The Way the World Works: Essays (33 page)

BOOK: The Way the World Works: Essays
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I found many interesting things while exploring this house, not wanting, particularly, to get back into the action and be killed again. Some Russians lay in pools of blood in the upstairs hall. In the master bedroom were books on a bookshelf, including
The Jungle Book,
a law treatise, and what appeared to be a biography of the Dutch painter Gerard van Honthorst. I’d seen these same books back in northern Virginia, during a break in the frantic action there, before the bloodbath at Burger Town. In the bathroom there were sections of illegible newspaper and a Teddy bear fixed to the wall with a knife through its nose. I went into a smaller bedroom.

In it were seven or eight sleeping bags, unrolled, empty, and a lot of rollaway suitcases. Also a pinup of a clothed woman wielding a machine gun. There was something touching about this tableau of sleeping bags, since I knew that the soldiers who had slept there were now dead. If I got down on my stomach, I could crawl right through the sleeping bags, which was an interesting experience—seeing the underside of the texture. I could even crawl through a dead body, and I did once—for everything in a video game is just a contortedly triangulated, infinitely thin quilt of surface. What, I wondered, was in the suitcases?

The only way I knew how to look inside a random object was to shoot it. So I shot at a suitcase. A dingy striped shirt flew out. I shot at another suitcase: another dingy shirt. These rang a bell: I’d seen them hanging from a clothesline in the Brazilian favela, the setting for an earlier battle. In the master bedroom, I shot at some cardboard boxes. Bags of potato chips and beef jerky popped out, and little cherry pies. Down in the kitchen, I noticed an old crate of potatoes—also bags of flour and basmati rice. These staples, too, I’d seen in the favela.

I began to think a lot about the hardworking set dressers for this game, who cleverly reused the same props in different ways in different countries. What moral were they offering—that people were basically the same everywhere? That most of life was getting up in the morning, putting on your clothes, and eating basmati rice? That war, even for the soldier, was the aberration? Or were they just being thrifty, or playful?

Modern Warfare 2,
at that moment, felt truer, realer than almost all war movies—although it owes much to them, of course, especially
Black Hawk Down.
In fact, when I watched
The Hurt Locker
I sensed the rifle-scopic influence of the
entire
Call of Duty
series—as in the long, still standoff in the desert with the tiny figure at the window. Cinematographers and movie directors think more like snipers now because of the Xbox. I went downstairs in the Russian house to resume the battle. When I was shot and died, I was offered a quotation from Confucius: “Before you embark on a journey of revenge, dig two graves.”

Next on my master list, appearing on November 17, was the ultra-stealthy, silver-hooded
Assassin’s Creed II,
set in Renaissance Florence and Venice. (This list, by the way, I’d made with my son’s help. He reads the video-game websites and listens every week to the charmingly garrulous “Giant Bombcast,” which is like “Car Talk” but with four vastly knowledgeable gamers.) In
Assassin’s Creed II,
you are Ezio, a man with many missions. You deliver letters and hurry around cities with a loping stride, climbing up the facades of palazzos and churches when the mood moves you. You leap from rooftop to rooftop, and sometimes you leap in the wrong direction and fall, and if you fall too far you die, whereupon the screen goes red and then white, crisscrossed with many schematic lines, and it says “desynchronized”—because in the game’s frame story you’re not really in Renaissance Italy; you’re really a twenty-first-century man (again voice-acted by Nolan North) reclining in a comfortable virtual-reality machine with an orange cushion.

Sometimes you have to assassinate someone—that’s your creed, after all—which you can do with hidden wrist knives or poison blades or swords or even an early gun, and sometimes you just have to beat someone up. One of your first tasks, in fact, is to find a lout who is cheating on your sister. You call him a lurid pig, and when you beat him up you make money. You can hire thieves, you can loot dead bodies, you can steal
florins from pedestrians (although they will fuss if you do), and you can buy Renaissance paintings from a small art stand. You can even hire a group of murmurously flirty courtesans who wear low-cut pastel gowns and coo provocatively, and if you suddenly decide to parkour around on the roof once again they will wait for you down below.

The game, made by Ubisoft Montreal, has moments of loveliness, as when you reach a lookout high up over Venice and allow your gaze to sweep across the sfumatoed city. The colors are brown stone, weathered brick, the occasional red flapping banner, and pale Mediterranean blue. The wind sounds just the way wind should sound. Not much that’s noble or witty or soul-stirring happens in these lovingly re-created cities. If you hang in there for many hours, you get to fly Leonardo da Vinci’s bat-winged glider by night. But mostly it’s death, death, death—and fistfights, and the accumulation of wealth by acts of thuggery. You leap down on the Borgia Pope in the middle of Mass and punch him out. You’re forever pressing the pink square to stab. (Or, on the Xbox, the blue X.) “There’s a lot of face and neck stabbing, if you like to stab dudes in the face and neck,” Ryan Davis explained on the Giant Bombcast. “There’s one really good move where you will stab a dude five or six times super quickly, shank style, like, uh uh uh uh uh, just jabbing—and that’s oddly satisfying.” The most fun I had was jumping off a building into a pile of hay. My son showed me how to rock-climb to the top of the Tower of San Marco, keeping a lookout for the slightly darker brick where the handholds were. That was a pleasure.

To avoid competing with
Modern Warfare 2,
many game publishers took cover and postponed their launches, so after
Assassin’s Creed II
there wasn’t much going on till late in
January. Out of curiosity, I played the demo for
Bayonetta,
a Japanese game in which a woman dressed in her own hair kickboxes her way through battles with fearsome creatures. She wears hip eyeglasses and looks like Tina Fey. When she goes wild with a kick combination, her hair suddenly swooshes out and forms itself into a swirling lethal force that helps her defeat her enemy. I also fought zombies with a fry pan and a crowbar in
Left 4 Dead 2
. A zombie called the Spitter doused me with corrosive stomach acid that emerged in a flume from her enormous toothy mouth. That was the only game that gave me a bad dream: in it, I crouched in a jet engine with my family, hiding out from evil people on the runway, wishing I had a fry pan.

Meanwhile, my son and his friends were laboriously working their way up the multiplayer ladder of
Modern Warfare 2
. The goal is to reach the top rank, level 70, in which you unlock an AK-47. At that point, you start again at level 1, but with a fancy star icon next to your name to signal that you’ve gone “Prestige.” My son quit playing the game at that point—many of his friends have continued.

Then came BioWare’s gigantic opus,
Mass Effect 2,
released on January 26, 2010. Commander Shepard (no relation to
Modern Warfare
’s General Shepherd) is in control of a gracefully elongated spaceship, the
Normandy,
which has bunk beds, fish tanks, and a wisecracking mess officer who also cleans the bathrooms. “This ain’t no luxury liner,” he says. “I catch what falls through the cracks, heh-heh.” Young ensigns flirt outrageously with Shepard as they give him messages, and Miranda, a brunette with “extensive genetic modification” (i.e., breast implants), accompanies you sometimes on your travels. You visit a strip club where a blue alien dances for you and a bartender tries to poison you. You
avert a plague by using some big fans to spread an antidote around.

Mass Effect 2
is the most novelistic of the games I played. It’s an elaborately cataloged scatterment of worlds in which you slingshot yourself around using mass-effect generators that make you go at light speed. You meet many colorful humanoids, with whom you converse by choosing bits of dialogue with your control stick. It sounds awkward, but it works. After one battle, Shepard encounters a young Krogan standing in a corner. The Krogan, a hulking monster with a huge reptilian neck, was born in a tank the week before. “You are different,” the Krogan says. “You don’t smell like this world. Seven night cycles and I have felt only the need to kill. But you—something makes me speak.”

“How can you speak if you’re only a week old?” Commander Shepard asks, providing you prompt this query with your control stick.

“There was a scratching sound in my head, and it became the voice,” the Krogan replies. “It taught things I would need—walking, talking, hitting, shooting.” Walking, talking, hitting, shooting—that just about sums it up. Video games aim to find and nurture the tank-born Krogan in all of us.

I played for a while, visiting planets and shooting incendiary bullets at waves of venomous antagonists. Then I stopped. It’s two DVD disks. It’s really enormous. In order to do all the missions and side missions of
Mass Effect 2,
you can easily spend fifty hours or more, especially if you like trying all the dialogue options, as I do. I craved more sunshine pouring in through the helmet visors, more leaf shadow, more wind, more air—maybe some little Krogans riding on bicycles. Finally, I gave up. I was dying too much, and when you die the music goes bom-bom-bom-bom-bom-bom-bom,
while terrible red and black retinal veins grow in from the edges of the screen.

By then it was the end of February, and time to play the most self-consciously artistic game on the list:
Heavy Rain,
by Quantic Dream, a studio in Paris that got development funding from Sony. Sony kindly sent me an early copy, in a faux-battered shoebox. When I lifted the lid, an audio clip of a woman’s voice asked, “Are you prepared to suffer to save your son?” David Cage, Quantic Dream’s founder, calls the game an interactive drama. In one interview, in the
Independent,
Cage said that he feels close to Orson Welles, advancing an art form. And in fact he’s right.

For the first half hour, the game is a stunner. “It’s flipping genius, Dad!” my son called out as he began playing. The faces have complicated eyes and eyelids, and you, a sad-faced father with a strong resemblance to David Duchovny, do pleasant things with your kids and your wife. Then comes grief: one of your sons dies in front of your eyes. Whereupon you enter the gloomy
Heavy Rain
universe, switching among several characters, one of whom may possibly be a serial murderer who likes paper folding. You are a woman with amazingly good posture and an impassive face who high-steps around her apartment in her underwear. You are a private detective with a big stomach and a big heart. You are an FBI agent with virtual-reality sunglasses. It’s always raining, and the music is lush, and everyone’s face is sad and empty, until you can’t stand the pop of droplets anymore and you’re slogging around in the runoff at the side of the street, wondering whether the clouds will ever part. No, they never will.

Is it a good game? It has realistic eyeblinks and moments of ecstatic mundanity, as when you use the controller to
put a frozen pizza in a microwave for your TV-watching son (who is soon to be kidnapped) and then dump it onto a plate. It’s forward-looking, too, in the way it uses the control buttons: at moments of high tension, you have to hold down several at once, like Lon Chaney playing a Bach arpeggio, till you’ve accomplished a difficult action—fought off an attacker, say, or chopped off one of your own fingers. But the plot and the conversational tropes will be familiar—too familiar—to crime-drama watchers. It’s an homage to
NYPD Blue
episodes and the movie
Seven:
cops who squabble in Brooklyn accents, some serial killing, some split personality, some amnesia, more lush music—nothing that has any reality in any conceivable life lived anywhere on planet Earth. The endings vary based on what you do—the script is more than two thousand pages long—but my son and I both arrived independently at similar endings, in which the character that we liked the most turned out to be the Origami Killer. Which made us unhappy and made no sense dramatically. In my version of the story, my second son died, too. I suffered, to be sure, but I didn’t manage to save him.

Heavy Rain
feels like a clinical depression served up in a shoebox. Possibly that’s what David Cage intended it to be—and more than a million copies have sold, so it’s a successful depression.

The next game on my list was another eagerly sought-after PlayStation 3 showpiece:
God of War III,
a single-player game set on and under Mt. Olympus. I got about eight hours into it, during which time I cut off the Chimera’s tail, ripped off Helios’s head, and stabbed somebody in the eye with his own horn. I hooked into the flesh of middle-aged naked birdwomen who flew around as Harpies. I injured a horse and saw its intestines pour out. I cut off Hades’s chest muscle
and watched it jump around on the floor like a toad; I had to destroy the muscle before the huge Hell god could grab it and slap it back into place. I took hold of the Cyclops’s eye like a beach ball and pulled on it till the optic nerve dangled.

Why did I do this? Because I was the muscleman Kratos, a Spartan-born hero who wears a lot of eye makeup and wanders the mythosphere with a spoiled scowl on his face. Kratos is on a rampage, bent on revenge, because one of the gods tricked him into killing his family. He has a flaming bow and arrow, some claws he won from Hades, a long blue sword, and two big blades, and every time he whirls around—and he whirls a lot, because that’s how he fights—he’s slashing at something. If he slashes well, the words “Brutal Kill!” come on-screen. Once, he runs into a toga-wearing civilian on a window ledge of Olympus. “Curse the gods and their war,” the civilian says, quite sensibly, weeping. “My home—everything I own—destroyed!” Kratos knocks the civilian’s head against the wall and tosses him down the mountain.

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