1897: Ruins of the Moon

It occurs to me that I never gave some final thoughts on Fragile Dreams after I finished it the other day, so I shall do my best to rectify that right now. There will be spoilers ahead!

Fragile Dreams wasn’t a particularly outstanding game from a mechanical perspective — its use of the Wii Remote and Nunchuk combo made combat in particular extremely cumbersome, a fact not helped by the extremely limited repertoire of moves available for each weapon and the seeming inability to dodge quickly — but it nonetheless proved to be a consistently compelling experience from start to finish.

Fragile Dreams also didn’t quite match up to its own ambition in storytelling: the final hours descend somewhat into your fairly typical “madman wants to destroy the world” (in this case, destroy the world again) scenario, and the overall plot itself is riddled with holes and inconsistencies. But again, this certainly didn’t diminish from the overall experience.

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Fragile Dreams was an oddly beautiful game. Despite being a low-resolution Wii title, it looked good. It had a distinctive aesthetic all of its own, and immediately set itself apart from other post-apocalyptic adventures by the simple use of colour and contrast throughout. There’s a fair amount of crawling around in the dark by torchlight, but the game sensibly breaks this up with some colourful segments. Escape from a subway system earlier in the game and you’re treated to the gorgeous, rich colours of dawn in the sky. Pick your way through a forest to a secluded hotel and you’re surrounded by lush greenery. It’s a far cry from the greys and browns that usually come with the post-apocalyptic territory, and it made the game less of a chore to play than the trudging through endless wastelands of something like the Fallout series.

There were some interesting characters, too. Much of the story is about protagonist Seto’s desire to find someone with whom he can share his experiences — to laugh, to cry, to point out how beautiful something is. The characters he does run into throughout the course of the story all provide him with a certain degree of companionship, but none are quite the same as actual human company.

First he runs into what appears to be a piece of military hardware called “Personal Frame” or “PF”, which has its own artificial intelligence and personality. PF provides good company for Seto for a few hours as he explores, and it’s clear that Seto starts thinking of “her” (for although she looks like a backpack-mounted radio, she has a female voice) as a friend. This friendship is cut short, however, when PF’s battery runs out and she “dies”, leaving Seto all alone once again.

Then he runs into Crow, a somewhat androgynous-looking boy who appears to have cats’ eyes and fangs. Crow initially antagonises Seto by stealing his locket — which is full of precious memories, including a screw he took from PF’s “body” — and this results in a chase all over the abandoned theme park Crow calls home. Crow eventually admits defeat after taking a nasty fall from the park’s Ferris wheel; seemingly against all odds, he survives, and claims to accept Seto as a friend, even going so far as to steal his first kiss because “that’s what friends do” — something which Seto is somewhat surprised by, but which he doesn’t reject outright. It becomes clear that all is not quite right with Crow, however, as many of the things he says are direct quotations from a children’s storybook Seto finds a little earlier; indeed, Crow’s true nature is revealed later when Seto discovers him slumped in a room with hundreds of discarded robotic bodies: Crow is indeed a robot, and their budding friendship is once again cut short as his batteries expire, leaving him, like PF, as an empty shell devoid of life and consciousness.

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Seto’s next encounter is with Sai, the ghost of a young woman who appears to have committed suicide or at least succumbed to a drug addiction; this isn’t made outright explicit, but can be easily inferred from the pills scattered around her dead body and the syringes, tourniquets and other paraphernalia littering the room. Sai doesn’t mention this and Seto clearly doesn’t understand it, so nothing more is said; the two develop a close and honest friendship as a result, with Sai accompanying Seto for most of the rest of the game from this point onwards. Again, though, although Sai and Seto become fast friends, it’s not quite the same as real human company for Seto; in a heartfelt speech to Sai, Seto admits that he just wants to share his experiences with someone else, to feel their warmth, to feel like he isn’t alone, and for that, a ghost just isn’t going to cut it, hence his game-long search for the mysterious silver-haired girl Ren.

The characters are all interesting, unconventional and have plenty left open to interpretation, and this is something of a pattern for the game as a whole. One of the strongest pieces of narrative design in the game comes through the use of “memory items”; bits and pieces of junk that Seto comes across in his journey that have the last memories of the dying world’s inhabitants infused into them somehow. Some of these are mundane, some of them are profound, some of them form part of a larger story, some of them hint at the truth behind the situation in which the world finds itself. There’s a sequences of recollections between a young woman whose legs became paralysed when she was a little girl and her botany-obsessed childhood sweetheart Mao that is particularly heartbreaking, for example.

After a while, then, you start to build up a very vivid mental picture of the game world both as it exists now and as it existed prior to the disaster that wiped everyone out. It’s pretty bleak and lonely, but also fascinating to explore, and one of the most interesting things about the experience is how many unanswered questions it leaves at the end. Whether this is intentional or simply due to the writers not having thought about it — a bit of both, I feel, if an interview I read a few days ago is anything to go by — doesn’t really matter in the end, since it’s this thought-provoking nature that will keep you thinking about Fragile Dreams long after you’ve finished it.

1891: Fragile Dreams

I fancied playing something a bit… different tonight, so I went to my shelves, bulging with backlog bounty, and looked at a few possible titles to give a go to. I didn’t feel like starting a traditional RPG just yet, so quite a few things were out, but my eye eventually stopped on a Wii title I knew nothing about but owned a copy of: Namco Bandai’s Fragile Dreams.

You may wonder why I own a copy of a game I know nothing about. Well, it was from a while back, when UK retail chain Game was in a bunch of trouble and looked like it might be folding; they were selling off a ton of their stock at ridiculously low prices, so I took the opportunity to grab lots of things that looked even a little bit interesting with a mind to eventually playing them at some point in the future. Fragile Dreams was one of them.

So how is it? Well, pretty damn cool so far. I’m not entirely sure what I was expecting, but I don’t think it was a feels-heavy action-RPG survival horror adventure game featuring the same “your Wii Remote is a torch” mechanic that worked so well in Silent Hill Shattered Memories. There’s actually a touch of Silent Hill in the game’s atmosphere, though in the case of Fragile Dreams it’s not so much about psychological horror as an ever-present sense of loneliness and abandonment.

At the outset of the game, the old man whom protagonist Seto has been living with dies, leaving him all alone in what appears to be a post-apocalyptic landscape. We don’t know anything about what has happened to humanity as the game begins, but little bits and pieces are revealed as you make your way through the game, both through elements of the environment that can be examined and “memory items” that allow you to hear the final thoughts of the world’s former inhabitants when you take a rest to restore your HP and save.

Seto isn’t completely alone in the world, despite initial appearances. Very early on, he encounters a silver-haired girl and proceeds to spend the next few hours (and, I’m guessing, going by my experiences so far, most of the game) chasing after her in an attempt to find out who she might be. Along the way he encounters some sort of sentient computerised backpack with mild self-esteem issues called PF, a not-quite-human person called Crow, a dead little girl with a penchant for cheating at hide-and-seek… and I don’t doubt there will be more strange and wonderful characters to encounter before the story has reached its conclusion.

It’s been a really interesting ride so far. The combat kind of sucks, but it’s a relatively minor part of the game, and the “survival horror” elements of having limited inventory space and weapons that have finite usage before they break add a bit of tension to the experience. It’s not been particularly scary so far, despite the presence of ghosts and whatnot, but it has been thought-provoking and emotional, even just four or so hours in. The emphasis appears to be more on the general atmosphere and feelings of loneliness than on outright trying to scare and disturb the player, and I’m fine with that.

There’s a lot of subtle charm to the game, too. Seto is just a kid forced to find his own way in the world well before he would have normally had to, and while he handles his task with a certain degree of maturity that you might not expect from someone whose voice hasn’t broken yet, his childlike qualities come through in game elements such as the automap which, rather than being a bland, clinical but clear affair, is presented as childish scribblings, complete with notes and doodles about scary and awesome things you’ve come across in your travels. Likewise, the baffling inclusion of lots of cats around the game world who can be tempted to come and play with you through the use of a cat toy makes for a welcome break from hitting ghosts with improvised weaponry, or trying to track down that one key you really need right now.

There’s clearly a lot about Fragile Dreams I don’t yet understand. But I’m very glad I chose to take a chance on it and see what it was all about; it’s shaping up to be a fascinating, deeply memorable experience. I hope it manages to keep this up until the end.

#oneaday, Day 314: In Which I Spoil The Crap Out Of DEADLY PREMONITION

I beat DEADLY PREMONITION tonight and made the confident announcement that it was, barring any last-minute wonders, very much my Game of the Year for 2010. It won’t be everyone’s Game of the Year for 2010 by any means, for various reasons. But personally speaking, it’s very much the most satisfying gaming experience I’ve had all year. Which is nice.

Throughout the course of this post, I am going to spoil the crap out of the game, so if you haven’t beaten it and are intending to, you may wish to skip this one. If you have no intention of beating the game, feel free to stick around. And if you have beaten the game, you’re probably in a similar position to me right now.

I can pin down DEADLY PREMONITION‘s appeal to me on a personal level very simply. It takes elements from two of my favourite game series of all time—Silent Hill and Persona—and blends them together to produce a game which skitters precariously along the boundary between madness and sanity and somehow doesn’t ever completely fall into the trap of “indecipherable nonsense”.

First, the Persona angle. DEADLY PREMONITION‘s world of the town of Greenvale is a well-realised one. As you progress through the game, you get to know the layout of the town and the routines of its residents. You also get to know each and every one of the residents throughout the course of the story. If you choose to take on the 50 “side missions”, then you get to know many of the characters very well indeed. This is just like Persona‘s Social Link system: optional material which fleshes out the game world and its characters enormously. If you take your time to enjoy this material, then events which occur later in the story take on much greater emotional significance as you really “know” the people concerned. It also means that when the time finally comes to say goodbye to Greenvale at the end of the game, it’s a difficult thing to do.

Next, the Silent Hill angle. It becomes very apparent early in the game that protagonist Francis York Morgan is not all he seems. For starters, he spends a huge amount of his time conversing with someone you can’t see named Zach. For much of the game, it seems that “Zach” is a cypher through which York can communicate directly with the player. Indeed, it certainly seems that way when York asks a question of Zach and it’s up to the player to choose Zach’s response.

But the wonderful thing about DEADLY PREMONITION‘s story is that we get to know York very well as the narrative progresses. It becomes apparent that he is scarred mentally by something terrible which happened in his past—his father killing his mother, and then himself. As the investigation into the murders in Greenvale proceeds, it becomes apparent to York why this incident took place. He accepts why his father did it when he is put into the exact same situation—the person he loves is “soiled” with the red seeds the murderer is so obsessed with. With this acceptance, York also admits who he really is—he is Zach, and York is the dual personality he invented to deal with the situation, not the other way around.

York’s mental scars show themselves in other ways, too—any time he begins profiling the killer and tracking down clues with which to determine what happened, he lapses into a dark “Other World”, much like Dark Silent Hill. It’s never explained exactly why this happens, but my belief upon beating the game is that the things seen as York and Zach aren’t to be taken literally. We can tell this by the fact that Zach fights a giant, monstrous version of Kaysen at the end of the game as the town’s iconic clock tower lies in ruins, yet when everything gets back to “normal”, the clock tower is perfectly intact. Similarly, after fighting George as a giant, muscular “immortal” monster, he dies as a normal man. My guess is that York and Zach view these monstrous people simply as monsters, perhaps to distance him/themself from their “humanity”. This is also borne out by the fact that when York visits Diane’s art gallery with George and Emily and Greenvale apparently becomes “Other Greenvale”, they don’t comment on it at all—because they don’t see it.

Of course, a question is raised when Emily has to rescue York from the clock tower—she sees the Other World and the creatures. Why? Is it because she has come to understand and love York and is seeing things the way he does? Perhaps. The fact that this isn’t explained may be unsatisfying to some people, but I like the fact that there are some questions which are open to interpretation.

I could be wrong about all of this, of course. I’m sure there’s plenty of interpretations all over the web by now—I haven’t looked at them yet. But the fact that a game offers such scope for discussion and interpretation is admirable.

Deep part over. Let’s also talk about some of the quirky things that make DEADLY PREMONITION such a memorable game. For one, the music. There are several points throughout the game where the only rational explanation for the choice of music is to be as inappropriate as possible. Take, for example, Emily following the dog Willie to track down the missing York. This sequence is accompanied by what can only be described as Latino J-hip-hop-electronica. Somehow it works.

By far the most striking use of bizarre music, though, is a flashback sequence where the player controls the Raincoat Killer, who is running through the town of Greenvale slaughtering anyone who gets in his way with a gigantic axe. The musical accompaniment to this scene? A really quite beautiful version of Amazing Grace. The juxtaposition between the music and the horrors taking place on screen actually ends up being profoundly emotional, and sets the tone for the last part of the game, which is a veritable rollercoaster of drama and emotion.

I think my favourite thing, though, is that despite the fact the game appears to be a horror/crime story, there’s a convincing love story element to it, too. The growing feelings between York (or, specifically, Zach) and Emily throughout the course of the game is handled incredibly well. The love story reaches its peak just as Emily is killed, making what could have been a ridiculous scene—she pulls a whole tree out of her stomach, for heaven’s sake—one with considerable impact and shock value, and one which spurs the player, York and Zach on to see the whole debacle through to its conclusion. It’s also refreshing to see a game which isn’t afraid to end some of its story threads in tragedy for principal characters.

I could rabbit on about this game for hours, but at a little over 1,000 words I’ll end that there. Several members of The Squadron of Shame are interested in recording a special DEADLY PREMONITION podcast at some point. If you’ve beaten it and you’re interested in joining us for some discussion (I’m looking at you, Raze, Schilling) then let me know and perhaps you can be a special guest. You can also drop by the Squawkbox and share your thoughts there, too.

So with that, then, it’s back to Fallout: New Vegas as the next entry in the Pile of Shame, I believe I said.