A long time ago (2014), in a living room far far away, I asked Wyatt to help me create my Dragon Age: Inquisition character.
We created a:
- Scrawny Elf
- With a facial tattoo that covers his entire face
- Who carries a two-handed sword
- And has a deep voice
I loved playing as him.
I sunk hours into Dragon Age: Inquisition until I hit the wall and got stuck in the game. At this point, I am sure, a new game entered my orbit, and I blasted away from my elf and the inquisition.
I loaded Dragon Age: Inquisition once more last night. Combat/gameplay rhythms were unfamiliar after being away from the game for so long. My elf had not changed… but I have.
Unlike reading multiple books at the same time, I think video games are harder not to play fully invested in. With big AAA games, I tend to forget about the:
- Controls (muscle memory does help with skill-based games)
- Story (I’m thankful for the games that feature a story recap)
- How much I cared/was invested in characters
So I wanted to ask you:
- How long is too long to come back to a game?
- At what point do you give up/delete/move on because you simply do not care anymore?
Let me know in the comments below!
This is one of the first pieces I ever wrote for another site (back in 2013). Still love this scenario. The Assassin’s Creed series is often the Adventures in Odyssey equivalent of the Imagination Station.
I left Christ in the Roman Coliseum; I left him to die.
Carefully scaling the Coliseum walls, I slowly made my way towards my first targets: three would-be snipers. Quietly, in succession, I stealthily stabbed each in the back. Not one of the snipers knew of my existence. I am the wind, the shadows, the reaper of death. I am justice incarnate.
My second target: saving the actor playing Jesus Christ in a play. The irony of a Passion Play in the Roman Coliseum does not escape me. Who knows how many Christians fought for their very lives within these walls? Some believers even torn to shreds by lions for the amusement of Nero and the people. I shudder in disgust and then slip on the disguise of a Roman soldier. Christ awaits my saving grace.
Events quickly unfold in a way I could not foretell. The actor playing Christ has been drugged! I effortlessly scoop him up as Borgia men flood in from all sides of the Coliseum. My mission: get Christ to a doctor. Holding him, I can clearly see his crown of thorns and the fake blood smeared on him. I know his only hope is a cure beyond the battle ensuing around me. Suddenly, the world grinds to a stop.
– Reality Confronted –
If you haven’t guessed, my PS3 locked up as I was escorting the drugged actor to a doctor. I was frustrated. A day has since gone by and I have yet to try again. My wife reminds me that it took Christ three days to resurrect, so why not give the game a rest? My conscience is restless. Nine hours of Assassin’s Creed: Brotherhood has left me with questions. I find myself questioning the digital bodies I have left de-rezzed; I find myself questioning what I am learning about life, beyond the fact that assassinations from the air look awesome. Perspective is everything.
I know that at the end of the day I will return and continue my “historical” Roman adventure. But I want to keep in mind that violence is reality based. Violence is also something that is worshiped within American cinema and culture. I believe that the reason on-screen violence resonates with people so much is due to the fact that it is usually carried out in the pursuit of justice. The Bible says this though:
Do not take revenge, my dear friends, but leave room for God’s wrath, for it is written: “It is mine to avenge; I will repay,” says the Lord. – Romans 12:19 (NIV)
Yet the Lord longs to be gracious to you;
therefore he will rise up to show you compassion.
For the Lord is a God of justice.
Blessed are all who wait for him! – Isaiah 30:18 (NLT)
I realize that Ezio’s actions in Brotherhood are simply a part of a fantasy world. I also realize that God is an avenger and a dealer of justice. Though I know that the worlds of fantasy and reality can sometimes blend, I want to be mindful of who and what I am allowing to shape my soul. So God help me.
Wyatt and I watched Naruto for the first time. Let us just say that will also be the last time the orange jump suited ninja will be allowed in our home for awhile.
The line between fantasy and reality is a thin one when you are a kid. Our imaginations go wild in youth. Dreaming big dreams, playing on playgrounds of fantasy. Reality, physical consequence, stalking at the unseen edges ready to pounce.
In one of the Naruto episodes Wyatt and I watched, Naruto accidentally gets clawed by a weapon in battle. The weapon’s tips laced in poison. Naruto decides to act. To get rid of the poison, he jams a knife into his hand. Blood shoots out. At this point, I’m blocking my son’s eyes. I wasn’t quick enough.
“Daddy, do you remember that ninja guy who shoved a knife into his hand?”
“Yes. You know that wasn’t real but was fiction, right?”
As much as my preferences for story surge against the dam of sanity, I made a mistake. Not only that, but that I failed in my role as a guide for my son.
I have to remember, I am the gatekeeper. Not only controlling what walks in past the gate but also for taking my son in hand and beyond the gate. His mom and I are tasked with explaining life to him. Helping him navigate between what is real and what is fantastical.
One of my greatest faults, as a father, that I’m sure I share, is that I am always in a hurry for my child to grow up. I want to share much cooler worlds than those that Garfield inhibits. Age, individual maturity, and even family rules dictate that Naruto stay beyond the gate. For now.
The last thing I want is for him to think that the mature violence depicted is somehow okay to carry out in real life.
I apologized to Wyatt. Told him that Naruto can’t come over and play for a bit. He wasn’t thrilled, cliffhanger episode, but maybe with time he’ll understand.
Being a dad is hard. The mistakes I make are often centered around me wanting to fast forward time. Contentment, meanwhile, calls.
“I like nonsense, it wakes up the brain cells. Fantasy is a necessary ingredient in living, it’s a way of looking at life through the wrong end of a telescope. Which is what I do, and that enables you to laugh at life’s realities.”
– Dr. Seuss
Living in a post-9/11 world, I view the world through a different lens. This past weekend I finally had a chance to sit down and watch The Avengers with my wife. As the movie raced towards its world-ending conclusion, with a portal opening above New York City, I found myself drawn out of the movie’s fantasy and into reality.
Helpless bystanders were running through the city streets, trying to evade the destruction going on around them. New York City was in havoc. As taxi cabs were blasted through the air and skyscrapers were torn asunder, I became uncomfortable. I remembered scenes of people fleeing the dust cloud on 9/11; I remembered the repeated video footage of the planes that flew into the twin towers.
I don’t think I’ve ever realized just how much my perception of life has changed since 9/11. Even the movies that I used to think were fun, big budget action films, are tainted in messy reality.
Side Note: With all of the above being said, did anyone else notice that despite the falling debris from the skyscrapers, there was no dust in the air? The end scenes from The Avengers would have been almost unviewable had reality ruled. Hurray for viewable fantasy!
From Minority Media’s site:
Papo & Yo is the story of a young boy, Quico, and his best friend, Monster. Monster is a huge beast with razor-sharp teeth, but that doesn’t scare Quico away from playing with him. That said, Monster does have a very dangerous problem: an addiction to poisonous frogs. The minute he sees one hop by, he’ll scarf it down and fly into a violent, frog-induced rage where no one, including Quico, is safe. And yet, Quico loves his Monster and wants to save him.
Last night I downloaded the demo for Papo & Yo on the PS3. I had read a fair amount about how the game was based on the developer’s abusive childhood, at the hands of an alcoholic father, and I wanted to see how that translated into the game.
While the game featured an interesting aesthetic and puzzles that made me grin, I was bothered by the shoddy controls and poor level design. Not to give anything away but the demo ends on a tense note. I literally found myself wanting to buy the game despite my thoughts on its overall design. After going online and reading some reviews, which sadly turned me away from the game, I decided not to take the abusive journey with Quico.
For some reason, perhaps it was the sparseness of the level design, Papo & Yo reminded me of Ico. Ico was a game that I didn’t necessarily love but appreciated. This reminder then got me thinking about how I had never played Team Ico’s other game, Shadow of the Colossus. So, on a spur of the moment purchase, I bought Shadow of the Colossus off of PSN. Hours later, I was playing the game.
Shadow of the Colossus has a NeverEnding Story feel to it. I love it! Will write more soon.