Pointless Nostalgia: Gaming

We now continue with my series of self-indulgent nostalgia posts discussing the sci-fi and fantasy I loved as a child, which turned me into the proud nerd I am today.

A screenshot from the mission Stair of Grief in Myth II: SoulblighterThis time, I’ll be discussing video games. Note that I am limiting this to sci-fi or fantasy games that had a significant impact on my views of those genres, so there are some games that I truly loved that will not be discussed in this post. The Age of Empires franchise, for instance.

Some of these are also games that I’ve discussed before, so my thoughts on them may be a little truncated to avoid repeating myself too much.

Warcraft:

Of course, Warcraft is always the first game franchise that comes to mind on this topic. Warcraft: Orcs and Humans wasn’t the first game I ever played, but I did start on it very early in my life, and it’s probably the first one to have had a major impact on my tastes going forward. I would go on to spend an enormous amount of time playing it and its sequel, Warcraft II: Tides of Darkness.

In retrospect, the early Warcraft games weren’t particularly special by modern standards. They were fantastic given the limitations of the era, but looked at through modern eyes, they were fairly thin experiences that shamelessly ripped off Warhammer and Lord of the Rings.

Still, I loved them at the time, and Warcraft II is noteworthy for kickstarting my lifelong love affair with Elves. With their coolly confident voices, lethal ranged attacks, badass capes, and epic hair, my seven year-old self thought the Elven archer units were just the most amazing thing ever.

A screenshot from Warcraft: Orcs and HumansWarcraft III, however, was something special. It vastly expanded the universe and added an incredibly amount of depth and complexity to what was previously a very simple story.

Timing also played a role in my love for Warcraft III. It came around just as I was getting old enough to understand that the world isn’t entirely black and white. I think it had a profound impact on my sensibilities as a writer, and as a person. It helped to waken me to the idea that there is more than one perspective on everything, that one person’s villain is another’s hero.

The expansion, The Frozen Throne, was less impressive, but it did take my Elf obsession to new heights by reinventing the Elves as the Blood Elves, who remain my favourite interpretation of the archetype from any source.

Again, timing plays a role. To my teenage brain, the edgy, sexy, misunderstood Blood Elves seemed irresistibly cool.

StarCraft:

Blizzard’s other great RTS franchise also deserves a mention, but truthfully, I’m not sure it really had that big an impact on me.

A screenshot from the original StarCraft's Terran campaignNow, don’t get me wrong. I loved StarCraft, and still do. It was a great game with a strong if somewhat imperfect story, and from a gameplay perspective, it was a quantum leap forward for the genre.

I’m just having trouble drawing any direct lines between my love of StarCraft and my current sensibilities. I had already developed a certain degree of interest in sci-fi thanks to things like Star Trek and Beast Wars.

Mostly all I can say is that Jim Raynor was and remains my all-time favourite video game character, a rare example of a character who is presented as an everyman forced into the role of hero and actually feels authentic as both.

One nice thing is that StarCraft 1 is the only entry on this list that can be readily played today, without dealing with technical issues or outdated graphics and game mechanics.

Drakan: Order of the Flame

Here’s a game that’s definitely not remembered as one of the great classics. Still, it was special in its way, and I remember enjoying it a lot — despite some glaring problems.

A screenshot from Drakan: Order of the FlameDrakan was a fairly generic fantasy story — Evil McBadPerson is coming back from the dead to destroy the world, unlikely hero must stop him — centered on a young woman named Rynn, who bore a remarkable resemblance to Lara Croft. Rynn stumbles across a dragon named Arokh and winds up soul-bound with him.

So the gameplay split between content played as Rynn and aerial sequences atop Arokh.

Arokh is what made the game worth playing. His wry humour and cynicism gave him infinitely more personality than Rynn, but the gameplay of playing as a dragon-rider is what made Drakan really special.

Few things in my gaming career have equaled the sheer thrill of soaring through the air atop a fire-breathing dragon, and Drakan made it every bit as amazing as you would expect. The controls were simple and intuitive, the maps were expansive and full of potential for exploration, and Arokh’s power was awesome in the truest sense of the term. Enemies that would be challenging or nearly unbeatable as Rynn could be effortlessly incinerated by Arokh.

Despite its generic story, Drakan impressed upon me the sense of awe and wonder that the fantasy genre is capable of, and I still have many fond memories of soaring across the Eastern Archipelago, raining fire on my enemies.

A screenshot from Drakan: Order of the FlameDrakan is also noteworthy for beginning my lifelong hatred of jumping puzzles and platforming mechanics. I truly believe the gaming industry has evolved beyond the need for such things; I wish they’d just go away altogether.

Myth:

I am not given to looking back with rose-coloured glasses. I am not someone who grumpily declares that games were so much better back in the day and the current crop of games just can’t compare.

But the Myth franchise was something so unique and special that even today I’ve never quite seen a game equal it.

For whatever reason, Myth: The Fallen Lords and Myth II: Soulblighter* did not become elevated to the pantheon of all-time great RTS games like Age of Empires and StarCraft, but they deserved to be. They ought not to languish in forgotten obscurity as they do.

*(We don’t talk about Myth III. It didn’t happen.)

Art for Myth II: SoulblighterMyth wasn’t like other strategy games. There was no base-building, no economy. Only very rarely would you ever receive reinforcements during a mission, and you virtually never had any control over when you got them. It was just you and a small group of soldiers fighting against impossible odds.

And things did often feel all but impossible. These were brutally difficult games, which is my one complaint about them. You were invariably outnumbered, often outgunned, and there were a million little things that could go wrong.

Which brings me to another unique thing about Myth, which was how incredibly realistic the combat was. It’s hard to imagine, but these janky old games from the 90s managed a level of realism that is unheard of even today. Wind could blow your archers’ arrows off course. Rain could cause your Dwarves’ grenades to fizzle out. Body parts rolled downhill. Explosions sent deadly chunks of shrapnel wheeling across the battlefield, cutting apart friend and foe alike.

This immense realism and the complexity it created were a big contributor to Myth’s difficulty. One wrong move could send a grenade flying into your own Dwarves, causing a chain reaction as the grenade set off their satchel charges. This would turn your army into a conflagration of flame and severed limbs, at which point the supremely deadpan narrator would calmly declare, “Casualties.”

And then I’d laugh my ass off even as ghols tore apart what was left of my army.

But the genius of Myth was not confined to its gameplay. It also had a brilliantly different story.

A screenshot from Myth II: SoulblighterMyth was a bizarre mashup of some of the best elements of Warcraft, Lord of the Rings, and The Black Company. It was high fantasy in the truest sense of the term, full of magic and fantastical beasts, but yet it also felt incredibly gritty and real.

The interesting thing is that they didn’t give you a birds’ eye view of events as most such stories would. Everything was told from the perspective of ordinary soldiers on the frontlines, who often didn’t fully understand the plans of their superiors. Normally I’m not a fan of ambiguity in story-telling, but in this case, having only incomplete glimpses of the world and its history made it feel so much more real.

Much like the how the gameplay could be unrelentingly difficult, the story of Myth was often ruthlessly bleak, depicting a world bereft of hope in the face of all-consuming darkness, but that only made the characters feel more heroic, the struggle more meaningful.

I’ll also say that despite that almost complete lack of any character development or personality, I still think Soulblighter is one of the all-time greatest video game villains. You’ve just got to respect a guy who cut off his own face and tore out his own heart “in a ritual too dark to name.”

And I haven’t yet touched on my great love for the Heron Guard (Best. Paladins. Ever.), or how hilarious the Dwarves were, or the utter badassery of the Trow, or the sheer terror of the Myrkridia…

Myth bannerOr I could talk about they seamlessly blended traditional high fantasy elements with more obscure concepts out of Irish and Mayan culture and their own unique fiction…

Damn, I miss Myth.

Lord of the Rings and the Emotional Cadence

Recently, I’ve started rereading Lord of the Rings once again. I forget exactly how many times I’ve read these books now, but it has been quite a few years since the last time. Importantly, this is the first time I’ve read them since I became a writer, so although I’ve read them many times, this is the first time I’ve studied them.

A map of Middle EarthI notice a lot of interesting things by looking at Lord of the Rings through my WriterVision™ — such as how big the physical world of Middle-Earth feels compared to modern fantasy settings, likely a side effect of rapid transit effectively making the world smaller for people in the modern era.

However, what strikes me the most is what I like to call the emotional cadence of the books.

This is something I noticed even when I was much younger, but now that I’m looking at Lord of the Rings through a writer’s eyes, it’s even clearer.

If you lay out the story of Lord of the Rings, it could seem almost crushingly bleak. An almost omnipotent dark lord plans to cover the entire world in darkness. Ancient races and civilizations are mere shadows of their former selves, and there is little strength left to resist the shadow. The only hope comes in the form of a fat, spoiled rich kid with no knowledge of combat or adventure who is slowly being driven mad by the evil artifact he carries.

But it doesn’t really feel that oppressive when you’re reading it, does it? It’s a dark, intense story, but you never feel it start to weigh on your mind the way such stories can.

A Lord of the Rings image created for a graphics contest at GalacticaBBSThis is because Tolkien made sure to regularly interrupt the peril and the impending doom with moments of peace and levity: staying with Tom Bombadil, recovering in Rivendell, resting in Lorien, smoking in the ruins of Isengard, even stewing rabbit on the borders of Mordor.

It is this balance between joy and sorrow, peace and peril, that makes Lord of the Rings the brilliant story it is. The balance between the darkness and the light allows the reader to feel each more keenly. A candle shines so much more brightly in a darkened room.

This is something few other authors seem to be able to replicate — save perhaps J.K. Rowling with the Harry Potter books, and is it a coincidence those became monstrously successful instant classics? Too few seem to realize that “emotional rollercoaster” means you have ups as well as downs.

A lot of authors seem to struggle to strike this balance. They just keep ramping up the tension endlessly with no relief until the reader becomes depressed or simply desenitized, or else they offer little to no tension at all, creating a bland and flavourless story of basically nice people doing basically nice things with no excitement.

Even my literary idol, Ian Irvine, has occasionally struggled with this, notably with the Tainted Realm books, which at times delved too heavily into darkness without offering the reader a chance to catch their breath.

The covers for the "Tainted Realm" trilogy by Ian IrvineNow, there is room for some variety in how one interrupts the balance of light and darkness. Some stories are very dark, and will rarely offer the opportunity for peace and calm. Others are light-hearted and never let the fear or the sorrow become too intense.

But regardless, that cadence still needs to exist. You need to have some highs, and some lows, and they need to spaced out with some degree of regularity. Go too long without some positivity, and readers will become emotionally exhausted and lose interest in the story. Go too long without some intensity, and you’ll bore people to tears.

This is something I’m very conscious of in my own writing. I work very hard to keep the darkness and light balanced in my fiction. This is why Leha almost freezing to death is followed by her befriending Benefactor, and why the quiet comfort of Leha and Tyrom keeping each other sane on the streets of Tallatzan is followed by the crushing realization that humanity is in its waning hours.