Los Angeles Times

No console needed for this move

If video games want respect, studios need to act like they’re making art, critic says.

- TODD MARTENS GAME CRITIC

Showing reverence to the past has not always been the game industry’s best quality. Updates and new systems have long had a tendency to render earlier works obsolete.

So maybe in this pandemic year, the annual Game Awards, a lifelong labor of love from producer Geoff Keighley, would take a step back and go for a calmer tone?

After all, the show booked Pearl Jam’s Eddie Vedder to perform the somber “Future Days,” a song featured throughout “The Last of Us Part II.” And with a greater prevalence of real- life celebritie­s, such as Keanu Reeves, “Tenet” director Christophe­r Nolan and star John David Washington, “Captain Marvel’s” Brie Larson and even “Wonder Woman’s” Gal Gadot, there was an air of profession­alism about Thursday’s show, even if most everyone was remote.

But the Game Awards as something actually refined? Let’s not get out of hand.

Keighley has long fought against the air of importance of the Academy Awards and is passionate that his program preview in- developmen­t games even as it honors the year that was. And thus, within the first 20 minutes of the Game Awards, we were being shown a trailer for a not- yetrelease­d game that boasts “20- foot- tall zombie monstrosit­ies” ( that’s “Back 4 Blood,” if you’re interested in that sort of thing).

Like the medium it celebrates, the Game Awards ceremony is a collection of contradict­ions, where resounding moments collide with the absurd, the silly and unfortunat­ely often the promotiona­l ( Epic’s “Fortnite,” as we learned when “Halo’s” Master Chief was added to the game, is on the verge of losing its identity to brand partnershi­ps).

Personally, despite happily voting in them, I wish the Game Awards were more serious. I wish they focused more heavily on games that put narrative first, and I wish they gave us deeper insight into the personalit­ies of those who make the games.

Still, some of the previews have me intrigued, especially “Road 96,” whose trailer takes a harsh look at America, and “Season,” which explores a lost civilizati­on. I also don’t deny that Keighley understand­s the odd mix of excitement, weirdness and f lashiness that has long permeated the game industry.

But for those who got past the opening — the arrival of “Final Fantasy” character Sephiroth in Nintendo’s “Super Smash Bros.” — this year’s Game Awards weren’t going to change anyone’s mind about the medium.

Keighley, of course, can’t sell newcomers on the medium alone.

Credit him for showcasing the awards that celebrate the most thoughtful games of the year on the online broadcast. He even created a “games of impact” category, which “honors socially progressiv­e projects that have the potential to inspire real change in the world,” as Gadot put it in presenting the award.

That prize went to the deserving “Tell Me Why.” Accepting on behalf of Dontnod Entertainm­ent/ Xbox Games Studios was community manager Livvy Hall, who saluted all the games that “have used their platforms to tell stories about trans and queer people with sincerity and heart. Here’s to a future where even more marginaliz­ed people can see themselves and their experience­s truly ref lected in the games they play.”

But as the Game Awards quickly segued into an extended promotiona­l preview of “Ark 2,” a game that will feature an impressive­ly rendered Vin Diesel battling dinosaurs, I wondered whether the show’s relentless focus on the future could use a little slowing down. “Tell Me Why” is one of 2020’ s games that expand the interactiv­e audience, and I longed for some extended Academy Awards- style salutes to the year’s best games.

The problem here isn’t Keighley’s ambition to meld awards with promotion, or even the content of the medium itself, which, like film and television, is more experiment­al and adventurou­s than the awards tell us. It’s the mainstream industry as a whole, which has the unfortunat­e tendency to treat video games as a product rather than art and hurriedly wants to move on to the next thing. Sure, it was a “get” to have Nolan introduce the game of the year nominees by comparing his movies to games; they’re both “immersive,” he said, and at least he gave lip service to the fact that “a player’s agency and choice intersect with more traditiona­l storytelli­ng methods” in games.

And there was little argument when “The Last of Us Part II” came away from the night with seven awards, including the game of the year prize over “Ghost of Tsushima,” “Doom Eternal,” “Final Fantasy VII Remake,” “Hades” and the popular “Animal Crossing: New Horizons.”

Yet, as someone who has talked with “The Last of Us Part II” director Neil Druckmann and writer Halley Gross, I know they have more to say on why the game resonated beyond the simple thank- yous they gave. I would happily spend hours talking with them about the game’s character studies and interactiv­e narrative structure, but even the briefest reference to their insights — or their passion for the medium — went unheralded.

The reason we care about these games is because of the people who make them. We want to know more about them and the artists who try — and sometimes fail — to make games feel topical. I maintain that one reason film, TV and music get more mainstream attention than games isn’t because they’re more popular, but simply because in those mediums, we’re more accustomed to talking with artists about art. We need more of Naughty Dog’s Matthew Gallant and Emilia Schatz, who were separated for physical distancing reasons by a closed window, talking about the importance of accessibil­ity and the need to remove barriers that prevent those with disabiliti­es from playing. Such advances are worth celebratin­g and highlighti­ng more deeply, especially in a year when games became our defining medium.

If games as an art form truly want to connect on the level of film and television, it would be helpful to be able to get to know those who create these projects, and we need to be able to understand why these projects matter to them. I long for a future when the Game Awards start celebratin­g artists and developers rather than studios.

This is, of course, Keighley’s goal, but ultimately the Game Awards show ref lects the business it wants to cheerlead. And at the moment, the industry seems to hold back from the sort of earnestnes­s that gives us glimpses of an artist’s personalit­y.

Despite the promise of seeing game creators in their homes, the Game Awards with little exception still presented an industry that’s coolly distant when it comes to talking expressive­ly about art.

With the exception of the three- person team behind “Among Us,” in which masked developer Amy Liu was on the verge of tears in accepting the award for multiplaye­r game, the Game Awards, through no fault of its own, struggled at showing us the humans behind these achievemen­ts.

 ?? BRIE LARSON Frank Micelotta Pictureg roup ?? was among the presenters at this year’s Game Awards ceremony, which was mostly remote.
BRIE LARSON Frank Micelotta Pictureg roup was among the presenters at this year’s Game Awards ceremony, which was mostly remote.

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