When I woke up yesterday, I remembered that I had plans. As such, I ate first one, then a second meal. I showered. Shaved off my beard, and hacked off most of my hair. Put down my filthy eyeglasses and put in my contacts for the first time in months. And I ventured out into the night.
WiG Boston was meeting at Tommy Doyle's, and while I rarely turn down the opportunity for beer these days, I was more interested in that night's presentation, by one Zoe Quinn, developer of the recently released "commercial-ish" Depression Quest. I ran through it a couple of times in preparation, and I urge all of you to do the same, after a quick perusal of the trigger warnings.
The design is inspired, and I'll not detract from your depressing experience by describing it in too much detail. Suffice to say it captures very well the most game-like aspect of depression: the persistent sense, no matter where you are, that it's Too Late. My experience with the game, in particular, was very positive: I am in way better shape than our unnamed second-person protagonist. My actual situation, perhaps, is a lot trickier--Depression Quest with a side of Silent Hill 2--but as far as coping mechanisms, motivation, and willingness to ask for help, I'm pretty good at this shit. Then again, it's new to our protagonist. I've been in the field since I was nine years old. "You merely adopted the dark," I wanted to tell him, unintelligibly. "I was born in it."
I'm grateful for the experience. There aren't many things that make me feel a sense of competence these days, let along mastery. And I do call my family when I can't bear to talk to them. I do go out when I don't feel like it, and half the time it goes quite badly, but I keep at it. I slog forward, maintaining the faith in what I can rationally discern, the command to treat the self like an other and the other like the self; I hope in the absence of hope. I plan for tomorrow, ignoring the visceral certainty that I've ruined my life.
So apparently I'm still good at something. Perhaps MITCO can help me find a strong verb to put it on the resume.
Absent from DQ, for reasons entirely sensible, is the impetus that follows, the empty altar in the church of Too Late. I've had a good deal of time on my hands, these past few years, and the philosophical wand'rings have proceeded apace. When someone you love is sick for months at a time, and the doctors can't tell you why, you get pretty familiar with death. You learn a lot about death, but you learn even more about fear.
And this, dear reader, is what I've learned in that time: the fears of death, rational and not, are perhaps too easily confused. The irrational, pre-verbal fear of death is, in practice, inferred from fear of pain. It is overwhelming, at times. It's stronger than almost anything else we can feel, but it's not deep, and in focused bursts, it can even be brought to heel. The rational fear of death is a trickier one; as has been noted by the talented and famous, nobody has anything bad to report about the stretch of time before their birth. Why should we be concerned about going back?
Because we experience death, over and over, during life. We experience it as loss, and loneliness. And the idea of death sticks to us, blinding us to the fact that the only person at the funeral who's guaranteed not to feel lonely is the one in the box. There only two people in the entire universe, after all: you and everyone else. Morality begins with the acceptance that you are always and forever outnumbered. Written in that fear is a social contract, perhaps the first of its kind; a promise issued daily to everyone we love, everyone we know, everyone we meet. I will keep your fiction, we promise, that tomorrow will be the same as today. Turn away from me if you like. I will continue to exist. I will maintain your reality.
I will be.
Showing posts with label Silent Hill. Show all posts
Showing posts with label Silent Hill. Show all posts
Wednesday, February 27, 2013
Friday, November 11, 2011
Surviving the Winter
Hey, kids. It's winter in the Greater Boston Area, and if you're depressed and taking care of a chronically ill person, that means you're stuck in a time loop, revisiting the narratively compelling artifacts of your more rockin' years, and, appropriately, watching a lot of Doctor Who.
(We will not, in this previously-on-Undisciplined entry, deal with Torchwood. Because, come fucking on, Davies. Scrap it, try again with Crowd Hoot or Hot Rod Cow.)
The piece de resistance, or "piece of resistance," of my current domicile is my first-run PlayStation 3. The wood-burning model. It weighs seventy pounds, gives off 5,000 BTUs, it can theoretically run Linux, and it's completely fucking irreplaceable, since Sony has apparently blinded or executed everyone who worked on it. This means that I have hardware emulation of previous PS games, in the sense of having a PS2 emulator that contains a PS1 emulator. This represents the holy grail of gaming, because now I can play games that are a decade and a half old. Because I am an idiot. (For further research, check every other entry.)
When life is stressful and the sun itself has abandoned you, the logical thing to do is to hunker down and do a Silent Hill marathon. The first game weathers the ravages of time quite competently; the resolution drop is jarring at first, especially on an HDTV, but not seeing shit is kind of the sine qua non of Silent Hill's visuals, so you get used to it pretty quickly. What does stand out is the ear-splitting, high-pitched squeal the game will occasionally emit when you use the handgun too often. Since the handgun is the only firearm with which the player is provided adequate ammo, this does change the gameplay experience significantly. Apparently this flaw is also in the PSone classic download from PSN, because Sony hates us and wants us to suffer.
The internet is less than specific about the pervasiveness of the glitch; I don't much remember it, but some people seem to have reported it while playing in PS2 emulation. It's possible the only way to play Silent Hill correctly is with an out-of-production console, in the dark, while high on mescaline.
Which raises a curious problem for games studies. Obviously, access to earlier texts is something you're going to need in any serious (or comical!) study of a medium. Literature students have libraries, the bastards, and an adorable print industry that pretends to keep the medium relevant. Film schools tend to have extensive archives, and film archiving in general is an ongoing and respected cultural project. And I hear now and then about university libraries stockpiling videogames for the apocalypse.
A problem occurs. One, are we really going to need to keep all this fucking hardware on hand forever? Does the future need GameCubes? PC emulation solves some of this, I suppose, but leaves the purists grumbling. More to the point, not everyone has the opportunity to see Othello performed between two of their English classes. We developed a workaround, providing students with the "text" of the text, and asking them to "read" the play. This is a pet peeve of mine, and I intend to be entirely unreasonable about it for the remainder of my life. The screenplay for Casablanca is not fucking Casablanca.
But what if it were? It's good enough for a citation. Similarly, if you just need to swipe some plot elements from Metal Gear Solid 2, a transcript will do nicely. But if you need mechanics, architecture, ethics...you need the original game, on the original platform. In the dark. High on mescaline.
Except you don't. If we're to drop our narrative infatuations, it seems appropriate to ask where we draw the line between the text and a given performance of the text. If dialogue isn't key, spice it up or lose it. If graphics don't matter, spruce 'em up or trim 'em down. Does Silent Hill actually need low-res redraw to be Silent Hill? Can we get a better translation of the Japanese text? Can Konami hire people to write better Japanese dialogue? (The answer to this last question, as evidenced by MGS Twin Snakes, is: no.)
Preservation is obviously going to be a concern down the line, and every medium struggles with it at some level. I don't really know whether it's important to see The Great Dictator on film, or whether a digital copy is sufficient. But I also don't know where the line between "remake" and "restoration" lies for videogames.
(We will not, in this previously-on-Undisciplined entry, deal with Torchwood. Because, come fucking on, Davies. Scrap it, try again with Crowd Hoot or Hot Rod Cow.)
The piece de resistance, or "piece of resistance," of my current domicile is my first-run PlayStation 3. The wood-burning model. It weighs seventy pounds, gives off 5,000 BTUs, it can theoretically run Linux, and it's completely fucking irreplaceable, since Sony has apparently blinded or executed everyone who worked on it. This means that I have hardware emulation of previous PS games, in the sense of having a PS2 emulator that contains a PS1 emulator. This represents the holy grail of gaming, because now I can play games that are a decade and a half old. Because I am an idiot. (For further research, check every other entry.)
When life is stressful and the sun itself has abandoned you, the logical thing to do is to hunker down and do a Silent Hill marathon. The first game weathers the ravages of time quite competently; the resolution drop is jarring at first, especially on an HDTV, but not seeing shit is kind of the sine qua non of Silent Hill's visuals, so you get used to it pretty quickly. What does stand out is the ear-splitting, high-pitched squeal the game will occasionally emit when you use the handgun too often. Since the handgun is the only firearm with which the player is provided adequate ammo, this does change the gameplay experience significantly. Apparently this flaw is also in the PSone classic download from PSN, because Sony hates us and wants us to suffer.
The internet is less than specific about the pervasiveness of the glitch; I don't much remember it, but some people seem to have reported it while playing in PS2 emulation. It's possible the only way to play Silent Hill correctly is with an out-of-production console, in the dark, while high on mescaline.
Which raises a curious problem for games studies. Obviously, access to earlier texts is something you're going to need in any serious (or comical!) study of a medium. Literature students have libraries, the bastards, and an adorable print industry that pretends to keep the medium relevant. Film schools tend to have extensive archives, and film archiving in general is an ongoing and respected cultural project. And I hear now and then about university libraries stockpiling videogames for the apocalypse.
A problem occurs. One, are we really going to need to keep all this fucking hardware on hand forever? Does the future need GameCubes? PC emulation solves some of this, I suppose, but leaves the purists grumbling. More to the point, not everyone has the opportunity to see Othello performed between two of their English classes. We developed a workaround, providing students with the "text" of the text, and asking them to "read" the play. This is a pet peeve of mine, and I intend to be entirely unreasonable about it for the remainder of my life. The screenplay for Casablanca is not fucking Casablanca.
But what if it were? It's good enough for a citation. Similarly, if you just need to swipe some plot elements from Metal Gear Solid 2, a transcript will do nicely. But if you need mechanics, architecture, ethics...you need the original game, on the original platform. In the dark. High on mescaline.
Except you don't. If we're to drop our narrative infatuations, it seems appropriate to ask where we draw the line between the text and a given performance of the text. If dialogue isn't key, spice it up or lose it. If graphics don't matter, spruce 'em up or trim 'em down. Does Silent Hill actually need low-res redraw to be Silent Hill? Can we get a better translation of the Japanese text? Can Konami hire people to write better Japanese dialogue? (The answer to this last question, as evidenced by MGS Twin Snakes, is: no.)
Preservation is obviously going to be a concern down the line, and every medium struggles with it at some level. I don't really know whether it's important to see The Great Dictator on film, or whether a digital copy is sufficient. But I also don't know where the line between "remake" and "restoration" lies for videogames.
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