Showing posts with label Tales of Graces. Show all posts
Showing posts with label Tales of Graces. Show all posts

Wednesday, 11 November 2015

Tales

I am learning to cry.

Not learning to stage-cry. Not learning to perform crying, whether in honest fiction or dishonest manipulation. Not training a nerve pathway to bypass my emotions en route from brain to tear ducts (if that's how it works – I wouldn't know).

I am learning to cry when my chest tightens and breathing becomes difficult. Learning to cry when I have a reason to cry. Learning how to tell when I have a reason.

I am learning to cross an emotional wall that I don't remember building. I haven't cried a lot since childhood. I internalised early the idea that crying is weak or shameful, so that by the time I learned otherwise I had ruined the emotional pathways to doing so.

In my first nine years of adulthood I think I cried three times.

This is not healthy. I have spent the last year trying to re-engage with myself, to allow what I feel – which is who I am, really – to manifest in what I do and how I live. I've written a bit about it before.

Video games are helping. Virtual worlds are an emotional gym, albeit one I often stare through the window of rather than using. Like going to the gym, it takes an act of will and an openness to pain to engage with a game.

It's interactivity – I extend myself, and something responds. It's as interactive as any button-press, except that the buttons are inside me.



Okay, I freely admit that sentence is ridiculous. I'm using humour to restore emotional distance.

The inner button I'm pressing is the power switch.



Tales of Symphonia was maybe the first game to bring a tear to my eye, long before I realised crying was something I would have to learn. I can't now remember exactly what it was that got to me, but somewhere in Symphonia's convoluted turns, Lloyd and Colette were so alive that even I couldn't stay numb to them.



Don't Kiss the Prince

Not all tears are the product of sadness.

Emil, the hero of Tales of Symphonia: Dawn of the New World, is one of the queerest characters I've encountered. He talks openly about how handsome Regal is, at one point suggesting the other man take to carrying a rose in his teeth. His struggle, both literally within the world and thematically within the story, is against his violent second nature, his 'Ratatosk Mode'. But for incongruous baggy trousers, his outfit is pretty much a dress:

(Somebody please buy me this outfit)
Marta, who accompanies him throughout the game, initially idealises him as her heroic 'prince', mistakenly believing he saved her life once. She pushes him constantly to play into a romantic fantasy. He resists the casting, even to the point that doing so drives him into Ratatosk Mode.

There is no noble core to Emil's masculinity, only the physical, verbal and emotional savagery of Ratatosk. And Emil feels this, deeply. He dreads this loss of self.

So I cried when, on the last night before the final confrontation, Marta went up on tip-toes to kiss Emil. I cried – or at least achieved a single, proper, rolling tear – because she accepted Emil for what he is, because she released him from her fantasies, because Emil was not required to be something he was not in order to be loved.

(Emil never protests anyone's use of male pronouns for him, or I wouldn't be using them)

It must be said, too, and I will try to say it with as little scorn for myself as possible, that I am easily moved by the simplest romantic resolutions. Emil is given this – and given it without cost to his identity, given it as an act of faith in his eventual freedom – without Marta or the game forcibly normalising him. However far it felt from reality, the assertion of the possibility felt powerful to me.



I cried at the end of Tales of the Abyss, too, even though that's a much more normative romance. I try not to put scorn on myself for it, but I really am a sap.



Turds in the Soup

It doesn't take much turd in your soup to ruin it. Once there's a turd in there, you aren't going to keep eating. It doesn't matter how good the rest of the ingredients are, or how carefully they were prepared.

There's an archetypal character in the Tales franchise that is a turd in the soup. In Tales of Symphonia, he's Zelos Wilder. Tales of Vesperia has Raven, Tales of Xillia Alvin and the latest incarnation is Tales of Zestiria's Zaveid.

A brief summary of crimes:

- Constantly hitting on female characters

- Forcing physical intimacy on other characters

- Responding to literally every situation with humour, irrespective of the mental and emotional cost to anyone else nearby
Pictured: turd
It's weird to me that these characters are such a consistent feature of the franchise (Tales of the Abyss doesn't have an obvious example, but Jade is close in some ways; I've written about the displays of masculine toxicity in Tales of Graces before). Tales games, if they exhibit any common feature, specialise in emotionally rich male characters, men and boys who feel and grow and communicate better than many real male human beings.

And yet, floating in the middle of every otherwise delightful soup, a turd. Tales of Xillia 2 almost fixed the problem by spreading the unwelcome behaviour across multiple characters. This had a diluting effect; to some chefs, absolutely anything can be seasoning.

Indeed, if we're really going to tell stories that grapple with masculinity as Tales aspires to, we're going to have to deal with this behaviour, because it happens, it's real. It's common, even. But playing Tales games is generally, to me, immersing myself in something better. It's participating in a world where that archetype doesn't feel realistic.

Zestiria is the best yet for this. The central theme is respect for the feelings of others. Maybe it's an unrealistic picture of a better world (maybe it isn't) but it's at least a consistent one.

Except for Zaveid's turdery. And while the rest of the cast are unanimous in their rejection of his behaviour, when the emotional tone of a scene has been tainted it is very difficult to restore. Too often, I cannot get the odour out of my nostrils.



If there's one Tales game I don’t think I'll ever cry at, it's probably the one I know best: Tales of Vesperia. It's just a little too cynical, and it concerns itself more with other emotions. Moral abhorrence, mostly.



A Tale of My Own

I sprinkled tears right across Tales of Xillia 2, but I think the superlative writing team would be surprised at where.

I didn't cry at the first grand sacrifice of the story. By that point I was more than a little distracted by upheavals in my living arrangements over the summer, having to take significant breaks from the game because I was away from my consoles. The longest of those breaks, over two months, broke the spine of the game's wider story despite my best efforts.

I didn't cry at the ending, responding to its cruelty with angry defiance instead. Between that and struggling with the bosses because of the break, I found it hard to engage.

When I did cry with the plot, it was in sympathy with Elle's tears. They served as training wheels in a way – we're conditioned quite deeply to be moved by the distress of children. It could be seen as manipulative, I suppose, though that depends a bit on whether you feel the game exploits Elle or whether her situation is treated with respect. There are definitely questions to be asked of Ludger's paternalism.

But mostly I cried about Nova. The circumstances that justify her presence in the game are a cruel mismatch for her personality and force her into a conflict with Ludger that just isn't fair. When it came to a head, and I realised that her displays of affection towards Ludger weren't just sprightly service manner, I was cored.

For the rest of the game, her periodic phone calls carry hints of the hurt she feels. Her attempts to regain good cheer ring desperately hollow. Her voice falters in greeting, her eyes drop away in parting.

I wanted the game's finale to reconcile them. For once, I found myself with a headcanon, something I'm never normally comfortable with. The game didn't deliver, but that wasn't why I cried. I cried because the part of my version of the story that the game allowed me to enact is the kind of thing I would cry at.

If I were able to cry.

I'm learning.



The Uses of Eyes

Which brings us up to the present day, and Tales of Zestiria.

I could talk about the story. That provides plenty of reasons to cry.

The plot, of necessity, is a tapestry of tragedies. The malignant power that provides the story's existential threat is a manifestation of human inhumanity – the tangible essence of a lack of empathy. Hero Sorey, whose defining advantage is the limitless empathy facilitated by an upbringing without spiritual or material want, can't save everyone.

I could talk about the masterful subtlety of the writing, or the moments when it breaks and the characters do too.

But one thing I've heard about, that I'd never managed before, is to cry for beauty. To be moved not by an emotion of my own or one borrowed from a story, but simply by a raw phenomenon, an experience without leverage of pain or triumph.

I can't quite claim to have achieved that, if achievement is the right word (and it is, but in the therapeutic rather than the Xbox Live sense). When the sun-haze and scudding cloud-shadows over the golden fields of Pearloats Pasture became too much to look at, when I had to look away, blinking, a little of that was the transformation of the place from my first visit to it, and everything it implied about what Sorey had achieved there.

But I cried for the low sweep of the valley, and for the beams of daylight I could almost feel. I cried for the breeze and the gentle swell of the music, for the view across the walls and rooftops of Pendrago and the towers of the great bridge beyond the hill in the distance, and for the wonder of motion, Sorey's divinely-empowered run eating up but somehow also reinforcing the miles.



I can't really express my gratitude to this series of games without gushing. There are other experiences I've learned from this year, too, and I'd gush about them if I got started. What I'll finish on is this: open your heart, if it needs opening, and give some Tales a try.

Wednesday, 21 October 2015

Whose Silence is This?

Devon Carter's 'This Silence is Not Mine' stands as one of my favourite pieces of critical writing. It resonates with me because it points towards the novelistic understanding of narrative that I prefer over the dominant conception of video game narrative built around agency and expression[1]. Normally I can tolerate the silent protagonist only in worlds that are silent.

But then there's Tales of Xillia 2's Ludger Kresnik, a character without significant dialogue of his own yet probably the character I've engaged most deeply with this year. Ludger is no blank slate – he emotes both vividly and subtly, and indeed occasionally even utters the kind of not-quite-verbal speech that silent protagonists are sometimes allowed. But in all scenes where there is explicit communication among characters, Ludger is silent[2].

Part of what brings Xillia 2 so powerfully to life is the richness of the characters around Ludger, but more is the incomplete and very human structure of submission it imposes on him. However dire the circumstances, Ludger cannot speak. Whatever his anger or frustration, explicit goals and plans must come from other characters. Ludger exists only in tension with the will of others.

This is something I seek in games, in quasi-circumscribed virtual worlds, because lifelong anxieties make it difficult for me in the 'real' world. Games are safe spaces to allow external forces free rein; their dominance and their costs are confined to a small box which can be switched off if it becomes too much[3]. In-game events cannot affect one to quite the same extent that rent, bills and hunger can, to say nothing of more complex relationships.

This is why I love Vaan in Final Fantasy XII, the perfect viewpoint character for a game about the unmanageability of history. It's why I feel such empathy for Final Fantasy X’s Tidus, who can only ever be a hanger-on to Yuna's journey. And it's why more competent, driven protagonists like Tales of Vesperia's Yuri and Tales of Graces' Asbel leave me cold (see also: protagonists on whom the broader story centres, like Cloud and Squall).

There is a second twist to this, though, because Xillia 2 has dialogue choices. Quite a lot of them, even. It's almost retro, a throwback to the idea that a plot is more interactive if you chuck a menu up on screen occasionally.

At the very moments when silence and submission would be most comfortable, would exonerate me of the party's toughest decisions, I'm forced, with Ludger, to take responsibility. I found it paralysing. Often choosing would take me far longer than the pace of real dialogue would have afforded Ludger. At least once, on a choice for which there was a time limit, I deliberately elected to let the timer run out, as if I could force the game to take responsibility back.

It's never clear what effect the choices have on the game's core narrative (for some choices, the game will tell you which other characters you've impressed, but only after you make the decision). More than once, I found myself doggedly opposing choices that led to plot events that were probably inescapable. Even when it comes to affecting which ending you get, few choices before the game's climactic chapter matter.

The choices exist to reward engagement in the characters with the agony of choice. It's an interactivity far more palpable than pushing buttons. More importantly, because of the way choices are framed, because of the game's narrative structure taken as a whole, Ludger's voice is restored in them, and harmonised with my own.

I played Ludger as a reluctant, stumbling non-hero, unwilling to make tough choices and struggling to communicate with his allies. Partly this was because I struggled to intuit which potential nuance of any given phrase the game would pick up on, so I often made choices which the characters put a different spin on to the one I was expecting[4]. But by accident (or maybe design, though not mine), there was a coherence to my errors.

Ludger's silence, and the awkwardness I bequeathed him, fitted. My Ludger made bad decisions and hurtful remarks because neither of us could handle loving the people around him as much as we did in such cruel circumstances. His silence was not mine, but it was so like mine – a silence I often find myself in – that the difference seldom mattered.

All of which was only enough to earn me the sorta-OK ending, out of the game's four choices. For the true ending, not only would Ludger have to be braver, nobler, and more confident, but so would I. It may be a while before I can face trying again.







[1] Herein lies the (perhaps over-strong) line I draw between games I play for narrative and games I would prefer display as little narrative as possible. Silent protagonists – truly silent protagonists, the Gordon Freemans who are silent because they are protagonists in a video game, not because their silence is part of the plot – feel to me like holes, like an absolute barrier to my engagement rather than a necessary precondition for it.

[2] It was pointed out to me after I drafted this that in Xillia 2’s new game plus mode, Ludger’s speech is restored for his dialogue choices. I imagine this changes a few things about how the story feels, but I can’t comment on it directly as I haven’t experienced it myself.

[3] So the orthodoxy goes, anyway. Perhaps I would be a healthier being if I had not spent so much of my life believing it.

[4] A familiar experience. I'm not great at verbal communication.

Wednesday, 24 June 2015

Protecting the Trophy Cabinet

Tales of Graces is the story of Asbel Lhant, heir to the small border domain of Lhant. Asbel begins the game as a spirited, disobedient child at odds with his militaristic father's strictness. Eventually, Asbel runs away from home to pursue his dream of becoming a knight in the King's army; the bulk of the plot kicks off as he nears the end of his training seven years later.

In short, Asbel is a textbook fantasy hero. So textbook, in fact, that he and his kind were written out of the fantasy textbook some years ago as a tired and never-terribly-interesting cliché. Graces does a pretty good job of bringing the cliché to life, though, through a combination of good visual design, good voice-acting and a solid script.

And that's a problem, because this is a cliché that embeds a lot of toxic masculinity, and Graces either doesn't realise this or outright embraces it. Asbel is obsessed with the idea of protecting people; Graces' statement of theme translates as 'Discovering the Strength to Protect'. The idea of protection at hand is fundamentally possessive.

The best illustration of this is in Asbel's relationship to his childhood friend and eventual wife, Cheria. During the childhood section of the game, Cheria is unspecifically frail, easily exhausted and doted on by the people of Lhant. After the seven-year intermission, mysteriously[1] cured, Cheria becomes the party's strongest healer and a powerful caster.

During childhood, Asbel tolerates Cheria more than actually caring about her – in his initial escapade, he drags his brother along to climb a nearby hill, but leaves Cheria behind saying he doesn't want her slowing them down. When they return to town Cheria is upset; Asbel stalls her by handing over a flower he picked idly on the hilltop and pretending he meant it all along as a gift.

In his seven years of training, Asbel never once tries to contact Cheria. When the adult section of the story begins, she comes to find him at the knight academy to tell him his father has died and he's now the Lord of Lhant. She's reticent, clearly sympathetic to Asbel's loss but also unwilling to offer comfort. Asbel is too self-absorbed to understand, but the player will; Cheria has been deeply hurt by Asbel's silence.

Matters reach a head between them a chapter or two later, when Cheria is kidnapped and Asbel rescues her. When she isn't as grateful as he expects – as grateful as she would have been as a child, or as a fairytale damsel – he protests 'You've been treating me like crap ever since I got back here!' This spectacular feat of obliviousness is compounded by every other character present ganging up on Cheria to push her to be nicer to Asbel. Asbel offers only a trite apology, plus excuses that make it unclear whether he really understands his fault.

In other places, Asbel's determination to protect is played for laughs. At one point he gets into an argument with companion Sophie about which one of them will protect the other; they end up agreeing to a race to decide, and Sophie easily wins.

There are comedic examples of how much Asbel wants to fit the rest of the party to his script, too. The game has a rich variety of victory celebrations, several of which it implies have been coordinated and choreographed by Asbel. In the one that features Asbel and the three female party members, they mess up his script and he ends the animation effectively sulking in a corner:

Asbel, when women don't do what he wants.
If this were just another game mishandling the common toxicities of masculinity, it wouldn't be worth an essay in its own right, but the sad thing about Graces is that, in some ways, it's much more sophisticated than that. Its presentation of Asbel as a centralised male raised on myths and norms of his own importance rang very true to me as a centralised male raised on myths etc. etc. etc... He's neither a trite nor a shallow character.

Asbel's ideal of military prowess doesn't come from nowhere. It's bound up in the feudal structure of his society; his father is both master of the household and military commander, and clearly doesn't separate the two roles in his own head. Lord Aston is a harsh, cold presence in the childhood section of the story, and the silence of his absence seven years on is more a continuation than a relief.

It's a cliché to blame toxic masculinity on distant fathers, of course, but the distant father archetype is part and parcel of toxic masculinity, and Graces does a pretty good job of portraying it. In fact, overall, Graces understands toxic masculinity much better than the majority of male-led games. If it deploys clichés, it does so only because toxic masculinity is so inescapable that all its features are sadly familiar.

And herein lies the frustration; ultimately, Asbel gets his fantasy. In the final moments of the story, he gets to step forward and use his martial and magical strength to protect the world. Several much more interesting possibilities that the game flirts with, including some which would require him to accept the protection of others, are squandered.

Compare this, for example, to the engagement with masculine toxicity that Austin C. Howe finds in Final Fantasy VIII. Graces does try to build a contrast between Asbel and his even-more-toxic brother Hubert, but given its endorsement of Asbel, this doesn't actually achieve much. 'This is acceptable because it isn't as bad as that' is a child's excuse for a game that purports to be about growing up.

It is not enough to understand, or to present clear understanding of, dominant cultural constructs. That which does not explicitly challenge will be taken as tacit endorsement. Graces wastes its opportunity, and the good work of its writers, by allowing Asbel his triumph.






[1] Even the game doesn't think it's kidding anyone as to the nature of the mystery, but it's not relevant here.