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For all its low budget faults, and lack of ambition, there’s a mesmeric quality to Grasshopper Manufacture’s Michigan: Report From Hell. Your role is strictly supportive, as the only true requirement is to keep filming for a news network’s audience; complete with a simmering subtext concerning the current state of journalism, and the selfishness of our passive nature. Fascinating as it sounds, Michigan is not the first (the similar, live action, the FEAR preceded it), or even the last, videogame to deal directly with our love of voyeurism. Yet, in an industry that increasingly assimilates the cinematic gaze with an interactive medium, rarely is the act dissected beyond a brief epiphany. Voyeurism has been, ironically, pushed to the fringes of videogames.
Arguably, the obvious spotlight of voyeurism was at its strongest during the FMV era. Those titles were mostly a technological excuse to put film on to CD, and even though, it was deemed an evolutionary dead end, those years bore some broken delights, e.g. Night Trap, Double Switch, Psychic Detective, The X Files, and Voyeur. The latter is an intriguing case of turning the passive gaze into an interactive investment, at its purest form. You play a private investigator, hired to dig the dirt on a presidential candidate’s associates, which quickly escalates into a potential Rear Window scenario. All with the acting finesse of a Shannon Tweed erotic thriller. The idea was that you watched a movie, with simultaneous scenes, and had to decide which ones were important for the narrative whole. In an effort to engage the player, the metaphorical carrot on a stick was introduced in the form of soft-core nudity and the need to zoom in on documents.
Night Trap wouldn’t have been remembered the way it was without the Scooby Doo events and multiple paths. As a by-product, Night Trap’s campiness did more harm than good to the serious discussion of voyeurism. It had an interesting concept, stalking the villains that, in turn, stalked their victims, but everybody talks about “that shower scene”, instead. The X Files went further, thus proving that FMV was utilised in the wrong way, by handing full investigative reins over to the player. The first act involved Agent Wilmore staking out a warehouse, and accumulating footage for analysis. He even had to wait for lab results. Yet, for every glacial procedural, there was a tense situation; searching a truck cabin, before the owner came back. It’s this rare balancing act, of watching in the shadows and taking chances in the open, which interests developers. It’s a formula that works well for players, too.
Tom Clancy titles, like Rainbow Six, always have a mission where one character is sent into a heavily guarded mansion, to place bugs and cameras on key objectives, without being seen. The problem with that is you never really see the fruits of your labour, unless, you’re stacking up outside a door, and marking targets for a tactical breach. Information gathering doesn’t need to be relegated to intensive combat, though. Personally, a co-operative videogame based on wire-tapping would be an amazing prospect. You can almost visualise the multiplayer aspect of character classes, working together to set up the perfect sting, gather information, and finally, burst into an explosive situation. A perfect formation of tense and release dynamics waiting to be experimented on. Forget the idea of searching for the Citizen Kane of videogames, try The Wire, The Anderson Tapes, or The Lives of Others, instead.
The forthcoming Spy Party is a deadly game of Guess Who?, but from an indie developer. The fact it’s not another financially safe retro-platformer suggests people do want to explore the idea of surveillance in unexpected ways. It’s reminiscent of Gregory Horror Show’s selling point of working out everyone’s routine, by following their daily schedule, preferably without being seen. Throw a spanner in the works with a curious staff member giving away your position, or a disgruntled guest out for your blood, and the whole process of spying becomes an intelligent slow burner; one that was published by Capcom, of all companies.
Certainly, there’s a reluctance to come up with such dedication for minimum gain, and yet, we experience voyeurism in many genres. Players have watched others through a sniper scope, or a drone, on a mini-LCD screen, attached to a snake camera. They’ve also seen ghosts through magic cameras, spied on people’s routines (solely for FBI purposes, Zach), watched someone else’s survival through security cameras, and surveyed portals to other worlds. In essence, we’ve observed the actions of others, human or AI, and shaped their fates with the press of a button; usually without them ever knowing. Though, the act is one of patience, it doesn’t mean that the entire lead-up has to be time consuming, too. There just has to be enough enticement in any given situation, one that can be cut up and returned to on a regular basis; as was the case with Silent Hill 4: The Room and Forbidden Siren.
When voyeurism doesn’t work, it’s when the title is ambitious, and the element is diluted in a competition of ideas. As discussed, the times when we become aware of our “stop and stare” instinct, the games are intensive. They’re set in small locations or situations that aren’t always in the distance. For all the manic release in a bank robbery during The Heist or Kane & Lynch: Fragile Alliance, there's the feeling that a more methodical approach awaits in the shadows. Then again, maybe because of the fluidity of voyeurism, an act that permeates every videogame, it really is better off outside our mind’s eye, rather become a gimmick in the spotlight. We’ll never know, unless, people are willing to examine it in such naturally sinister detail. Oh, FYI, if there’s ever a Sneakers multiplayer game, dibs on being Sydney Poitier.
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On a side note... wait, that's not what Spy Party is supposed to look like!?
You know, I've always wanted to play Michigan: Report from Hell. I've seen enough youtube videos to know that it lacks a certain polish (polish, of course, being most everything that makes a game playable) but the premise is just intriguing to me. I get the feeling I would play it and feel tired after, like I just passed a kidney stone in the shape of the Virgin Mary, happy with the experience even if the journey to get there was grueling.
Spy Party is something I am really excited about. A more cerebral cat and mouse type game is something that I would love to put my meat claws into and try.
Fun fact: I have actively searched out some of the old FMV games on dvd and force people who come over to play them with me. My copy of Space Pirates brought a friend to tears last time we played.
A game based on The Wire. The dialogue would be incredible. I'd want to play as Lester Freamon and have a doll furniture making mini game.
I'm not well versed in the vast majority of the games you've mentioned here (...or any of them, I think?) but Spy Party is high on my list of anticipated games. It rather reminds me of The Ship, for obvious reasons.
@Occams: Nobody wants to be the blind guy or the now-dead one. I'm cool with you being Freamon, though. I'm all about Daniels over here, "Hold X to stare like a badass for five minutes."
Strange as it sounds, I think you would actually enjoy Michigan. It has that kind of awful humour to it (sometimes intentional, sometimes not). Yeah, without being as poetic as you, it does goes on for a bit. Longer if you're stuck with the voice actors who really can't read lines properly. Shut up, Carly!
@Dixon: I really love The X Files game. Too bad it's not compatible with PS2, otherwise I would be bringing it out every year. I heard the PC version is a nightmare to run, too. Clunky as it was, it was genuinely awesome, I felt like a detective in a lost episode. I love that game. That's how FMV games should have been like. I do love how the TV show cast look bored out of their minds, too.
@Ali D: Sound doesn't get much of a look in with videogames, but yeah, I can imagine using my headphones, in front of the PC, to pick apart a conspiracy from across the street. Then (evil) John Lithgow pops up on-screen, and I lose all control of my bowels, or something.
@Byronic Stephen B: Thanks. One day, I'll get these theory blogs turned into Dtoid Originals, as long as they don't ignore my email (again). Ahem. *badly wink at higher ups*
I completely forgot about The Ship, but I guess it goes to show how many games implement this "observe and report" style, that many get lost in the namecheck shuffle. There's another game like The Ship where people are shapeshifters, but it looked awful, and I forgot the name. Answers on a postcard.
Yeah, also, I've played a lot of unknown crap. I'm not proud, son.
@Kaggen: Mr. Mosquito is, yeah, a literal "fly on the wall" game. Never got around to playing that one, though. Metal Gear is definitely a methodical franchise, where Snake is relying on recon gear to get him through. Who can forget the idea of hiding in a cardboard box, and watching a guy look through a porno magazine. Voyeurism overload!
I'd day Forbidden Siren 2 is way easier than the original. It's a lot more forgiving when the creatures find you; so, if you screw up, there's always more chances to improvise. I missed the crippling challenge of the original, but to make up for it, the story is one of the best I've played through.
Awesome blog. I do remember those old FMV games... so icky now looking back at them.
... and a Sneakers MP game would indeed be awesome!
Also I thought that's what Spy Party was suppose to look like too. I remember thinking to myself how the game looked so ugly, but sounded interesting.
@Scissors: Yeah, sadly, that's the thing about the PS2. It had many, wonderful, niche titles, but certain territorial publishing deals meant most potential audiences missed out. Saddens me to know that the US didn't get Gregory Horror Show, since its an amazing little game that deserved a bigger audience. Michigan, you can take it or leave it, but if you like obscure trashy "I know it's bad, but its unique" games, it's got more going for it than, say, Onechanbara.
Love that first pic btw.
@Caiters: And yet, you're an intern for a videogame website and I'm not. What happened there, huh? Go figure! Ha! ;)
Haha, now you aren't the only person on the continent to have played it
I'd love to go for another round with Kamiya if I ever find the time, but the thought of not seeing that thing until the absolute last second genuinely gives the chills.
Have to say, that complete curveball near the end is going to stick with me forever. My head hurts just thinking about the awesomeness of it
Also: Kudos on mentioning Night Trap, that game was hilariously cheesy!