Agile and limber,
dancing on three-inch wall protrusions, I am so much more than a
thousand-pound space marine. I hop along the rooftops, tagging jackal
snipers that strut from the oblivion of half-hidden spawn points,
while enemy fireteams stand inactive in the shadowed alleys of Old
Mombasa. When my brother and I received Halo 2 on Christmas
Day, 2004, it was both our first Xbox game and first
first-person-shooter. Without the distraction of Xbox Live we
replayed the campaign levels with the repetitive scrutiny of
archaeologists scratching in the same dig site day after day.
Halo 2’s
story is noticeably the most fragmented of the series. The came jumps
back and forth between the franchise protagonist, Master Chief, and a
dishonored general turned special operative, The Arbiter until the
two meet and unite against the threat of galactic annihilation.
“Space Opera” does not even begin the capture the grandness
(read: blandness) of the game's twists and turns and sudden
transitions from planet to planet to space station; jungle lake to
snowy tundra. In many ways, I over-consumed the narrative. What
should have been a brief experience dwarfed by weekends lost to the
addiction of competitive multiplayer became an optimized ritual unto
itself. My brother and I learned where extra vehicles were hidden,
which alcoves held additional sniper and rocket ammunition, and which
side routes provided a tactical advantage. These experiences lead me
to reject the traditional claim that Master Chief's blank face-plate allows the audience to project themselves into the ultimate super
solider. As we explored the architecture of each level we became more
quartermaster than commando and more concerned with the minutia of
supplies than the titillation of combat.
A comparison to
Doug Liman's military scifi thriller, Edge of Tomorrow (2014),
might perhaps help us understand the irony of player choreography
within the framework of the “action genre.” Whereas the pleasure
of most action movies is the way the characters spontaneously respond
to challenge after challenge with fists, swords, or guns, Edge
of Tomorrow makes the audience
aware of repetition and staging within action films. Tom Cruise's
character can only transform from journalist to soldier through
countless respawns that teach him where each danger lies waiting on
the battlefield. Much of the film's visual pleasure emerges from the
learned perfection of a well-timed dodge or double-kill. The film
bridges the gap between games and cinema and asks us to consider how
we play and how we replay.
My
experience with Halo 2 stretches
beyond Edge of Tomorrow's
deconstruction of the action movie and leads me to ask: How does
repetition both slow down or enhance a game experience? In a level
called “Regret,” situated roughly in the middle of the campaign,
there is a moment when a gondola arrives to carry the Master Chief
over a lake. After killing numerous enemies who intended to storm out
of the gondola and attack the Chief, I would wait for a Pelican (the
game's dropship) to fly by and release several resupply canisters
filled with power weapons. Because the game limits you to carrying
only two weapons at any time, the superficial implication is that the
player should pick their favorite means of destruction, then get on
the gondola and forge ahead. Instead, I made a habit of ferrying each
weapon onto the gondola, trading it with an alien weapon dropped
among the corpses I just killed, then going back to the resupply
canisters to exchange the inferior plasma firearm for another power
weapon. The game takes a tranquil pause until I've
littered the gondola deck with shotguns and rocket launchers and launch onward
across the lake.
I
think this sequence represents a tension in the game's design because
my little maneuver worked to both arrest the level's forward momentum
while simultaneously empowering me with more tools of destruction to
fight more aliens on the other end of the gondola ride. I had to discover that this little piece of choreography will help me later on in the level. It represents on of so many little dances that both optimized my play and distanced me from intended machismo.
If first person shooters are meant to embody military perspectives and fantasies of warfare, who am I when I stop shooting? There is something profoundly un-Master Chief about snooping around for extra sniper ammo, yet, in order to play on Legendary mode, the game's highest difficulty, the aforementioned “Legend” needs to start doing less running and gunning and more walking and collecting in order to survive.
If first person shooters are meant to embody military perspectives and fantasies of warfare, who am I when I stop shooting? There is something profoundly un-Master Chief about snooping around for extra sniper ammo, yet, in order to play on Legendary mode, the game's highest difficulty, the aforementioned “Legend” needs to start doing less running and gunning and more walking and collecting in order to survive.
A
few weeks before the Xbox appeared under our Christmas tree I
remember when my brother's friend brought over his own Xbox and a
copy of Halo 2 during
a sleep over. During this brief preview I recall that as the friend
showcased the game's graphics and gore he would occasionally
look down with the joysticks and look at the Master Chief's feet. Not
every FPS shows the player's feet
he insisted; for emphasis, he occasionally stuck his own shins with a plasma grenade and ran around before blowing up and
respawning. The feet mattered and the paths they take matter, treading and retreading the battlefield.
This piece was inspired by Critical Distance's Blogs of the Round Table March discussion on Choreography in games. For more video game writing consider reading Critical Distance or checking out these other pieces on Choreography: