But seriously, are games art?
Now this is a one-time-only thing, because although this is an important argument in a sense, it’s one that I’m sick to death of hearing about. Someone says otherwise, gamers variously trumpet the likes of Ico or flame the person in question, and then we repeat the whole thing again a few weeks later. Roger Ebert has done it again, with the prominent movie critic reiterating his stance that games can never be art. Some points I agree with, some I disagree with, and some of his statements are factually wrong; gamers’ responses have ranged from decent to predictably defensive and/or vitriolic.
So, are games art?
Yes.
Any creative product is art, be it a film, a game, a painting, a sculpture, a novel, a poem, a play, or anything else. As far as I’m concerned, this is indisputably true, and if I could quite happily leave the argument there.
The difference comes in artistic merit. The Mona Lisa, Michelangelo’s David and the doodle on the back of my notebook are all art, but no one’s going to argue that the former two are worth far more, both monetarily and in every other sense. Likewise, Citizen Kane and 2001: A Space Odyssey are both far more worthy than Transformers: Revenge of the Fallen, but all three are art in some sense. Creating art is one of the primary motivating factors to all but the most commercial of filmmakers, and as a result there are a lot of films with artistic merit.
Artistic merit is where gaming can fall short, because it’s still treated as a commodity, an industry driven by sequels and following the leader. Shadow of the Colossus, Katamari Damacy, Okami, BioShock and Grim Fandango are examples of games that I would consider to be artistically important for various reasons, while I couldn’t say the same for FIFA or the latest movie-licensed game. FIFA is art, but I’d never show it to someone to show them what the medium can do beyond be a fun way to spend a couple of hours.
My personal opinion is that part of the problem is that there aren’t enough gaming auteurs. Too many are designed by committee and marketing departments, and while I could reel off dozens of great directors, authors or musicians from the last 30 years who have created true art within their media, there still aren’t that many in gaming. Miyamoto and Kojima are two who can be assured top billing and have the clout to get their pet projects made on their name alone, but beyond them you’re probably going to be struggling already, and knowledge of them outside those who follow the industry is almost nil. There’s also very little opportunity for people with big ideas to get their game through development and then into gamers’ hands through commercial channels, with the indie art project games usually either curiosities on the PC or, at best, a sleeper hit on the iPhone.
I’d almost say that the early arcade games did a better job of being artistic in their own right, because they were gaming in its purest form – interactive art, often made by a handful of people. Things like Electroplankton are their direct descendants.
I’m sorry if this seems like doom and gloom, but we have to remember that gaming is a young medium. It’s only 15 years or so that it’s been able to tackle the bigger issues by presenting us with something beyond bleeps and bloops – although my previous point on the artistic merit of those stands – and those gaming auteurs are starting to emerge, however slowly. Film wasn’t taken seriously as anything more than a technical gimmick at the beginning, and rock music was once the downfall of civilisation that games now are.
When today’s gamers are tomorrow’s art critics and we have more developers whose body of work is big and pretentious enough to be called an oeuvre, and maybe when you can make a go at getting an independent game on the shelf next to the new Call of Duty, then we’ll be the ones complaining that this new-fangled holographic VR nonsense isn’t art. That’ll show ‘em.
It’s not often that a Hollywood blockbuster comes along with the full force of the hype machine behind it and doesn’t end up disappointing, but this is not one of those times. Avatar comes saddled with a budget big enough to bankrupt a small country and stories about how technology had to be invented just to make it possible, not to mention that it’s the poster child for this 3D film gimmick that’s apparently the next big thing. Oh, and the small matter of it being James Cameron’s first film in over a decade, following up his last modest success.

One compliment that I can pay it is to say that it didn’t even feel close to its 162-minute running time, and in these days of increasingly lengthy blockbusters that overstay their welcome – in Transformers 2′s case, by around an hour and a half – that’s rare. But if that sounds like I’m damning it with faint praise… well, here goes… (more…)

I just got back from seeing Watchmen, which is a film I’ve been anticipating since I read the graphic novel a couple of years back, so I just wanted to put down some thoughts while it was still fresh in my mind.
I’d been generally avoiding reviews, but what I’d picked up from friends and Twitterers who had seen it in advance it had been suggested that it was maybe too close to the source for its own good. I’d pretty much agree with that. There were parts that could have done with trimming for the screen that were left identical to the book, but then Snyder was happy to alter the ultimate plot twist to make it work better on screen, which makes letting other parts suffer a bizarre decision.
Without spoiling anything, I’ll just say that the ending doesn’t make as much sense to me as the one in the book did, but at the same time I can see how that one wouldn’t have worked on film. Not only would it have looked silly, but it would also have required a lot of exposition and bloated it further with the setup interspersed throughout. The film was labyrinthine enough as it was.
Could it have benefited by having a different director who is perhaps more comfortable with gravitas and directing emotional scenes? Possibly, as there’s one scene in particular that I’m not sure was being deliberately and ironically cheesy or if Snyder thought it was actually going to bring tears to our eyes. It wouldn’t take a genius to work out that this is the guy who gave us 300 because a lot of the action is very similar, and despite being set in the 80s we have a lot of the modern music video school of direction tropes like slow motion. I might be being pretentious here, but I’d prefer it to have been directed less stylistically, because I think – or hope – that this kind of direction will date horribly in a few years when people grow out of it.
Don’t let me put you off it if I’m sounding negative, though. Overall I enjoyed it, and I mean it as a compliment to say that it didn’t feel like the 163 minutes that it was. Getting Watchmen into a single film was always going to be tough – I’d still like to see it as a miniseries one day – and they did a good job, thankfully without watering it down for a lower age rating like we might have expected. Hell, the sex and violence quotient is higher than I can remember being in the source, which doesn’t happen a lot these days. There’s an awesome jizz gag as well.
For anyone who hasn’t read Watchmen in a while and has seen the film, I recommend perusing this fairly comprehensive list of the changes. There are quite a few that I’d forgotten about or not noticed in there. It contains spoilers, obviously.
I finished Gears of War 2 the other day. It took me far longer than it should have done because of a slightly doughy patch in its middle that I needed a push through, but overall it was a better game than the first in every way. Crude and brainless, yes, but is that a bad thing?
There are a lot of gamers who will hold up games like Gears 2 as the worst thing to ever happen to gaming, somehow responsible for denying the medium its rightful place among the ‘respected’ entertainment media, but I think that there’s always a place for this kind of thing. Besides the point that no one except gamers takes it that seriously, you’re barking up the wrong tree if you think that games aren’t respected enough because of testosterone-fuelled action games.

Aliens, Terminator 2, Die Hard, Star Wars, Indiana Jones, The Matrix… All of these movies are, to various extents, considered to be classics, if not in general then certainly of their genre. They might have some cod philosophy to please the chin-stroking crowd, but at the end of the day you watch them to see people with guns doing cool shit.
Gears is the same as that. It’s as subtle as a brick, but it looks amazing – see the above shot – the tight action is second to none when it’s on a roll and, on the whole, I just had a brilliant time with it. Is it art? Who cares? I’d prefer movie posters and comic book artwork on my walls to Monet, and I’d prefer Gears to a game that’s trying to be clever for the sake of it. At least Gears of War is honest about the fact that it’s a game, and the point of them is to be fun.
If you’re looking to Gears to bring you closer to enlightenment you’re barking up the wrong tree – hell, it’s barely even a tree in that case – and I won’t come away from it as a better person, but I got to ride a fucking Brumak!
Bond and the Evil Shaky Cam
I saw Quantum of Solace last night, and as someone who wasn’t wild about Casino Royale – good but overrated – I enjoyed it a surprising amount. Craig’s Bond is still an unbelievable badass and Quantum is set up as a cool Illuminati-cum-terrorist group that could become an awesome adversary over the next couple of films.
But, as the title of this post suggests, my biggest problem was how the bane of the modern action movie has infiltrated Bond. The last two Bourne films in particular were horrible for it, and Casino Royale, despite cribbing an awful lot from that series, thankfully managed to resist it, ending up looking classy and old-school for it. Bourne is rough around the edges, but despite the new rugged look Bond is supposed to be like that; Bourne wouldn’t look right in a dinner jacket and bow tie just like Bond wouldn’t look right with the cameraman having a seizure.
Quantum of Solace, though, has a new director who apparently couldn’t resist. There’s a fight early on between Bond and someone else in a suit, and because the brief for the cinematography apparently consisted of “point the camera at them and wave it around”, I literally couldn’t tell who was hitting who for most of it. Yes, it might look ‘kinetic’ and be more down with the kids, but I like to enjoy the excellent stunt work and fight choreography more than MTV music video editing. The sooner this rubbish goes out of fashion and they remember how to use a steadicam the better.
Unsurprisingly, the only time the camera stayed still in this one was when it was showing off another Sony phone.
Still, I enjoyed it and will be seeing it again this week. I want one of those tables that MI6 has more than anything, and when you see it I’m sure you’ll be the same.
Feature-Length Cut-Scenes?
OK, so the Metal Gear Solid series is hardly known for its subtlety and brevity in storytelling, what with several 20-minute scenes in MGS3 and… well… the whole of MGS2, but the reviews of MGS4 are blowing my mind. Some of the reviews, notably Edge, are claiming that the game has two extremely long cut-scenes.
That’s a bit like saying that Metal Gear has a big robot in it, of course, but word is that these sequences are pushing the 90-minute mark. And Konami doesn’t want reviewers to mention it.
In the interest of fairness, GamePro is saying that it’s an exaggeration. We’ll find out for ourselves in less than a fortnight anyway, but I’ve always had respect for Edge and can’t imagine that such a prestigious magazine – possibly the only gaming publication that I’d use that word to describe – would make a claim like this about such an important game without there being some truth to it. And would Konami really care if reviews mentioned that the cinemas were no different to the other multimillion-selling games in the series?
True or not, it brings up an interesting question about storytelling in games. Would having 90-minute cut-scenes actually help games as a storytelling medium, or does it undermine it and defer the job to the conventions of film? Half-Life tells a story within a game and BioShock does it even better, and the irony is that the part of BioShock’s story that attracted the most criticism was the least game-like part: the ending. (more…)