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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: CUT TO: 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. 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. 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. We've created a single Loop discussion about this game issue -- click here to join the conversation. Available in multiplayer only.
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