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Videogame as work of art?

 
 
Spatula Clarke
12:40 / 08.01.02
Since becoming the underdog in the videogame hardware industry, Sega have slowly built up a reputation for creating innovative software that breaks boundaries and redefines what videogames are all about. Now that the home hardware department has imploded, there's an even fresher vitality to the company that's resulting in some of the most original, ambitious software yet to be created.

Rez* is a new game from one of Sega's R&D departments.













It is, evidently, visually stunning. The whole game is based around synaesthesia.

Preview

A review:

quote:Edge, Issue 105

To describe Rez as an old school 3D shoot ‘em up is a bit like describing ‘Romeo and Juliet’ as boy meets girl. It’s essentially correct, but fundamentally missing the point. The underlying mechanics are indeed those that have been refined by the likes of Space Harrier and Panzer Dragoon; defend yourself from wave after wave of attackers before the destruction of a boss enables you to progress to the next stage. But Rez is so much more than this. Tetsuya Mizugushi’s unique synaesthetic vision has engineered an artefact that exhibits a cultural relevance far beyond the ordinary confines of the videogame medium – yet which is also hugely enjoyable to play.

Even judged by the well-worn 3D shoot ‘em up formula, Rez is immaculate. Taking place inside an unspecified cyberspace, it’s the player’s task to break through a series of firewalls and save the central AI, Eden, from a virus. Consisting largely of five stages, the game boasts a targeting system that enables you to lock onto multiple adversaries, as well as an overdrive counter that, although limited in number of uses, facilitates the destruction of everything on screen.

Instead of lives, there are seven distinct phases of evolution, with each new mutation activated by collecting power-ups. Receive a single hit, however, and you drop a step back down the evolutionary ladder. Every stage boasts varied attack patterns, a diverse range of foes and some of the most brilliantly conceived end-of-level bosses ever – from the lotus leaf/combination lock fusion of the Mars Giga to the epic transformation of the Uranus Giga into a colossal, running man.

Work of genius
The real joy of Rez, though, is in its inimitable amalgamation of sound, vision, action and disembodied narrative. Despite the familiarity of the game mechanics, it’s a thrillingly revelatory experience; at once both intellectually edifying and viscerally entertaining. In its appreciation of 3D space and in the way themes of evolution and transcendence are intertwined with, and layered on top of, exhilarating abstract soundscapes, Rez is a work of genius. And featuring exclusive tunes from the likes of Japanese combo Joujouka and trancemaster Ken Ishii, seamlessly integrated with the action, it’s a collaborative effort, too. Adam Freeland’s ‘Fear’, in particular, provides a harmoniously epic milieu for the final stage of the game, shortly before the HAL-like disintegration of the corrupted Eden which prefaces the endgame sequence.

Quite apart from the evident artistry that has gone into the making of this game, the developer has also put an enormous effort into making sure that it’s as comprehensive as it is beautiful. Thanks to a finely balanced suite of unlockable extras, the game rewards repeated and varied play. Trance modes, and Travelling modes are the digital equivalent of a chill-out room, enabling you to play the game with impunity, while a Score Attack mode rewards extravagant risks with high scoring combo multipliers and a consequent adrenaline rush.

It’s a shame that the Dreamcast version seems slightly sluggish compared to its Playstation2 incarnation, but really the differences between the two are cosmetic. Indeed, it’s tempting to think that were he alive today, Kandinsky, to whom the game is dedicated, would have been proud to have worked on either version. Certainly, one of the defining achievements of Rez is that although it is a creation with a demonstrable cultural significance, it draws lovingly and resolutely from the videogame canon.

Proof, then, that videogames are art? Perhaps. A staggeringly enjoyable experience? Certainly.


Original concepts traditionally lead to poor sales in the videogame industry. Rez may very well sink without trace at launch, eventually becoming a cult favourite and eBay mainstay. It's released on Dreamcast in the UK this Friday. The Playstation2 release is set for some time in February.
 
 
Spatula Clarke
12:42 / 08.01.02
*Official site. Despite what Windows may tell you, you can still view the images and video footage without installing the Japanese character set; just click 'Cancel'. The links (in orange) will show up in English in the toolbar at the bottom of your screen when you hover the cursor over them.
 
 
Molly Shortcake
12:53 / 08.01.02
I'm glad you posted that, now I dont have to.

Short list:

Panzer Dragoon Zwei
Ico
Silent Hill 2

more on the prementioned later.
 
 
Spatula Clarke
13:14 / 08.01.02
This post originally stated that Panzer Dragoon Saga comes closer to being art than Zwei. On further consideration, I've changed my mind. Zwei has a purity of focus that Saga lacks, being more of a prog opus.

[ 08-01-2002: Message edited by: E. Ranty Dupre ]
 
 
Ethan Hawke
13:51 / 08.01.02
After seeing this, I totally need to get a PlayStation 2. If only they weren't so OUTRAGEOUSLY EXPENSIVE!!!!!! 300 dollars and you don't even get a fucking game with it.
 
 
Molly Shortcake
22:04 / 08.01.02

Cosmic Smash by SEGA Rosso for Dreamcast (Japan only).


Jet Set Radio Future by Hitmaker/SEGA for Xbox.

I prefer stylisation and art direction over traditional hyperrealism. (That's not to say that hyprealism isn't or can't be stylized)

The copycats will come out in droves, as usual. SEGA will continue to inovate, like always. Perhaps they'll finally get some recognition now that their games have mainstream exposure. In Japanese arcades Virtua Fighter 4 has crowds of people around it while neighboring Tekken cabinets literially gather dust.

E. Ranty Dupre wrote:
quote:This post originally stated that Panzer Dragoon Saga comes closer to being art than Zwei. On further consideration, I've changed my mind. Zwei has a purity of focus that Saga lacks, being more of a prog opus.

Saga lacks the mystery and ambivilance of Zwei. The ending is too contrived. Saga presents a world where things are explained, Zwei presents one where things are. I've always felt Saga was more a tour of the Panzer world than an actual role playing game.

Ico

quote:Imagine a dream in which you are awake. Ico is that dream. Less a game than an interactive fairy tale, Ico, without a wisp of pretence, is one of the few games that legitimizes videogames as art. Simplicity in form and function is key. Solve one vast, multidimensional puzzle in the form of a prision castle hiding vaporous dangers, with only a few items and resources at your disposal. That's it. It may appear uninteresting at first but that's what make Ico so extraordinary. It draws those willing into a whisper of a world that leaves one feeling as if they are part of something even after it ends. Don't let Ico fall through the cracks. It's worth it. - Jeanne Kim, Electronic Gaming Monthly 148.

quote:So here's a question -- are there players who won't appreciate this game? Sadly, perhaps so. If you crave violent action and nothing but, Ico has hardly any to offer you. What it does offer, I think you sorely need, but opinions may inevitably differ on that point. - David Smith, IGN.

[ 09-01-2002: Message edited by: Ice Honkey Evil Malcontent Hedgehog ]
 
 
fluid_state
03:01 / 09.01.02
wow. pretty. Still don't want a playstation, tho.

I think of videogames as art, but only a select few. And with me, a vital ingredient is storyline/plot/immersion-in-game-factor, whatever that is. Visuals are one thing; a game that HOOKS me is quite another. The concept behind "Rez" looks wicked; maybe I will get a console, after all.
 
 
Molly Shortcake
03:34 / 09.01.02
....Deus Ex 2 and Half Life 2 are coming to Sony PS2 first...

PC games debuting on consoles, what's this world coming to?
 
 
The Strobe
03:34 / 09.01.02
Mmn. I like the way you're going... but have you read the Edge feature many issues back on "can videogames be art?" The answer was a resolute "no", but it was a superbly reasoned argument.

Are we talking art in the sense of mere visuals/experience, a la Rez, or the actual complexity, seriousness, scope of the plot?

(i don't believe you one the DE2 and HL2 comments, by the way, and if I did, i'd tell you the PC versions would be better).

I'd quite like to play Shenmue 1/2, I've heard a lot bandied its way about being "art". In terms of sheer written complexity, the dialogue and plotting of Planescape:Torment is on a par with many novels, but visually it's just your average game.
 
 
Spatula Clarke
13:03 / 09.01.02
quote:Paleface:
Are we talking art in the sense of mere visuals/experience, a la Rez, or the actual complexity, seriousness, scope of the plot?


I'm not totally sure. If you look at the games that are out there, the ones that come closest to deserving to be called art are generally those that are abstract, both in terms of visuals and storyline. Cosmic Smash is a one very good example, Panzer Dragoon Zwei another. The plot is largely irrelevant to enjoyment of the game itself.

One thing that is definite in my mind is that the game in question must have inherent replayability. NiGHTS is the best example I can think of here. A relatively short game, the player still finds hirself coming back to it once completed. It's not just for the hidden extras or the A-life system, either. There's a huge amount of pleasure to be gained simply from flying around the levels, regardless of whether you're trying to better a previous score or not. The experience itself is what brings you back for more.

Purity of vision may also be a requirement. I'm not too certain about this, though. I'm going to have to think about it a bit more before I make up my mind. A thorny area, this one, dragging us back to the old problem of defining what art is.

Anyone want to have a go?
 
 
Spatula Clarke
13:08 / 09.01.02
Shenmue, gorgeous though it is, probably doesn't count. The narrative is sprawling, the actual game experience worryingly shallow. As a game, it's comparable the dreaded interactive movie, asking the player to do little more than be in the right place at the right time. Take away the glorious visuals and it has remarkably little going for it.

A thought occurs to me. These games, the ones that are doing something different from the pack, hark back to the days of bedroom coders. It's as though Matthew Smith and Jeff Minter are finally influencing the industry, Minter's own Tempest 2000







and the recent Tempest 3000







being two of the fiest examples of abstract gaming around. If only he'd program for a machine that's available to more than about five people...

[ 09-01-2002: Message edited by: E. Ranty Dupre ]
 
 
fluid_state
03:26 / 10.01.02
mmm... Torment (as in Planescape). That was one of the games my mind flashed to when I was trying to figure out artistic merit in this medium. I usually can't stand D&D games. Too retarded, and I use that word to encompass my 80 pages of complaints with the genre.... but Planescape hooked me. the story was so well constructed. And the visuals were cool, too, especially the higher level spells that stopped gameplay and actually illustrated the sick amount of power your avatar wielded. Masterfully done.

(I now return you to your insighful discussion of actual NEW games, and not ones 2 years old)
 
 
Molly Shortcake
03:02 / 11.01.02
Panzer Dragoon Zwei

Zwei is the second game of the Panzer Dragoon series. In a time and place where civilizations are turning towards the past to pave the future, ancient machines are being excavated and studied. Original records of them being all but destroyed, these newly found artifacts must be examined and surveyed as if never before known. The power of some of them is awesome, and factions on the world are beginning to quarrel over control of the artifacts. While the world plots and battles and destroys itself, our hero finds himself with a moral dilemma. He's been keeping a mutant Khouleat, named Lagi, alive despite his town's creed that it must die. Mutants such as Lagi are believed to be a bad omen, so they're supposed to be executed at birth. Lagi's existence has been hidden, as our hero believes it will one day fly. He is right, but he discovers so at the peril of his village. One day, while out running with Lagi, the two come to a ravine where the worlds of a small, innocent town and a power hungry Imperial army collide. Lagi and our hero watch as their home and land is torn apart by giant airships employing the power of the ancient devices. A burst of laser-like energy erupts from Lagi and the destiny of the two begins.

Ico

The narrative is a simple one, which is quite fitting: Ico, a young boy born with a set of bull horns, has recently come of age. According to village practice, this means he must be sacrificed. So he is ushered by horse and by skiff to a remote castle and locked into a standing stone tomb. But due to some seismic fluctuation, he manages to escape. Upon doing so, he notices an almost ethereal girl locked in a giant birdcage. He makes it his business to set her free. All of this is communicated by the game's opening sequence, which ends with Ico standing in the huge chamber, his scrawny form eclipsed by the titan structure.

[ 11-01-2002: Message edited by: Ice Honkey ]
 
 
Spatula Clarke
12:03 / 11.01.02
Having just had my first proper play on Rez (Dreamcast version), I've got to admit that it's everything it's been hyped as being. As you lock on to and destroy the enemies, they release a sound. Depending on how many you've locked onto in one go, the sounds change to become musical notes. The more you destroy at once, the more melodic the sounds produced are. At the same time, the screen goes from containing simple wireframe characters and backgrounds to being drenched in a sudden splash of colour. The visuals throb in time with the increasingly insistent beat, too, as does the pad.

It's really quite amazing how the music produced always sounds right, both in tune and in time.

And it plays superbly, like a cross between the aforementioned Panzer Dragoon Zwei and Parappa The Rapper.

[ 11-01-2002: Message edited by: E. Ranty Dupre ]
 
 
Molly Shortcake
09:06 / 14.01.02
Finally managed to track down a copy of Rez for the PS2.

For a game based around music it possesses stunningly mediocre sound design. The musical tracks themselves are garden variety trance (albiet stripped down) with little to no storytelling elements or drama; essential qualities in video game music.

Sound effects are nonexsistant, this detracts from the immersion immensly. For example, the roar of an aproaching ship could be replaced with a synth sweep, speed and distance affecting pitch and volume. The problem with Rez? It has neither. The only sound effects present are those caused by your character locking on to a target or firing on one. Resulting in a rhythm track or sparce melody. The effect is quite underwhelming, especially since the tracks are nothing special to begin with. In a word: novel.

The music certainly does not effect the environment. You shoot something, you get a flash of light and a sound effect. Will somebody please name a video game where this dosen't happen? Some of the lights and structures pulse in time to the music, similar to a heart beat or strobe light.

Horrible use of negative space, i.e for the most part, there is none. Seventy percent of the game looks the same, cluttered and nondescript. Vanilla camera work goes out of it's way to remind you you're playing a video game.

Your chararacter has no reaction to getting shot other than devolving. No loss of speed, no disorientation, no physical reaction whatsoever. Nothing. Most of the enemy reactions aren't that spectacular either.

Gameplay is completely generic. Each evolution of your character controls almost exzactly the same. Imagine Panzer Dragoon or Starfox stripped down to bare bones, that's Rez.

The final stage aleviates alot of the formentioned problems, but still isn't the mind blowing finale it's meant to be.

Rezs goal is to blur the line between sight and sound, it fails miserably.

[ 14-01-2002: Message edited by: Ice Honkey ]
 
 
Spatula Clarke
09:17 / 14.01.02
Well, I did say it was totally abstract, didn't I?

It's a trance-state game, same as Tempest 2000 (which, by the way, nearly all of the comments in your previous post could apply to). It's designed to send you into the near-mythical 'zone', and to that end works magnificently.

But I can see how it's definitely not for everybody. Me, I'm hooked.
 
 
Molly Shortcake
09:50 / 14.01.02
quote:Well, I did say it was totally abstract, didn't I?

By design, video games, abstract and otherwise, have to adhere to certain conventions to create a convincing reality.

quote:It's a trance-state game, same as Tempest 2000 (which, by the way, nearly all of the comments in your previous post could apply to). It's designed to send you into the near-mythical 'zone', and to that end works magnificently.

It isn't done well enough. This type of video game has to work on every single level to maintain the spell.
 
 
Spatula Clarke
09:50 / 14.01.02
quote:Originally posted by Ice Honkey:
By design, video games, abstract and otherwise, have to adhere to certain conventions to create a convincing reality.


Only if the intended aim is to create a convincing reality. If, on the other hand, you chuck notions of 'reality' out of the window, you don't have to stick to any conventions. And, to be totally honest, original material, regardless of the medium it appears in, tends to be original simply because it doesn't follow the traditional rules. I've been growing tired of gaming recently, but Rez has reignited my passion again. It manages to hark back to a simpler design aesthetic and yet feel totally fresh.

The very first time I loaded it up, I was decidedly underwhelmed. The more I've played it, the more small, almost invisible touches of the game have come to light. The most striking of which (so far) is the Trance Mode, wherein all the usual videogame paraphernalia (score, lives, levels etc) is completely discarded in favour of an 'abstract' mode that makes the game proper seem almost ordinary.

Your main complaint seems to be that no one individual element stands out as "spectacular". All for the good, IMO. If that were the case, it would distract from the overall experience. Absolutely nothing jars with anything else here. It's an entirely focussed, contained vision.

The music, the sound effects, they're minimal. Minimalism's part of the design of the thing. Exactly the same applies to the graphics, as suggested by the screenshots I posted originally. They're wireframe, man. You can't get much more (less?) minimal than that.

I can only point back up the page to the Edge review, as it pretty much sums up my opinion perfectly.
 
 
Spatula Clarke
09:50 / 14.01.02
Hey! We've managed to have a whole page of videogame speak without anyone using the term 'geeks' y... shit.
 
 
Molly Shortcake
09:50 / 14.01.02
We're begining to mince words here.

I found Rez neither new nor refreshing. Tempest, Star Wars, Panzer, Wipeout. It dosen't hold a candle to any of these games.

If you want some brilliant sound design play Silent Hill 2 with surround sound.

Unspectacular? Besides being strikingly beautifull once in a while, the entire thing is downright generic, it's a novelty. A high tech lava lamp. Average.

I have no inclination to add anything more about Rez in particular.
 
 
netbanshee
09:50 / 14.01.02
Hey Mr. Honkey

I need to come over and play the fucker or better yet...cough up some dough for my own version. But if we're gonna talk about "Videogame as Art" why don't you post some of your work?

It'll broaden the discussion. And if you need server space, I have a good 98mb left....(I'm talking "Big Cone").

Otherwise, don't forget that at least 20 years before, vid games were and are still considered the benchmark with which technology is linked....any other examples?
 
 
odd jest on horn
06:20 / 15.01.02
is netizen's post a cheap shot of the variety "if it's so easy, why don't you do it yourself" or do you really have something up your sleeve, Ice Honkey?
 
 
odd jest on horn
06:22 / 15.01.02
Jeff Minter's web page: http://myweb.magicnet.net/~yak
 
 
netbanshee
22:35 / 15.01.02
no...he does...whether he'll share (or could at this point) is in his court. Some of the things I've seen him work on have major links to gaming...
 
 
The Monkey
18:40 / 22.01.02
okay, it's clear y'all are looking at the "videogame as art" concept from a visual-aesthetic perspective, but you might to check out Feng Mengbo's "Q4U" project. I'm not sure how to charcterize it...videogame as performance art? the symbolism of destroying the self/others?
I actually haven't "played" the piece, but as a uchi student I've seen the posters and read the articles.

Here's a link: http://www.Q4U1.uchicago.edu/
 
 
The Monkey
18:42 / 22.01.02
and go here for info about the exhibit, with essays, analysis, etc.
http://www.renaissancesociety.org/
 
 
Mr Ed
12:35 / 23.01.02
For those of us in London, there's always:

Cultural Capital
 
 
Mr Ed
12:39 / 23.01.02
For those of us in London, there's always:

Cultural Capital

 
  
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