The Game Boy: I Want to Break Free
So first up, there’s Heavy Rain. Flawed though it may be, one of its many high-minded ideas managed to stick the landing after making the big leap from concept to execution. See, no matter what you do or how horribly your clumsy, sweat-soaked fingers manage to fumble through one of the game’s heart-rending life-or-death scenarios, there’s never a single Game Over screen. Quantic Dream programmed its game with so many plan Bs, Cs, Ds, etc that it probably exhausted our alphabet and had to dig a fair way into Japan’s 20,000-character variation on the theme. Main characters can kick the bucket, and the game doesn’t miss a beat. This, of course, handily deals with the problem of player death, but it also shows just how much interactivity and variability you can squeeze out of a few relatively small scenarios.
And then there’s Way of the Samurai, which GameSetWatch columnist Quintin Smith recently did an excellent job of explaining. Here’s the gist of it, though: you’re a lone samurai in a village. Really though, you – as in, the player – are a dumb, curious kid with a long stick standing over a hornets’ nest. You poke, prod, and pretty much inevitably piss off one samurai faction or another, which usually leads to hilariously violent results. And the kicker? You can accomplish your ill-defined goals however you please. Key NPCs, shopkeepers, random folks on the street – you name it – are no different when reflected in the gleaming steel of your sword. The game, however, gleefully shoves a middle finger in good ol’ Uncle Ben’s face. With great power comes very little responsibility, as it turns out; if you off an important character, the game takes it into account and keeps on going. And so, once again we see that true freedom – a real sandbox – functions best in a smaller environment. Consequently, is Way of the Samurai a long game? Definitely not. But it’s incredibly replayable, and – in many ways – better off.
And these two games are both incredibly rough around the edges – the first trickles in a wellspring of potential. It’s a shame, then, that they’re anomalies, exceptions to the rule. I’m sick and tired of watching the open-world genre languish, content to more or less tread water ever since Grand Theft Auto 3 put it on the map. The first Way of the Samurai came out in 2002, for Pete’s sake! Why has no one taken this ball and run with it yet? There’s clearly so much more to be done here, yet no one’s doing it. I think it’s time to change that, don’t you?