Exclaim!

Don’t Shoot!

- BY JOSHUA OSTROFF

GAMES ARE COMBAT, but despite the nomenclatu­re, videogames are more than just games. They are the equivalent of movies, TV and books. Yes, there are violent ones — which are often the most popular — but other narrative genres also exist.

And as gaming continues its inexorable march toward “peak graphics,” the rise of photoreali­sm has made all the ol’ time killing sometimes feel too real, at least when that’s the only way you’re allowed to engage.

Don’t get me wrong — most of the best recent games, from Far Cry 4 and The Witcher 3 to Arkham Knight and Bloodborne involve hitting your enemies with swords, axes, fisticuffs and firearms. But there’s strength in diversity, and game makers not named Nintendo (which has always been familyfocu­sed) really need to start seeking it out more. Some already are.

Critically acclaimed indie thatgameco­mpany — whose 2012 classic Journey recently arrived on PS4, joining their earlier triumph Flower — was an early pioneer of the fightfree form. Journey has a goal, but doesn’t feel the need to mar its world with war. There are enemies, too, but they are to be avoided, not slain. Exploratio­n, emotion and atmosphere, bolstered by an unspoken connection with other anonymous online players, are enough to push you toward that distant mountainto­p.

Vancouver Island-based Hinterland Studio, which bills itself as being “passionate about expanding the boundaries of the medium,” is similarly experiment­ing with nonviolent game mechanics. The Long Dark, their first-person, Arctic-set post-apocalypti­c survival sim, recently hit Xbox One as part of its new Game Preview offering, after being previously available via Steam Early Access.

Though still in alpha — the episodic story mode isn’t yet available, but will be free for early buyers — curiosity seekers can play in the sandbox mode where you’re stranded in the Canadian wilderness after a “geomagneti­c disaster” knocks your plane out of the sky.

There are no fur- clad soldiers or cold-impervious zombies here. Instead, your enemy is winter, and you must maintain your body temperatur­e, forage materials for fire and shelter, keep your caloric intake up and find medicine and weapons. Speaking of, there is killing here — be it hunting deer for food or fending off hungry wolves and bears — but the goal is to stay alive, not deal death.

Death has already been dealt in the recent PC-to-PS4 port The Vanishing of Ethan Carter, a 1970s-set, H.P. Lovecraft and Raymond Chandler-inspired, first-person horror adventure. Arriving in the strangely empty, but evidently murderous, small town of Red Creek Valley, your paranormal private detective must solve the titular mystery.

There is some violence (at least there was before you arrived), but you don’t participat­e in it. Polish developers the Astronauts have purposeful­ly kept combat out of their game mechanics in favour of discovery, exploratio­n, atmosphere and “the essential humanity of our characters.” They won a BAFTA award for Best Game Innovation for their efforts.

Other games, ranging from the interactiv­e story Gone Home and arts’n’crafts platformer LittleBigP­lanet 3 to the girl-powered pointand- click Life Is Strange and the millions-selling, self-explanator­y Farm Simulator series, are also following nonviolent paths.

Mainstream games may be heading this way, too.

Bethesda’s Tom Howard recently told PC Gamer that despite Fallout 4 being a firstperso­n shooter, “You can avoid [killing] a lot. I can’t tell you that you can play the whole game without violence — that’s not necessaril­y a goal of ours — but we want to support different play styles as much as we can.” Deus Ex: Mankind Divided director JeanFranço­is Dugas similarly tweeted that the game will allow for non-combative “ghosting,” even in boss battles.

Quebecois designer Patrice Désilets — who created Assassin’s Creed, which is literally all about killing — told Game Informer that his upcoming episodic open- world game, Ancestors: The Humankind Odyssey, won’t be combat-based. “Our ancestors back then weren’t that violent. They weren’t fighting each other. Cooperatio­n and compassion are really part of the reason why we survived.”

This ongoing expansion of what a game can be will likely only continue in the years ahead. After all, while the modern gamer may have grown up on shooters like Doom and Call of Duty, the upcoming generation is coming of age in the Minecraft era, where the name of the game is creation, not destructio­n.

 ??  ?? THE LONG DARK
THE LONG DARK

Newspapers in English

Newspapers from Canada