Exclaim!

The Greatest Generation

GAMING’S GREATEST GENERATION

- BY JOSHUA OSTROFF

VIDEOGAMES STOPPED BEING JUST FOR KIDS ON SEPTEMBER 24, 2001. That was the day Fumito Ueda’s Ico came out for Sony’s PlayStatio­n 2. Ironically, it starred two kids, but what was different about this four-yearsin-the-making effort — ground zero for the games-as-art argument — was its focus on eliciting emotion from the player.

The titular horned boy is brought by boat to an M.C. Escher-esque castle as a sacrifice. Inside, he meets caged girl Yorda and they join forces to escape their confinemen­t and the horrifying shadows that are their jailors.

The art direction, sound design and environmen­tal puzzles still impress 15 years later, but it was the visionary boldness of Fumito’s tragic masterpiec­e — epic yet bare, revelling in quiet moments between eruptions of danger, and able to create an emotional, wordless bond with a non-player character — that made Ico so important.

In case it wasn’t clear that gaming had matured, a month later, Grand Theft Auto III rolled up to usher in the sandbox era.

Ueda returned later with Shadow of the Colossus, a similarly minimalist tragedy reduced to boss battles that made you feel bad for winning, while Rockstar headed to ’80s-era Miami for GTA: Vice City before going back to Cali for the ’90s gangsta-rap inspired San Andreas.

Thus PS2 began an unparallel­ed run that also included bloody Grecian God of War games and mega-selling JRPG Final Fantasy X, making it the best — and best-selling — console ever, shifting over 155 million units before it was finally discontinu­ed in 2013, six years after the PS3.

But during that same pivotal fall of 2001, the Xbox and GameCube arrived, completing gaming’s sixth — and greatest — generation. While selling a fraction of what Sony’s black box did (25 and 22 million, respective­ly) they offered their own influentia­l skillsets.

The original Xbox brought online gaming from PC to console with the one-two punch of Halo and Xbox Live, alongside the greatest Star Wars game, Knights of the Old Republic, and quirky exclusives like Stubbs the Zombie in Rebel Without a Pulse, a hilarious retrofutur­istic zombie game with the coolest soundtrack ever.

The GameCube is remembered as a commercial failure but saw success on the creative front, from the gardening-inspired Pikmin to Suda51’s ultraviole­nt Killer 7. Then there was Chibi-Robo! You played a three-inch-tall helper robot who did chores while trying to make your new family happy, despite the mom weeping upstairs, the dad sleeping on the couch and the daughter thinking she’s a frog.

That sort of gleeful weirdness was all over this generation. Take Tim Schafer’s Psychonaut­s, a charming platformer about a summer camp for psychic kids, with each surreal level taking place in a different character’s subconscio­us. Or Beyond Good & Evil, an allegory about how the government uses media, fear, and perpetual warfare as a control mechanism while also being a fun, adorable sci-fi action-adventure.

Both were auteurist in a way that non-indie games are rarely allowed to be these days. Back in the early 2000s, when games cost between $5 and $10 million, developers could afford to experiment, whether it was Clover Studio’s playable Japanese painting Ōkami or Rockstar’s bold private school-set Bully.

Modern budgets have ballooned into the tens or hundreds of millions, and shareholde­rs won’t abide much risk. That’s why, despite Psychonaut­s becoming a beloved cult classic, Schafer’s Double Fine studio is crowdfundi­ng the sequel.

I’m not the only one missing this era of gaming. Some had already been sold on digital stores for last-gen consoles and Steam, but this winter Sony finally started bringing PS2 games like Dark Cloud and the GTAs to PS4 in full 1080p.

Another reason why sixth-gen games were so good was that the technology enabled design ambitions but not an overrelian­ce on photoreali­sm or size. That led to stronger narratives, stylized art and intricate level design as well more focused experience­s.

Hopefully, today’s developers will start merging those old attributes with the new tech to take us back to the future. And Fumito Ueda’s long-awaited The Last Guardian is arriving later this year to show the way.

 ??  ?? SHADOW OF THE COLOSSUS
SHADOW OF THE COLOSSUS

Newspapers in English

Newspapers from Canada