C O N T E N T S

P a r t   O n e

INTRO | 04.22.99
Emotion Engines
Austin Bunn introduces our Video Game Special Issue

ESSAY | 05.04.99
Camera Ready
Village Voice film critic Gary Dauphin looks at games' cinematic innovations

ESSAY | 05.04.99
The Uses of Sim Sidewalks
What happens when three urban scholars sit down to play Sim City? Steven Johnson investigates.

RE | 05.04.99
Shigeru Miyamoto
William O'Shea talks to the legendary designer of Donkey Kong, Mario, and Zelda about what video games have left to acheive.

BOTTOMFEEDER | 05.04.99
Chain of Command
FEED looks at the the people behind 3DO's Requiem.

DIALOG | 05.04.99
Next Level
The Frontiers of Game Design

ESSAY | 04.22.99
Trigger Finger
Game Designer Theresa Duncan finds redemption in today's violent videogames

LOOP | 04.27.99
The Voice of the Loop
FEED readers discuss video game violence and the Littleton massacre

ESSAY | 04.22.99
The Virtual History Lesson
Critic Neil West wonders if gaming has gone anywhere in 20 years

RE | 04.22.99
Lands of Promise
Myst creator Robyn Miller on His Next Big Secret

LINKS | 04.22.99
Replay
The Best in Game Journalism

DATA | 04.22.99
High Scores
Top Titles in the Game Industry

FEED HOME





FADE IN:
An informant lies dead on the ground. Bonfires burn around him, under a dense canopy of jungle fronds. Gabe Logan, an American counterintelligence expert, stands over the body, shaking his head. Staccato white type hammers out "Central American Jungle" on the bottom of the screen.

CUT TO:
Nepal. Another dead body in a snow drift, a victim of a viral attack. A helicopter hovers in the clouds. Logan, who has evidently vaulted instantaneously across the globe, grimly surveys the scene.

CUT TO:
pullquote1Washington, DC. Logan now paces a government office. A whole laundry list of action movie cues fly off the screen: his sunglass-wearing, super-spook superior delivers marching orders from behind a huge, polished desk. The window over his shoulder reveals a dramatically illuminated Washington Monument. The actors sound like refugees from a badly dubbed foreign thriller. The shots move briskly through a series of set-ups -- two-shots, fade-ins of classified files and mug shots, expressionist low angles and slow pans -- all of it rendered with a slickness of a standard issue Tom Clancy flick.

And suddenly, the movie you were just watching has given way to the game you're about to be playing. Terrorists scurry from building to building in a siege of downtown DC. Logan, the star of Studio 989's Syphon Filter, stands front and center of the screen, motionless, waiting under your thumb. How does it feel? You've just made the jump from audience to star.

Syphon FilterThis is the way cinema ends -- not with a bang, but with a blending. In the past two years, videogames have gone from plagiarizing film to upgrading it. The formal mixing used to be relegated to a simple handful of Full Motion Video (FMV) sequences -- like the ones from the opening of Syphon Filter. They have been the hallmark of high-end console games for years. When good, they rivaled any Hollywood teaser in thrills-per-second; the impressive three minute preview for the 1997 release Parasite Eve features an array of exploding battleships, choppers ducking the Brooklyn Bridge, and heaps of demonic ooze that even Die Hard couldn't match. But where the FMVs sublimely overpromised, the games nearly always painfully under-delivered.

Now, as the technology catches up with audiences' visual acuity, the cinematic interludes are getting harder and harder to separate from the game itself. Konami's Metal Gear Solid seamlessly develops these film-story-moments on the fly through the game's dazzling graphics engine. At key points, my little gun-toting avatar (named Solid Snake) is unexpectedly wrested out of my control to exchange a crucial bit of dialogue with his latest, expiring victim. Other great games make the visual gymnastics an intrinsic pleasure of playing, like Mario's dizzying camera angles or the nerve-wracking perspective tricks in the horror film game Silent Hill. But for all gaming's ingenuity and billion dollar revenues, film critics smell the loss of a single auteur's shaping aesthetic sense and disdain the form. It's as if interacting with the story prohibits games from becoming art. (They won't look at Zelda, but they'll trudge off to the next Carrot Top movie all the same.) Take a close look at the cinematic moments in games, and the evidence is to the contrary. Gaming has stolen enough from film -- the cinematic inventions at this point are all its own.

Parasite EveIT'S OUT IN the killing fields that these games reveal their utter dependence on movie conventions. But it's also where they can upstage film altogether. Once bodies begin falling in earnest in Syphon Filter, the gameplay and cinematic sequences become less about rogue viruses and killing and more about certain generically coded kinds of seeing. The game arms Logan with an ever increasing arsenal of gadgets and imaging devices -- palm maps linked to Global Positioning Satellites, telescopic rifle sights that rack through realistically rendered focal lengths, green tinted night-vision scopes, and the old "target lock" trick where fatal haloes blossom around the heads of marked terrorists. Movies exploit these moments of visual fetish, but they never quite satisfy them. In a Tom Clancy flick, you get a five second shot through a rifle scope, and then it's over. In Syphon Filter, you can sit and play with it, firing into the shrubs until you master the tool.

These enveloping devices are precisely what weave us into the story -- in place of characters, plot and suspense. They are the tiny mental stitches that slowly suture a player into the first person personal. Hollywood has its own code for this -- the master shot/shot/reverse shot formula that lifts audience members out of the theater seats and into the screen. We're conditioned to it. But there is more at work in Syphon Filter than just specialized looking. After all, Doom and Quake are player-character identification machines, but you wouldn't confuse them with cinema in the same way you would Syphon Filter. This is because their gameplay only refers to itself. Syphon Filter, meanwhile, "cuts" from the image of Gabe sighting down the rifle barrel to a close-up of some poor unsuspecting schlub with a target overlaid on his dome, and then back again. Not only have you got yourself a powerful echo of the movies, you've also got the basic, immediately legible ingredients of genre.

READ ON for Part Two: Games are beginning to upstage movies.

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