critically acclaimed and commercially successful Marathon trilogy.

Along the way, in 2000, they got acquired by Microsoft, news which no doubt came as a kind of betrayal to their largely Mac-owning fanbase.  Bungie still promised that the game would see PC and Mac release, but still.

In November of 2001, the game came out as a launch title for the original Xbox, under its full title of Halo: Combat Evolved.  The “Combat Evolved” bit was apparently suggested by a Microsoft executive because “Halo”, all by itself, didn’t connote the necessary intensity, or perhaps even the fact that this was a game about combat.  Never mind the large gentleman in green armor wielding a machine gun on the cover.  Clearly, no one would understand.  Online play for Halo was scrapped, as Microsoft was unable to roll out its planned Xbox Live service with the system itself.  Instead, Halo supported what we now call “couch co-op” either by way of split-screen view or, for the extravagant, networking several Xboxes and TVs together to play online.

This gave the game a perhaps unexpected amount of success (and therefore sales) in college dorms and fraternities, where large groups of young people could haul the obscenely large system and their TVs around to someone else’s place with a minimum of real travel.  And since the game was designed not just with consoles in mind, but (as of the most recent revamping of the project) with consoles exclusively in mind, it played well on consoles, which made it accessible, which led to still more sales, ultimately.

Damn it, I’m talking about business again.

*             *             *

The reason it’s important to understand the sort of higgledy-piggledy development of Halo: Combat Evolved is because this helps to understand why it’s so unique even within the auspices of its own series.  The series groundwork is still all there, of course.  You can play Halo 3 – really, you can play Halo 4, even – and feel the underlying DNA of the series, the mechanical core which has defined it since its beginning, which has remained unchanged.  You can play a lot of other FPS titles which have cribbed shamelessly from Halo and feel it.  But Halo: Combat Evolved is still a very different beast, and it’s because of all those changes it went through on the way to becoming what it became.

What you notice, early on in Halo, is that it’s a game of uncertain goals and direction, and of places wherein you get lost.  This isn’t because it’s a maze, but rather because it’s the exact opposite of a maze.  Many of the spaces you play in are huge, wide-open environments without any clear sense of exactly where you’re supposed to go next.  If you wait around long enough, demonstrating your helplessness, the game will throw you a bone and set up a marker for you to run or drive toward, but mostly, it just leaves you to find a path.

This is unusual today, and it was unusual then. 

Older FPSes like Wolfenstein 3D or Doom, or even Quake, are structured like mazes for the most part.  Each discrete level bore little connection to the ones that came before or after it.  It’s usually a labyrinth of tunnels, doors, a few more open areas, and the occasional locked door, for which you typically need to go find a key.  But the total playing field you might have access to is relatively small, and there are all sorts of landmarks to help you keep a good sense of where you are in the grand scheme of things.

In the middle and end of the 1990s, FPSes were undergoing a shift.  Games like Unreal and Half-Life featured a more narrative-driven experience.  The story wasn’t just a few quick paragraphs in the manual and a few lines of text you got at the end of the game, but something that was happening all around you while you played.  The whole structure of discrete and vaguely connected levels was thrown out the window.  The game was typically divided into chunks for the purposes of handling data, but the way it was presented was effectively as a non-stop journey from start to finish, with natural transitions from one area to the next which helped to more effectively convey a narrative, or even just a sense of narrative.  Game environments became less maze-like (and abstract) and more linear and realistic.  The use of terrain and more tactical maneuvers became a greater concern than simple navigation, and enemies were made smarter (usually) as a result.  The player was, at all times, being funneled in a certain direction.  The cleverer games were just set up in such a way that the player rarely realized just how few options he or she might have for travel.  You just went where you could, and if the game was well built, it never really occurred to you to wonder why you couldn’t go somewhere else.

Halo existed, then, in open defiance of this trend.  It’s probably a mistake to attribute this wholly to any intentional design, especially considering that Bungie abandoned this design in its immediate sequel.  This openness is instead more likely a result of the game’s development.  The huge battlefields and arenas originally envisioned for the real-time strategy game and team-oriented first-person shooter were carried over into the final product probably as a matter of simple practicality.  If you’re redesigning your game twice during development, you’re going to want to save some time by reusing as many assets as possible.  When your project has been appropriated to coincide with the launch of a new piece of high-profile hardware, and you now have a much firmer deadline, you’ll re-use anything and everything you conceivably can.

*             *             *

The moment-to-moment mechanics of Halo were quite different from most other games.  I’m not sure how much of this was a deliberate choice Bungie made early in development, and how much of this was Bungie attempting to scale back the usual FPS design to something that would “fit” on a console.

At the core of the experience, so far as combat goes, is Halo’s “Golden Triangle” of guns, grenades, and melee attacks.  Let me explain a bit.

Prior to this, the usual approach in an FPS was to make the character a veritable walking armory.  You would typically have over half a dozen weapons, including grenades, rocket launchers, machine guns, shotguns, pistols, weapons more unique to the game, and usually a dedicated melee weapon for up-close hand-to-hand attacks.  Each weapon was typically bound to a number key on the keyboard, so switching back and forth in your armory was relatively easy, but still somewhat deliberate.

This was a problem on consoles, what with lacking number keys, and having far too many of the buttons on the controller devoted to the more immediate and urgent actions of running, jumping, crouching, shooting, and whatnot.  The usual solution was to have you just cycle through your weapons, but this was a cumbersome process that only became more so as your armory expanded throughout the game.

The “Golden Triangle” solution was ingenious, all the more so because it was also fairly realistic.

Firstly, the player can carry only two guns at once.  You can swap out any gun you’re carrying with any other gun you find lying around, but you can only have two on your person at a time.  This means there is no lengthy cycling through weapons.  Just a simple button press switches the weapon you’re currently using with the one you have in reserve.  Secondly, grenades are given a dedicated button, so that you don’t have to select them in lieu of other weapons.  This made using them much easier, and therefore more practical and effective.  Third, there is no specific weapon designated for melee attacks, but rather a button assigned to execute a melee attack with whatever weapon is currently equipped.  Typically, this takes the form of a sharp strike with the stock of the weapon.  Unlike a lot of prior games, melee attacks are powerful (if risky, given the close range), and can be fatal when executed from behind. 

As a result, even at its most frantic, you can always keep up with the pace of a given fight.  And there are never moments where you might, say, cycle past the weapon you actually meant to use.  Your entire repertoire of tactical options is right there at your fingertips, never more than a single button-press away.

Halo is also unique (or was, for its time) in the way it allows you to use vehicles.  Nearly every enemy and friendly vehicle you see in the game, you can and will get to drive at some point.  The game seamlessly transitions between the two, and driving these vehicles is as easy as maneuvering your character.  The lone exception to this is the Warthog, a sort of futuristic Humvee which was designed by someone who has no real idea how loud and cramped the interior of a Humvee (at least, a military Humvee) actually is.

You’ll drift-race your Warthog all over the place, not because it’s fun (though it kind of is), or because it looks cool (though it definitely does), but simply because the vehicle’s maneuvering is so piss-poor that it is literally impossible to take a sharp turn at any kind of speed without the ass-end of the vehicle trying to outrace its front.  And as frustrating as it all is – as tempting as it might be to hop into the gunner’s spot for a change – you will be the one doing the driving, because the alternative is to let the game’s AI-controlled Marines drive, and if you’re seriously going to do that, you might as well just jump off a cliff and get it over with.  The non-player characters uniformly drive as if they have both a lead foot and a lobotomy, and even at your most new and raw, you will be better than any of them.  The Warthog is easy to drive, but takes considerable practice to drive well.  Or at any rate, that’s been my experience.

*             *             *

Having played the newer games in the series (more recently and more often), it’s interesting to look back as I play through the original again, and see what’s changed.

The original Halo, in addition to the occasional wide-open field lacking in clear goals, also had an unfortunate tendency toward copy-and-paste level design.  It occasionally got to a point where I would get lost, not because the environment was terribly complicated, but because I’d get turned around in a firefight, and take off down a hallway in the wrong direction without realizing it for some time because everything looked so repetitive. 

This is helped somewhat by playing the anniversary edition of Halo: Combat Evolved, which came out in 2011 (and which is also included with the somewhat disastrous Master Chief Collection for the Xbox One).  The upgrade to HD and the added detail in textures, polygon count, and lighting lend a lot more specificity to the environments.

It’s also odd watching the melee attacks being performed.  Later games in the series seem to have these attacks execute with greater speed and a sense of sharper motion.  By contrast, the Master Chief’s melee attacks in the original Halo seem to be almost leisurely; they lack the needed sense of sharp force that makes them feel both fast and effective.

On the other hand, there’s a lot that has remained basically the same.  Weapons and gear have a different sound, look, and feel between the UNSC and Covenant factions.  Many of them work differently, with different benefits and drawbacks, and therefore require different strategies.  And, because you generally have to take whatever you can find, it behooves you to familiarize yourself with everything.

Enemy behaviors are also a nice touch.  Enemy Grunts, for instance, will attack in groups when they have a leader (usually an Elite) present, but if the leader is killed, they tend to panic and scatter, though some will instead prime grenades and make a suicide rush at you.

This is the underlying DNA I mentioned previously, the thing that’s still quite present in the series, even as the developers add to it.

*             *             *

I’ve spend a lot of time talking about the development and mechanics and impact of Halo, but none of this is really what drew me to the game despite my initial (and poorly reasoned) dislike in the first place.

If it hadn’t become such a phenomenon, honestly, I probably would never have gotten interested.  But it was hard to avoid.  I would go to game stores, or places like Best Buy, and it was always there on the shelf, or else there would be posters up and cardboard displays.  I read good things about it from reviewers whose opinions I trusted.  I would even see merchandise for it on sale at Barnes and Noble.  It’s not quite at the level of, say, Star Wars when it comes to ancillary merchandise, but it’s something like that.  It has an expanded universe of novels and comic books which tell stories taking place before, after, and between the games, fleshing out the mythology.  There are toys, there are Mega Bloks sets, there’s a Halo-themed version of Risk.  You can buy the soundtrack albums.  There are movies, though nothing that’s yet seen release in theaters.  There’s even an anime.

Eventually, my curiosity got the better of me, and I started reading about the games and the story they told.  And I got interested, and thought, “Man, it’s a shame that this really great-sounding stuff is bound up in these games I hate.”  And then it occurred to me that I was being really stupid and pig-headed.  If it all sounded so interesting, why didn’t I give it a shot?  By the time this happened, you could buy the first two games on the original Xbox for about ten dollars apiece.  The absolute worst thing that would happen was I’d lose twenty bucks on an experiment, and God knows I’d spent more money than that before with less information to go on.

So what’s to like?

I like a grim story that still has a thin sense of hope to it, something with noble sacrifices and hard decisions.  And I like a big, epic story in a well-built world, with a sense of secrecy and mystery, and huge events that seem to carry you off and sweep you along with them.  And Halo has that.

We start off in the 26th century, where humankind has a civilization spanning many planets.  However, we have recently been discovered by a theocratic alliance of alien races known as the Covenant.  According to the Covenant’s religion, humanity is an affront to their gods, and must be destroyed.

The “gods” the Covenant worship are a race of beings known to humans as the Forerunners, who had a galaxy-wide civilization and achieved an unparalleled level of technological sophistication, and who disappeared a hundred thousand years ago.  No one knows why.  The Covenant believe that they departed on a Great Journey, transcending physical existence . 

It isn’t made explicitly clear in the first Halo, but it becomes so throughout the original trilogy.  If there was ever any doubt, Halo 3: ODST will go on to spell it out in terribly clear terms in its opening text crawl: “We are losing”.  The Covenant probably outnumber humankind; they definitely outclass us in technology, having reverse-engineered much of theirs from Forerunner relics.  Even if they don’t really understand a lot of it, they have it, and they know how to use it to devastating effect.  Among other things, they are capable of turning the surface of a planet to glass.

So the story of Halo opens with the United Nations Space Command vessel Pillar of Autumn escaping from a Covenant attack on the planet of Reach, by way of a supposedly blind slipspace jump (later developments in the series will suggest this arrival point was selected based on much more than chance), and coming across an artificial ring-world orbiting a planet.  The interior of this ring structure has a natural environment consisting of hills, valleys, forests, lakes, and oceans, as well as breathable atmosphere.  It appears to be of Forerunner origin.

Before the crew of the Pillar of Autumn can do much more than stare at it in awe, they find themselves under attack by the Covenant, who have followed them here.   As part of the Pillar’s battle preparations, the ship’s captain, Jacob Keyes, has Master Chief Petty Officer John-117 unthawed from cryosleep.

The Master Chief is among the few remaining Spartans.  Identified as being genetically predisposed toward all the skills of war, he was taken as a child and educated solely for this purpose.  Chemically and cybernetically modified, outfitted with a suit of powered armor, he stands literally head and shoulders above the average soldier in the UNSC.  Faster, stronger, with quicker reflexes and better endurance than most, Spartans are nearly the only humans who can go toe-to-toe with the more physically imposing races of the Covenant in a fight.

Initially, the Master Chief is given the task of escaping from the Pillar of Autumn to the ring-world, which the covenant call “Halo”, and taking the ship’s AI Cortana with him.  Given all she knows about UNSC capabilities and important locations, it is imperative that she remain out of Covenant hands.  Her sarcasm and sense of humor serve as a counterpoint to the Master Chief’s near-complete silence and stoic professionalism.

As the Master Chief and Cortana aid in and help organize the guerilla war the UNSC winds up fighting on the Halo ring-world, they become aware that the Covenant believe there is an ancient Forerunner weapon on this installation, and also a way for them to follow their gods on their Great Journey.

This is technically true, in the most horrible way possible.

Near (or just after) the middle of the game, the Master Chief and Cortana learn the horrifying truth that, among its other functions, the Halo installation is a quarantine facility, and is holding samples of a parasitic organism known as the Flood.  In their blind zealotry, the Covenant unleash it, and it quickly begins to infect both Covenant and UNSC troops alike.  The Flood consumes biomass and repurposes it,  but these are no mere shambling zombies.  Infected Flood forms are faster and hit harder than any uninfected creature, and they typically pick up some skills (such as, unfortunately, marksmanship) from their hosts.

As the outbreak begins, the Master Chief is confronted by a Forerunner AI named 343 Guilty Spark, who was assigned to oversee this installation.  He explains to the Chief that there is a way to stop the Flood, but it requires a human to do this, as humans are evidently the chosen successors to the Forerunners.

But Cortana, learning the full purpose of the Halo installation, stops the Master Chief before he can activate this countermeasure against the Flood.  The Flood, she explains, require sentient life to feed on and to grow, merging the infected biomass into ever more powerful and intelligent forms.  Each soldier who falls to the Flood then becomes part of the Flood; every troop lost is one the Flood gains.  The Forerunners came into contact with the Flood, some hundred thousand years ago, but this was not in itself what destroyed them.

The truth is that the Halo installation, contrary to the Covenant’s garbled understanding, does not house a weapon.  It is a weapon.  More accurately, it is one of seven such weapons.  When activated, it will fire a pulse that will, in concert with the other six Halo installations, destroy all sentient life in the galaxy, thus starving the Flood to death.  The Forerunners were able to preserve uninfected samples of most of the sentient races they knew about, but were unable to save themselves.  And so they died, to stop the Flood, of a self-inflicted genocide.

The hows and whys of the Forerunners’ apparent inability to save themselves; other measures that did not work (if they were tried); the designation of humankind as Reclaimers, heirs to the Forerunner legacy; and the preservation of other species, are not answered here.  Halo simply presents these things as facts.

A lot of the draw, for me, before and beyond the actual narrative, is the feeling of it.  There is a sense of the far future mingling with the ancient past, a deadly secret and a steadily mounting sense of mystery.  You experience it when you first land on the Halo ring, in what I tend to think of as the first real establishing moment of both Halo the game and Halo the franchise.  You step out of the escape pod on a grassy rise.  You look off into the horizon, and instead of seeing it drop off into the distance, it rises up, arcing overhead how many thousands of miles beyond, and coming back down to become the horizon again on the other side.  As you look at it, you can see water and landmasses all along the inside of it.  A massive gas giant looms in the near distance, and a sun farther off.  The environment is natural-looking, but punctuated by the stark architecture of Forerunner structures which rise out of the landscape.  The effect is ultimately alien.

Perhaps wisely, Bungie (when they were still making the games) opted never to explain much of this.  I’ve probably said it before, but sometimes, it’s better to wonder than to know.


This is Halo, for me.  This is what drew me.  This mingled sensation of strangeness and wonder, grim despair and hope, a salvation dearly bought, a victory barely won, and the sense of ancient secrets at long last uncovered.

Monday, February 23, 2015

Behind the Gun: Quake

I played a lot of computer games in the summer of 1997.  My father had bought us a new computer that February, and I was making my way through a number of games I’d heard of and been interested in previously (but which our old computer couldn’t run).  I pushed myself through Another World (it was still called Out of This World in the U.S. at that time), in what felt at times like a long bout of masochism, and was surprised to find that the game was beatable in about 20 minutes once you knew what you were doing (it was figuring that out which took so godawfully long).  I worked through Legend of Kyrandia, and like most reasonable people, I had to look up a guide for the maze in the caves.  I got my ass handed to me over and over and over again by Spectre VR, but kept coming back for more; I’ve never beaten it, I probably never will, and that has always been joyfully irrelevant to my enjoyment of it.  I got bogged down somewhere in the middle (I like to think it was the middle, anyway) of Prince of Persia: The Shadow and the Flame.  And I played a fair bit of Magic: The Gathering, which had recently been made into a sort of RPG by MicroProse (now more or less defunct, I think).  But more than any of these – probably more than all of them put together – I played Quake

Really, that might not be quite right.  It’s probably more accurate to say that I lived, breathed, ate, slept, and dreamed Quake.

*             *             *

The last first-person shooter I’d been able to really play prior to this had been Wolfenstein 3DDoom was a far-off fantasy that I played mostly at other people’s houses.  We owned the shareware version of it, but never bought the full version because it would only have been torture.  The computer we’d first had, back when Doom was the new hotness, was an HP 386/SX.  It could technically run Doom, but the game played like the slideshow highlights of an epileptic seizure.  The only way to combat this effect was to shrink the screen down to postage-stamp size, at which point you could barely see anything, so what was the point?

I still forced myself through Doom, though, because I was too young to have a job, and therefore too young to buy games on my own.  When you rely on parents and relatives to buy you games for your birthdays and Christmases (also possibly on special occasions after many carefully constructed appeals that invariably culminate in pleading), you learn to eke whatever enjoyment out of them that you can.

During that summer of 1997, though, a friend loaned me a binder of what must have been at least a couple of years’ worth of demo discs that came packed in with copies of PC Gamer.  On one of those discs was the shareware edition of Quake.  I no longer recall for sure, but Quake may have been the main reason I asked to borrow that binder in the first place.

I couldn’t run Quake at its maximum resolution, because this was 1997, and you had to be a very special kind of computer geek to have a machine capable of that back then, but it ran just fine at normal resolutions.  I spent a lot of afternoons, evenings, and nights (and, this being summer, the small hours of God alone knows how many mornings) glued to the computer chair, eyes fixed on the screen.  To this day, I can play the first few levels of Episode One from memory.

My familiarity with Quake has gotten to a point where I may go months, or even a year or more, without feeling the need or desire to play it.  In this, it shares a spot with Halo (which came much later in my life), in that I played it first for the novelty, and later, when it stopped being new and started becoming familiar, came to seek it out precisely for the comfort of that familiarity.  It’s a sort of mental comfort food, a thing to consume when I don’t know what else I want, or when I’m feeling too stressed to make sound decisions about how to while away an idle hour, and anything new seems too taxing to focus on properly.  My wife plays The Sims (in all its many and sundry variations) for pretty much the same reasons. 

I wonder about this part of myself, sometimes.  When my wife wants to retreat into something comfortable, she chooses something productive and constructive, shaping lives and helping people.  Virtual people, it’s true.  People who sometimes are too stupid to understand how to climb out of a pool if the ladder is taken away, to the point that they will drown, sure.  But still.  Meanwhile, I retreat into power fantasies and shoot aliens and eldritch abominations in the face, (occasionally pistol-whipping them and stabbing them with knives wherever applicable or preferable) over and over again.

But to this day, there is not a single computer I have owned (either personally or jointly) that hasn’t had Quake installed on it.  Even if I don’t have the urge to play it, I need to be able to play it pretty much on demand.

All of this is probably no more than a really long-winded way of explaining that it’s difficult for me to be critical about this game.  But since that’s what I’m here for, I suppose I’d better try.

*             *             *

In its design, Quake really adheres more to the old school than the new.  Of course, in its time, there were no schools, new or old, unless you wanted to make purely technological distinctions.  While it helped to usher in the age of 3D acceleration and specialized graphics cards, its overall structure is far more reminiscent of Doom, and to a certain extent Wolfenstein 3D before it.  The game is broken up into four episodes (the first one is shareware; this was toward the final days of shareware in general, I believe), each of which in turn is divided into discrete levels.  This is a far cry from, say, Half-Life (which came out just a year or two later), or Halo, both of which are split into chapters, but for narrative purposes rather than for reasons of game structure.

A criticism that has been leveled at Quake, and at Id Software games generally, is that the enemies are dumber than a sack of hammers.  They simply pursue the player once they become aware of him or her, and attack.  For a new-school FPS, this would be a problem.  But there’s a crucial difference between games of Quake’s vintage and most newer FPSes which makes this “problem” forgivable.

In my own personal experience, more recent FPS games tend to exist on a spectrum.  On one end, there are more linear games (like Half-Life, and Halo after the first one).  On the other end, they tend to be wide open (like Far Cry and Crysis).  The linear games usually direct you where to go next, either by designing the environment so that that it’s essentially a tunnel (figuratively speaking) with only one really clear path or objective in the first place, or else by resorting to on-screen markers pointing you in the desired direction.  The more wide-open games might place a destination on the map and tell you that you have to get there and do a thing, but leave the route and method of approach entirely up to you.  But the thing about these games, regardless of where on the spectrum they fit, is that they are focused almost exclusively on combat, and the structure of the environments is designed to control the pace of, and options available to the player in, combat.

Which isn’t to say that old-school FPS design shies away from combat, of course, because that would be a completely ridiculous thing to say.  Also, it would be untrue. 

But old-school FPSes do not rely exclusively on combat; they combine it with problem-solving.  Typically these problems takes the form of navigating your way through a maze, finding doors tucked out of the way, discovering which switches to hit to trigger changes elsewhere in the level, and finding the right keys and remembering where the doors they unlock are.  In this style of FPS, the enemies are more like an additional obstacle.  They may not be smart enough to employ squad tactics, take cover, flank, etc., but they don’t need to be. 

Each enemy has a specific way of moving and a set way of attacking.  They may not be intelligent in themselves, but their placement is fairly smart, and they’re one more element of the game that you need to learn.  You learn their patterns so that you can begin to out-maneuver them and attack when the time is right.  You learn their weaknesses so that you know which weapon (of the more than half-dozen you carry; another element of old-school FPS design) will damage them most.  You can evenlearn to exploit them, luring one enemy into attacking others, doing at least some of your work for you.  And if this still isn’t enough, you have the environments to worry about.  I don’t like to think of how many times I wound up traveling in endless circles in Satan’s Dark Delight or the Dismal Oubliette, wishing I could mix it up with some monsters, because that would be less frustrating than being lost.  There is something uniquely frustrating in being defeated not by any enemy, but instead by passive terrain features.

*             *             *

In terms of story, Quake may as well not have one.  What it has is less of a story and more of a premise, and not a terribly complex or interesting (or even particularly present) one.  You’re a soldier or Marine of some kind (because you always, always are, in games like this, unless it’s Half-Life, where you’re a physicist… who’s doing soldier-type shit).  The scientists at the base where you’re stationed have been working on a bit of technology called slipgates, which should in theory allow for teleportation.

Unfortunately, these aren’t one-way gates, and the demonic agents of an extra-dimensional entity known only as Quake are able to slip through and attack.  Your goal is to eliminate all enemies and destroy Quake.  Once you play through the last level of the first episode, your goal gets a little more concrete.  At the end of each episode is a rune key.  When all four are brought together, they will open a way to Quake’s realm.  While the episodes do escalate in difficulty, you can attack them however you like.

That’s pretty much it.  There are no real characters to speak of.  Quake, when you finally encounter it (it bears the name Shub-Niggurath, straight out of Lovecraft) has no dialogue and doesn’t really do anything besides require you to run through the most brutal gauntlet of the worst enemies the game has to offer (in multiples!).  Finishing a given episode (even the game itself) results in nothing more spectacular than a still shot of the environment you fought in and a brief crawl of text letting you know what happened.  This is maybe a half-step above “Your princess is in another castle” storytelling.

But I wasn’t playing Quake for the story back in 1997, and I don’t play it for the story today.  Nobody did.  Nobody does.

You play Quake purely for the rush of it, and the atmosphere.  The dark, grim, gritty, bloody feel of it.

*             *             *

Like a lot of technological achievements, Quake was mind-blowing in its time, and is pretty quaint today.  It’s difficult to imagine someone new to the genre, who grew up on Halo and Call of Duty and more modern FPSes, really enjoying Quake the way I and people my age do.  For younger players, it must have all the appeal of a high school history lesson.  And yet…

Id Software knew how to work well within limitations.  Quake’s technology was at the bleeding edge of what was possible at the time.  But as true as that is, even then, no one was ever going to mistake Quake for reality, and Id knew it.  As 3D graphics go, the engine was rudimentary.  It was incapable of rendering a natural, organic environment.  Knowing this, Id chose rather to play to the strengths of the engine.  If you can’t make natural environments, so be it; make the most unnatural environments you can manage.

There’s no better example of this to be found than Hexen II, developed by Raven Software using the Quake game engine.  Hexen II isn’t a bad game at all, but the ambition of its design occasionally exceeds the capabilities of the software.  Walking around in more natural outdoor areas, you really start to see the seams, so to speak.  Mounds of turf and grass just look wrong rendered in sharp angles and simple geometric shapes.

Quake aims to make you uncomfortable with just how unnatural its environments are.

Each episode starts with a level that’s meant to represent a high-tech military installation with a slipgate in it.  As you fight your way through these, machinery grinds and groans and hums and thrums in a way that you know makes the whole room vibrate.  It doesn’t matter that there’s no way to express this during play (this was a little before the days of force-feedback).  You know it, just the same.  When you run through these levels, you understand, in your gut, that the floor beneath your feet is shaking ever so slightly.  Doors open and close, and lifts rise and fall, with a whine of hydraulics and a deep, muted banging of metal that makes everything feel substantial.

The remaining ninety percent of the game occurs in a series of nightmarescapes comprised of castles, fortresses, dank grottoes, and labyrinths, all shot through with a touch of eldritch horror.  Think of it as a sort of gothic-medieval Lovecraft-lite.  All looming towers and dark stonework and thick, half-rusted-out iron, and everything joins at hard angles.  The world is rough and unforgiving and sparse.  These are places that were meant to be defended, but never really lived-in.  There is a sense of tremendous, ponderous, oppressive weight to these rough-hewn hulks of stone and metal which any number of more recent games, rendered with far finer and more minute detail, have failed to capture.

But it isn’t all the visuals, oh no.  The sound is part of it, too.

All these years later, there’s something deeply satisfying about how crisp and distinct the various effects are.  There’s something almost comforting about the clear POP…pong… pong, pong tones of a grenade launching, then bouncing until it contacts a target.  Or the deep, crunchy, percussion of said grenade exploding.  Or the sharp rasping sound whenever you pick up ammunition.  Or the grinding, slightly electric-guitar sound when you pick up a health pack.  Or the music.  Dear God, the music…

To call most of the Quake soundtrack music is to use music’s most technical definition, which is to say that it is a series of sounds deliberately orchestrated to achieve a specific effect.  The desired effect, incidentally, is to creep you right the fuck out.  So Id recruited someone from their Doom fanbase to compose the soundtrack, and that someone was Trent Reznor.  This much could not have gone more perfectly.

The soundtrack is not bad, not even remotely.  But it’s difficult to describe in typical musical terms – harmony, melody, beat, rhythm, etc.  None of those really apply.  Quake’s soundtrack is in no way radio-friendly.  It’s full of all sorts of intermingling swells and pulses of sound and samples produced by no discernible instrument (beyond probably a synthesizer), calculated to create a deep sense of unease.  Like the physical environments themselves, the “music” is dark and sinister, unnatural, uncomfortable, and utterly alien.  You can play the game without it, should you choose, but it really heightens the atmosphere, and should absolutely accompany the experience if at all possible.

*             *             *

The thing about a story is that while it provides a reason for what does happen, and an overall sense of structure, as a consequence of this, it puts limits on what can happen.

In itself, this isn’t a bad thing at all.  Stories have to have limits, rules, however you want to think of them, for the same reasons games (of any type) require them.  Rules provide structure and meaning for the actions within the story.  If anything can happen, then nothing that does happen matters.  An occurrence matters pretty much in direct proportion to its unlikelihood.  The more rare, the more remarkable.  This requires rules.

The thing is that the rules of a story are not the same as the rules of a game.  The rules of a story – a good story – are logical, in that they make sense within the context set forth by the story itself.  There must be internal narrative consistency.  A game’s rules are mechanical, and demand consistency only so far as the mechanics themselves go.  It’s always nice when a game manages to marry its story to its mechanics, because it gives the mechanics more psychological weight, and gives the narrative a greater sense of immediacy and urgency.  But “nice” isn’t the same as “necessary”, and sometimes throwing out that connection is what works best.  The makers of Quake must have come to understand this quite well, because it’s apparent as early as level two of episode one that there was no real unifying principle or concept (let alone something as solid as a coherent plot), or even much more than the vague suggestion of a narrative structure. 

“Games need stories like porn needs stories” someone at Id – I believe it was John Carmack, but I may be wrong – once famously said (I’m paraphrasing, but I’m using the same comparison he did).  The developers appear not to have been really troubled by their lack of a story, and it shows in the game’s aesthetics.

Lest you think I mean this as a criticism, I feel obligated to say that this utter lack of shit-giving could not have gone more right.

Quake’s development process might charitably be described as “higgledy-piggledy”.  It began, in the minds of the developers at Id, as a fantasy role-playing game of sorts, starring an axe-wielding barbarian who would himself be named Quake.  I remember reading this in an interview printed somewhere in the strategy guide for Doom II, years (decades) ago.  This was back when Id, like the Beatles, were probably bigger than Jesus for some people.

Of this original idea, only the title (which is now completely arbitrary, even in context), the axe (it’s your character’s melee weapon), and some medieval-ish castles remain.  The game itself got compromised into a nominally sci-fi first-person shooter with a light patina of H.P. Lovecraft.  You have possessed soldiers wearing Kevlar and wielding shotguns, and you have possessed knights swinging bloodied swords at you.  You have ogres who attack by throwing grenades from a distance, and slicing you with a chainsaw when they get up close, and you have giant shamblers, bipedal white behemoths who will wreck you with their claws if they get close, and shoot lightning at you from afar.

And it’s carried off like a grand Bavarian Fire Drill.  Id just showed up looking authoritative, acting like they knew what they were doing, and because of that, we all just sort of went with it.  Chainsaw-wielding ogres in arcane fortresses don’t make sense, you say?  Especially not alongside all the other weirdness?

Eh, screw it. 

And really, who cares?  Quake, the game, clearly doesn’t care about any of this sense-making business, and neither should you.  Why on Earth (or any other plane) would you?  What has sense done for you lately?  Has it let you shoot ogres in the face with a shotgun, or blow up zombies with a grenade launcher, or take down demonic spider-creatures with a gun that shoots pure lightning, or electrocute a giant lava-dwelling creature while it throws fireballs at you?  Ever?

No?

Well, then, quit worrying about sense.  Go play Quake.

*             *             *


Author’s Note:  While getting Quake to run as-is on modern PCs is apparently sometimes an exercise in teeth-grinding, hair-pulling frustration, there are a number of source ports which allow the game to run on modern machines with all sorts of bells and whistles.  These are completely free, and absolutely worth the effort to track down.