Showing posts with label Tales of the Abyss. Show all posts
Showing posts with label Tales of the Abyss. 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.

Monday, 10 August 2015

When Did I Return to Nibelheim?

I’m replaying Final Fantasy VII at the moment, partly prompted by the announcement of the remake and partly to see how Tales of the Abyss relates to it[1]. I’m having a very different experience of the game than I did either of my previous forays into it. I don’t have much to say about the first of those, on the original PC version in about 2003, since I didn’t get very far before losing interest, but in light of the upcoming remake, I do want to talk about the second.

The second time I played FFVII, and the first that I completed it, I was sharing a house with a number of other gamers, all keen fans of the franchise. Foremost among them was a guy I’ll call Tom, who was one of Those FFVII Fans.

I don’t want to disparage Tom’s love of the game. It’s a great game, and unlike me he first encountered it completely fresh and had time at the right time in his life to explore it fully and have his mind repeatedly blown. But as what might be called a ludocentric gamer – whose play focussed on the mastering of systems and surpassing of challenges – he engaged with a very different FFVII to the one calling out to me.

It’s not even that Tom didn’t recognise the depth and complexity of FFVII’s story. It just wasn’t what he focussed on. When I wanted to include Aeris in my party, because I felt that that was what Cloud would do (not an opinion I hold anymore, but I did then), Tom told me off for wasting XP and equipment on her – we both knew she was going to die, but for Tom that made her useless to me in a way that I just didn’t care about that much.

I played through the whole game with Tom breathing down my neck, pushing me to play in a certain way, take a certain attitude to the in-game events. I enjoyed the game, overall, and indeed enjoyed most of my conversations and arguments with Tom about it, but I wouldn’t say it made much of an impression on me. It was a good game, but I couldn’t feel its tremendous influence.

This is not a complaint about ludocentric play. I know I’m complaining about ludocentric play, but the problem isn’t how Tom chose to engage with the game, or what it meant or was to him. My complaint is with the way he insisted the game had to be the same thing to me. (Something similar happened with a number of other games over the years we lived together – FFVII is strong enough to stand up, but some of the others are probably spoiled for me forever).

It’s only in playing the game afresh, on my own, that I’m starting to find the FFVII that matters to me, that will leave an impression on me. Now I can pause and appreciate the blocking in the cutscenes, the exquisite care of the camerawork and sound design, the surprising nuance of so much of the writing.

Why talk about this now? Well, sometime in the next couple of years, a whole lot of people are going to get the chance to come to FFVII fresh, in a game that really won’t – can’t, for better or worse – match the memories of people who played it when it was new. That disconnect could do a lot to hurt the actual experiences people have with the remake, maybe on both sides (I imagine it’s hurting some people in conversations within the dev team already).

The thing is, FFVII is actually a great game to have as a new experience. It’s a game about having an image of something – Cloud’s image of the past, his fateful return to Nibelheim – that is slowly revealed to not match reality. FFVII is a landmark of games history and culture, but the memories of those who ‘were there at the time’ are necessarily personal, even a distortion.

Like Tifa, shaking her head and murmuring worries while Cloud grandly recounts fighting alongside Sephiroth, those of us who weren’t there encounter a striking dissonance between the deeply-held beliefs of our friends and the actual experiences in front of us. Having the space to explore that dissonance has definitely enriched the game for me, but in a different context – with Tom’s memories of the game pressing in around with me – it could be stifling.

Whatever FFVII is to you, please try to be aware of the fact that that isn’t neutral; you aren’t right about it. It’s a game that can be many things to many different people. It doesn’t need justifying. It doesn’t even need justifying in its current half-updated incarnations, like the Steam version I’m currently playing, with its hi-res low-poly models and low-res un-updated backgrounds. The game is strong enough that it doesn’t need nursemaiding through encounters with new players.

I’d say also that fussing too much over spoilers is counterproductive. That’s for two reasons; firstly, that spoilers are inevitable given the prominence of the game. Secondly, what makes FFVII’s major twists interesting and powerful has very little to do with surprise. This is true for almost everything that people worry about spoiling, and surprise is rarely interesting in and of itself[2], but, as someone who knew all along that Aeris would die and that Cloud’s memories are actually Zack’s, I can promise you from personal experience that those revelations don’t lose their power to foreknowledge.

It is all well and good to love a game, particularly if that game has been important to your love of the form (and provided it doesn’t blind you to its shortcomings). But nostalgia for your own experience of a game can be a prison that keeps the game away from other players, even other players who play it for seventy hours and see every bit of content it has to offer. If you love FFVII, please be prepared to let it go, at least a little bit.

Of course, I can say all this now. You might want to save a link to this article to throw right back at me if and when Final Fantasy XII gets a HD remaster/remake, because I will be insufferable as hell during that launch week…







[1] This is a topic for another time, but Abyss has a protagonist with a whole bunch of false memories and a metaphysics based on the Kabbalah mythology from which Sephiroth’s name is drawn. I am pretty sure this isn’t a coincidence.

[2] Okay, that may be a little strong, particularly since I personally hate surprise and the unexpected in all its forms. I do, however, believe strongly that very little that can actually be ‘spoiled’ is valuable in and of itself – most plot twists are either interesting whether or not they’re surprising, or actually not interesting at all.

Written for Critical Distance's Blogs of the Round Table: