Thứ Tư, 26 tháng 10, 2011

Then, in an instant, he’s dead.

Xbox
How Gears Of War 3 Alienated Me
By Logan Booker on October 16, 2011 at 1:30 PM

You should know, before you continue, that I’ll be engaging in spoiler-like activities. So, that’s out there now, in the world for you to absorb and contemplate. Read on if you’ve finished Gears Of War 3, don’t care about the story, or just like a good-old fashioned spoiling to get you riled up on a Sunday, just before you go and kick down sandcastles at the beach.

A Thing Warning You About Spoilers After This Point

It’s bad.

We’re surrounded by Lambent humans, their cadavorous, fluoro forms lumbering towards us, uncaring of bullet or Lancer chainsaw. I imagine this is what a zombie rave might feel like, if I were the main course.

Chris and I, after hours of play, have finally reached the dilapidated city of Mercy. More accurately, we’re pretty much done with it. We sit beside each other, engaged in split-screen co-op, exactly how we’ve done with Gears Of War 2 and, surprisingly, the original Gears Of War.

Say what you will about clichéd characters and the now-formulaic gameplay, but grabbing the latest game in the series had become a small ritual for my brother and I, a sacred bonding session between two siblings whose ages round closer to 30 than they do 20.

As bearded deuteragonist Dominic Santiago, I unload my Gnasher Shotgun dispassionately into a horde of Lambent undead and watch as their bodies dissipate into unsatisfying clouds of ash. Chris, as the eternally-scowling Marcus Fenix, carves powdery chunks off his mindless, glowing assailants with his Lancer’s chainsaw. I swear it’s the only gun he ever uses, his second-favourite, ammo-less game weapon, just behind the phaser from Star Trek: Elite Force.

I can sense the checkpoint coming. Yes, our time in Mercy is at an end. It certainly feels like our number of Lambent kills, combined with the time we’ve spent accumulating them, has crossed the requisite computational threshold. Just like every other near-death situation our bulging characters have encountered, we’ll get through this one, ready to take on the next. But only after irrationally discarding our carefully groomed selection of weapons for the default arsenal, as is want to happen between levels.

Except, that’s not what happened.

Cue a cut-scene, which we can instantly tell is not rendered in-game. No, this is a hand-crafted movie with a very special message to deliver. Chris and I watch as the hordes close in on Fenix and Dom. We watch as the fighting intensifies and all looks lost. We watch as Dom reaches the same conclusion and, sensing the invulnerability that served him so well over the past two games has magically expired, leaps into a monstrous nearby vehicle.

We watch as he drives off, leaving his friends to their fate. Or so, it would seem. We watch as Dom accelerates back, determination, fear and a sense of peace crossing his features as he does so.

Then, in an instant, he’s dead.

An explosion of suitably massive proportions punctuates Dom’s selfless act, and we’re left to contemplate the last 30 seconds of emotional activity to an instrumental version of Tears for Fears’s Mad World.

Chris and I are stunned, me more so than him. Surprisingly, my first question is “Well, who am I supposed to play now?”

Jace, that’s who. Unceremoniously, I’m thrown behind the eyes of a character I barely know, introduced in the briefest of manners at the start of the game. I helped this guy get a chocolate bar. That’s as far as the relationship goes and, to be honest, as far as I want it to.

Having played Dom for two-and-a-half-games, I feel no connection with this new, almost alien entity. It’s not like the minor segues with Cole and Baird, because you know it’s temporary. A pacing mechanic to break up the game. This is an ever-lasting transition of my gaming soul from one player-character to another.

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