Showing posts with label Doki Doki Literature Club. Show all posts
Showing posts with label Doki Doki Literature Club. Show all posts

Tuesday, December 1, 2020

This Is Not The Ending (You're Looking For)

 

According to Steam it took me exactly twelve hours to finish Unavowed. It seemed a lot longer. 

There often seems to be a disparity between how long Steam thinks I've been playing certain games and how long I think I've been playing them. Californium, for example, is a game that, in my memory, I played for quite a number of sessions, all of them lasting several hours. Steam tells me it took me just a shade over five hours to finish. I guess conflating "five hours" and "a number of sessions" doesn't necessarily form a paradox.

The Neo Cab demo, I apparently wrapped up in sixty-nine minutes. I'd have sworn it was at least twice that, probably three times, but now I dig into my memory I seem to remember I finished it in a single session so I guess just over an hour is possible.



Then again, according to Steam my total time spent in Doki Doki Literature Club amounts to forty-nine minutes, which is clearly nonsense. As it happens I tallied up the sessions I'd played and the time they took in the one post I wrote about the game: "I played for about an hour, my first session...Next evening I played again... around the end of the second hour I hit a major decision point... it took me another two hours to reach what is apparently known as the "best" ending". That's at least four hours.

In DDLC's case, there's clearly some miscounting going on. I wondered whether it was because I had the game downloaded separately from Steam but if I ever did I can't find any evidence of it now.

In most of the examples above, though, I'm fairly sure any variation can be accounted for by the way the brain works. These kind of games involve a lot of decision-making and a lot of new experiences. The brain handles the new and the important differently from the way it deals with the routine and the familiar. It's one of the reasons time seems to speed up as you get older - you're experiencing fewer and fewer events that you haven't experienced before.


 

When I think about it, twelve hours to finish Unavowed actually feels like quite a long time, anyway. While it has a reasonable amount of puzzle solving and some typical adventure game toing and froing, mostly what you do is listen to people talk, often to each other and not always involving you. It's the equivalent of sitting through six two-hour movies or sixteen forty-five minute TV shows. That would feel like a marathon.

Even as I was playing I was aware of the situation. Several times I had the thought that Unavowed would make a much better movie, or better yet a TV series, than it does a video game. 

It has a good plot with some excellent twists. All the main characters and many of the supporting cast have backstories that show potential for considerably more exploration than they get. There's evidence of good chemistry between some of the actors which the format simply doesn't allow to develop the way it could if they were able to react to each other in a more natural manner.


 

Conversely, the puzzles, while very well done for this type of game, can't help but feel awkward and artificial. There were numerous occasions where the solution to a problem was obvious within moments of entering a scene but the game required a long and laborious chain of actions to bring it about. 

Thankfully, there were few of those infuriating adventure game impasses where everything comes to a grinding halt because the action necessary is something only a character in a video game would ever think of doing, but even so, with a story this good, puzzles just feel like an unecessary obstacle.

There are certainly games that tell stories movies or TV shows could not. Doki Doki Literature Club is a perfect example. Unavowed didn't feel like one of those to me. Instead it felt strangely like the video game spin-off of a pre-existing property, the sort of game you play because you loved the show and the characters and can't get enough of them.

One thing adventure games can do that movies and TV shows really can't, however, is multiple endings. To many people I'm sure that's evidence of the superiority of gaming as a medium. Only I don't much like alternate endings.


 

My suspicion is that plenty of people aren't all that comfortable with games having several possible conclusions. If that wasn't so, we wouldn't need terms like "best ending" and "perfect ending", which I see used so often in guides, walkthroughs and discussion threads.

The existence of alternate endings in other media tends to derive from commercial rather than artistic decisions. The ending of Pretty in Pink was infamously re-shot following negative screening reactions from audiences, who didn't get the concept of two "losers" who ended up winning. There's much dispute over whether the commercial ending was better or worse but the fact remains it wasn't the one that was originally written.

In video games, though, the alternates are entirely intended and that can't but mitigate against emotional involvement. If you get the "bad" ending you can just load up a save, make different choices and get the "good" one. Which is exactly what I did last night when, first time out, I got the ending where everyone dies and the Big Bad goes on to destroy the world.

The problem with that ending isn't that it's nihilistic and deeply disturbing, although it is exactly those things. It's that it isn't "real". Instead of leaving me feeling numbed or tearful I just felt pissed off, very much as though I'd blown my cooldowns on a fakeout in a PvP match and now some jerk was teabagging my corpse.


 

It's a strange kind of fictional narrative that leaves the reader or the viewer feeling as though they've done something wrong. I've read plenty of novels and seen plenty of movies where I hated the ending but I can't recall ever thinking it was my fault.

Doki Doki Literature Club can make you feel just that way and that's the point. It's a clever metatextual examination of the nature of narrative fiction that uses the particular processes of the media platform on which it's built to emphasize the points it wants to make.

Unavowed nods to metatextuality occasionally (mainly with the references to the fictional Trollgate) but mostly it's a genre fiction tale like countless others. Were a genre fiction story to end with the death of all the main characters and the triumph of the villain it would be a bravura move. If that was Unavowed's only ending, Unavowed would be an amazing game.

With three other possible endings, one of which is all but literally the main characters walking arm-in-arm into the sunset, Unavowed is ultimately just a fun few hours. It's not going to resonate because nothing really happened. 


 

But this is a problem I have with video games in general. I find it problematic when my character is allowed a second chance (or, more likely an infinite number of chances) to defeat an opponent. In my mind, if they don't succeed on the first try, they fail. Except I hate games that really do require you to succeed on the first try because obviously I'm not and never have been good enough to pull that off.

I think that's one of the reasons I get on so much better with mmorpgs than most kinds of video games, or used to, anyway. For many years mmorpgs didn't really come with much in the way of narrative or plot but they did come with some kind of premise that your character was unkillable. There's often an in-game explanation as to why you keep getting up again.

Thost two factors mitigate strongly against my lack of belief in what I'm doing. There's both an internal logic and a lack of external contradiction. The only story is my character's story and my character never dies so trying again and again until I get the result I want seems logical and consistent. Add an overreaching, external narrative and it's less so. Remove immortality from the character but replace it, functionally, in a saved game file and second chances make no emotional sense at all.


 

In an odd, paradoxical way, I could have expected a clean ending from Unavowed. For almost the whole of the game you feel the steady hand of the narrative guiding you down a certain path. Mostly it's extremely forgiving and there's always a way out of any puzzle but there are a few occasions where you can box yourself into a corner. 

If that happens the game just rewinds time and puts you back before you got stuck. It doesn't even tell you it's doing it. The first time it happened to me, with the Dryad in North Woods, it confused the hell out of me. I thought I was bugged at first, then after I'd tabbed out to check if it was a known issue I found it was just a device the game used to push you towards making the right choice. 

That the "right choice" happened to be something I categorically would never have had my character do broke the game for me right there. It was still good entertainment after that but it wasn't the same. It was also evident that the game was going to tell one story and one story only no matter what choices you made along the way.



Until it didn't. There are four endings. Two of them require you first to take a conversation option that quite literally looks like the pause button you'd press if you wanted to go make a cup of coffee before you carried on. The third, which I would loosely categorize as the overtly "evil" one (I haven't played through it so I can't be sure) does at least look like a logical outcome of the choices made.

And then there's the apocalyptic ending, in which you rely on everything you've learned so far, remain consistent with your previous actions, and get an entirely different result. Maybe there's a moral purpose to that. A lesson to be learned.

All I learned was that I shouldn't expect internal consistency from a video game. It's a lesson I keep being taught but it never seems to stick.

Friday, May 8, 2020

Trigger Happy?

The only reason I chose Doki Doki Literature Club as a source for images to illustrate the recent Lessons Learned post was because most of it takes place in a classroom. I didn't even think about the nature of the game itself.

Maybe I should have. The screenshots sparked a conversation on the Blapril Discord. A few people were praising the game, which in turn cascaded into several more either downloading it or thinking about doing so. It will be interesting to see what those who give it a try feel about it afterwards. There's a real problem with raised expectations in situations like this.

Also, it's a game that comes with quite a reputation for reasons other than just how good it might be. Wherever you happen upon it, DDLC arrives towing a raft of warnings. As Steam says, in bold, "This game is not suitable for children or those who are easily disturbed".

Kathy Rain, on the other hand, comes with no warnings at all. Amazon thought it perfectly suitable to hand out to all Prime/Twitch subscribers last month without any preamble or explanation. Which is perhaps a bit careless of them, because of the two games I would say it's Kathy Rain that needs the trigger warnings more.

Where DDLC is a sleek, knowing excercise in metafiction, Kathy Rain is much rougher-hewn slab of horror. They both start out purporting to be something they're not but DDLC knows very well the risks its taking, while Kathy Rain appears to blunder into them unawares.

I can't really spell out what those risks are. The problem in talking about either game is there's very little that can be said that isn't a spoiler. Even saying there's a twist or that the games aren't exactly what they seem to be tells prospective players more than they should know if they want to get the most powerful experience.

Doki Doki Literature Club plays its cards close to its chest. It would be perfectly plausible for someone to be deeply immersed in the game it's pretending to be by the time it shows its true colors. That's what the developers are hoping.

Players who come to it that way are going to have quite the surprise. Even so, with the exception of one shocking incident, DDLC seems to me considerably less problematic. Kathy Rain includes the same difficult issue (twice) along with plenty more. Some are played for laughs, some for scares and some seem to have been thrown in for no good reason at all. It's a tonal nightmare.

I wouldn't think it fair to compare the two games if it wasn't for the reviews. Kathy Rain seems amateurish and clumsy in comparison to DDLC and I'd have given it a pass as some kind of indie fan project mash-up of Nancy Drew and Twin Peaks if it didn't sit there on Steam with quotes like these at the very top of the page:
Kathy Rain might just be the best adventure game I've played in a long time.”
9/10 – Destructoid

“A remarkable achievement from a first-time developer, Kathy Rain is an unexpectedly personal gem about a heroine who proves she belongs with the genre’s other big names.”
4.5/5 – Adventure Gamers

I enjoyed the game. I'm glad I played it. If there was a sequel, as the post-credits sequence strongly suggests the developers intended, I'd willingly play that, too. Even so, if this really is a benchmark in contemporary adventure gaming, it makes me wonder about the health of the genre as a whole.


For someone who isn't really much of a horror fan I do seem to have let myself in for rather a lot of it lately. Maybe it's the psychic weather.

I haven't mentioned Divinity:Original Sin 2 for a while. That's because I've stopped playing it, a least for now. It turned out to be quite an unpleasant game. I was playing it most evenings for a while, mostly because I found the gameplay quite addictive, but the relentless obsession with demonic possession and body horror leeched much of the pleasure out of the magical battling.

I finished the middle section and I was all ready to take the ship to the final showdown but I couldn't summon up the enthusiasm to carry on. I suspect from the way the plot's been going things will get worse before they don't get very much better and I'm not especially keen to see how that all turns out.

That these are the people responsible for Baldur's Gate 3 doesn't fill me with confidence. Not that BG isn't without its own dark themes but I don't recall it being anything like as eager to wallow in its own degradation.

Even when I finish gaming for the evening there's not been much respite. I finished watching Tales From The Loop, which I'm very pleased to say kept up the quality throughout the whole eight episodes. I wish there'd been more.

While it certainly isn't genre horror, it contains horror tropes and I found much of it quite disturbing, existentially. It left my thoughts racing in a way that I can't say made it ideal bedtime viewing. I had to play Animal Crossing: Pocket Camp to clear my mind after most of the episodes. Highly recommended, anyway.

I followed Tales From The Loop immediately with Amazon's newest series, Upload. It's not genre horror either but once again it does raise questions about consciousness and mortality that aren't especially comfortable. Plus there are exploding heads, so maybe it is horror after all.

For May, Amazon's free titles include The Little Acre, which comes with similarly stellar reviews to Kathy Rain:
“unique and legitimately stunning hand-drawn environments”
Destructoid
“sharp writing, robust voice work and wonderful animation”
Edge
“a one-of-a-kind magical tale that rivals Disney/Pixar”
HardcoreGamer
We'll see. It's apparently very short, something that almost every player review I looked at makes a point of mentioning. It was also produced by Charles Cecil, one of the driving forces behind one of my five favorite games series, Broken Sword, so I have high hopes.

The Little Acre is apparently neither dark nor disturbing and requires no trigger warnings, although from the description I suspect it could still deserve one for abandonment issues.

The other free game I took from Amazon this month is Yono and the Celestial Elephants, in which I'll be playing "a young elephant tasked to save a world he’s never seen before" as I " explore the rich history of a kingdom where humans, zombies and robots live side by side."

That should be safe enough, surely. Just so long as Yono doesn't run into any ivory poachers...

Saturday, June 23, 2018

Can I Tempt You To A Little Something?

There was an unusual flurry of interest in accountancy this week as Steam added the ability to tally purchase history by value. Or something. No-one seemed entirely clear about the details.

Isey had a nice post up in which a few people outed themselves as overspenders. I revealed my own Steam Spend in a moment of self-satisfied smugness which, with a singular lack of taste or decorum, I am about to repeat here:

TotalSpend 2018-03-30 20:59:13.053 $57.06

OldSpend 2018-03-30 20:59:13.053 $0.00

PWSpend 2018-03-30 20:59:13.053 $0.00

Time was, I could have demurred entirely, saying even more smugly "I don't do Steam" but those days are long gone. We all fall in the end. Nonetheless, I was a very late adopter, coming to Valve's warehouse of shame long after it ceased to be fashionable, let alone faddish.

By the time I joined even the (in)famous Steam Sales were slipping into self-parody, with blog posts tending towards the jaded or nostalgic as people vied to compete over how little they'd seen to tempt them rather than how full their imaginary bags had been as they exited the store. These days, if anyone even mentions Steam, it's only to bemoan its failings. It's a background hum at best.

Indeed, it's only as I log into Steam to check some things for this post that I find the Steam Summer Sale started two days ago. A few years ago the blogosphere would have been sparking like a summer storm with posts about who'd bought what. This time I haven't seen a single mention.


With no history of wild sale frenzy behind me, I don't have one of those long tail "unplayed games" lists that seem to invoke the weird inverted work ethic that dogs so many bloggers. How it's possible to generate puritanical guilt by not playing video games beats me but for a while it very much seemed to be a thing around here. Even that has faded.

It may be an isotope of Buyer's Remorse, something I don't generally suffer from over anything much, least of all games. Buyer's Irritation, occasionally, when what I get turns out to be not what I wanted, but I think for remorse you need to feel a large degree of responsibility for your actions. I would always rather lay that off on whoever sold the crappy thing to me than take it on myself. I do my research before I buy so I expect to be satisfied.

Still, I have learned rather quickly that money spent on Steam is generally money wasted. Not because of the quality of the product - there may be a vast underbelly of slush but the stuff floating to the top seems quality enough. It's more that it's very hard not to notice that there are a lot of free video games around these days. Why pay for something you can have for nothing?

I do still subscribe somewhat to the old saw that says "you get what you pay for" but I think it's important to factor in a clear consideration of what it is that you wanted in the first place. If it's something substantial, something that's going to look good, play well and keep you fully engaged and entertained for several weeks then yes, you probably do need to pay up front. 

If you're already over-extended on existing games - and anyone still emotionally and intellectually invested in more than one MMORPG is inevitably going to have that problem - then  any yearning for a brief burst of novelty dopamine should be easily satisfied without recourse to a credit card.

Similarly, if you just need to fill a session here and there but you prefer to travel first-class then many full-price games have teasers or intros that can be played for free. In the same way that I find I only need to read the opening paragraphs of most magazine articles or that a couple of pages in the Sunday Supplement of a quality newspaper tells me as much as I want to know about a subject that someone's just written a 300 page book about, I often find those free tasters enough to sate my appetite for a particular game.

Then there's the issue of MMORPG habituation. As many MMO players have found, once you go big you can't go back. Single player games just feel odd. They don't seem real, somehow, which, given the innate irreality of video-gaming, is a disconnect too far for me. I find I can invest much more easily and settle more deeply into a bad MMO than a good single-player these days. I think MMOs have re-wired my neural pathways - and that may not even be as fanciful as it sounds.

Best success for me these days certainly doesn't stem from trying to find offline (or, more likely, online-alone) games that replicate MMO gameplay. I thought that would be a path to self-sufficiency but it's not as the virtual dust and cobwebs obscuring the icons on my desktop leading to Tanzia and Yonder confirm.

I'm coming around to the theory that if I'm to play any non-MMOs I need to focus on games that are short, have a definitive end-point and a clear, linear narrative. I finished and enjoyed Dr Langeskov, The Tiger and the Terribly Cursed Emerald which took about an hour. I finished and wasn't especially impressed by A Raven Monologue, which took half that time.


Doki Doki Literature Club I enjoyed most of all and that took several sessions of an hour or two. It's theoretically quite replayable and plenty of people have replayed it many times to tease out all the narrative possibilities. I'm not so keen on doing that, although I understand the theoretical appeal.

My problem with gaming as a delivery platform for narrative comes down to one of efficiency. I'm not convinced that the pay-off from interactivity is commensurate with the extra time and inconvenience. Having to replay games to see different outcomes strikes me as the equivalent of watching a movie or re-reading a novel a dozen times. Few adults are interested in doing that although it's a common practice in childhood (and academia).

It seems to me that both plain text and the moving image do a better job of creating immersion and involvement with character and story than having to manipulate avatars through activities. It's no co-incidence that the most successful narrative experiences in gaming have earned the pejorative generic of  "walking simulators". The less the player has to do, the more the narrative can shine.

Maybe this will change when virtual reality sheds its gadgetry and goes mainstream. I still tend to doubt it. There's a big difference between the Secret Cinema experience or Puzzle Rooms and just watching a movie or reading a thriller. Most people are lazy. I know I am.

All the same, when it comes to playing non-MMOs I am thinking of focusing my attention in that direction. I still have £10 credit on Steam from the IntPiPoMo prize last year and I might spend £3.99 of it on Life Is Strange 1-5, currently on sale at 75% off. Or I might just buy another MMO - The Division is 80% off at £8.39.

Neither of those games is new, of course. The big advantage of falling behind is that there's a lot to fall on. Despite all this talk of Steam, however, it was my Amazon Prime membership that got me out of the MMO groove this last week.

Just after I got back from holiday, someone in my Feedly (shamefully I can't recall who it was and can't now find the post) alerted me to the addition of a monthly gaming offer on Amazon Prime. It actually began a month or two back and the games change from month to month.

This month there were two that interested me - The Banner Saga and The Banner Saga 2. These are both titles I knew about and have occasionally pondered playing. The combination of "free but only for a month" was sufficient to trigger me and I downloaded them both.

I've played the first for several hours and its...okay. It certainly looks good, the plot is moderately involving and I like some of the characters. The combat seems both intrusive and awkward. Mechanically it keeps reminding me of Pirate 101, which works in a very similar way but is far more exciting. Structurally, the fights just get in the way of the narrative.

I was going at it quite hard, playing an hour or two each evening after I'd finished my GW2 dailies, but I missed one night and since then I haven't logged in again. The story isn't that interesting, the much-vaunted writing isn't always as fluid or convincing as it could be and the voice acting is a little off-putting on the sporadic occasions it occurs. I think accents are best avoided, by and large, unless it's comedy value you're after.


I probably will finish it eventually, if only because I've read that the sequel is an improvement in most respects so I'd like to try that. If not, well, it was free and there'll be something else on Prime in a couple of weeks.

Spoilt for choice I guess. Or just spoiled. That's the real problem here and Steam has a lot to answer for or so it's often said.

Still, we wouldn't want to be without it, eh? Would we?

Wednesday, March 7, 2018

Like A Heartbeat

How did I end up playing Doki Doki Literature Club? Not only is it not an MMO but, on the face of it at least, it's not even the kind of game I'd normally be aware of. I must be aboout as far from the target market for a cute Japanese teen dating game - or even a visual novel about one - as it's possible to get. I've read the odd blog post, where someone I followed was playing one, so I was vaguely aware they existed, but I've never played one myself or thought about it.

It all started when I was on YouTube, watching a video I've already forgotten about some game more in my wheelhouse. Something in the suggested viewing down the side caught my attention for reasons I can't recall - maybe it was the word "Literature" or maybe I thought "Doki Doki" sounded funny. Maybe I even meant to click on something else entirely. Wouldn't be the first time.

However it happened, a few minutes later I was intrigued enough by what I'd seen to pause the video before I spoiled things for myself. I read a few of the comments. They piqued my curiosity even more but then I had to stop that too.

I've been a complete sucker for post-modern irony since the late 1980s. It can't get too meta for me. I love things that turn out not to be what I thought they were and even more than that I love being lost, at sea, struggling to work out what's happening. I love self-aware, self-referential, playful art and entertainment that takes no prisoners when it comes to explaining itself. This looked like it might be any or all of that.

If I sound vague it's because this is something that deserves not to be spoiled and honestly, even saying that is a spoiler. I imagine the best possible experience would be to have downloaded the game thinking it was exactly what it appears to be. Or maybe that would be the worst possible experience. DDLC is not to be taken lightly.

Since we've come this far, though, I'll try to open things out just a little. I guess it's obvious that, like Dr. Langeskov, DDLC is not a straightforward proposition. Oh, boy, is it not...

I downloaded it via Steam a few days ago. It's free. I played for about an hour, my first session. Nothing much happened. The characters were well-drawn. The writing was decent. It definitely seemed to be more of a visual novel than a game. There wasn't a lot to do other than click and read.

Next evening I played again. By then I was kind of hooked on the characters. I wanted to see what would happen next. Something was off, though. Behind the haribo-bright surface, little anomalies and oddnesses were starting to appear, a queasy, off-kilter feeling beginning to build.

Around the end of the second hour I hit a major decision point. I made a choice that had implications that unsettled me. I stopped to let it filter and went to bed.

This morning our internet went down. The estimate was at least three hours. I did some housework but then I wanted to play something. I have very, very few offline games to call on but I wondered if DDLC could work without Steam being able to connect. It could.

It took me another two hours to reach what is apparently known as the "best" ending, which I seem to have hit upon entirely by chance on my first playthrough. Geeez. If that's the best one I dread to think what the rest are like.

I fired up FRAPs at the start, knowing I might blog about it and I have some really excellent screenshots... none of which I can use because from the first five minutes everything went straight to hell. Any of those shots will give away more than I would have thanked anyone for telling me before I started so I'll have to keep them to myself.

Even with some idea of what to expect there were a couple of occasions where I swore out loud and a couple more where I just leaned back in my seat and stared. Having finished I feel a strong desire to play the whole thing through again right away to see where else it can go. And then again after that.

Or I might just watch some playthroughs on YouTube. It would be appropriate, given that's where it all started. Anyway, it was an experience. An intense experience. If this is typical of the standard of visual novels I need to try some more.

As must be obvious, I highly recommend joining the Doki Doki Literature Club but be aware of the potential risks. The game opens with an onscreen warning : "This game is not suitable for children or those who are easily disturbed" and they aren't kidding. The full warning contains spoilers but might be worth checking before you play, if you have any concerns.
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