Top of the Lake is a mystery, in case you couldn't tell by that picture of Elisabeth Moss peering at some foul secret or something through the trees. Not that "mystery" tells us much anymore about narrative art, since any plot line by nature must have some mysterious elements in order to keep it compelling, but typically we associate it with a crime, suspects, motives, alibis...the whole collection of modular pieces that suit the needs of its storyteller's message. All of these elements are necessarily
in service to unraveling or shading the central mystery, though a skilled craftsman can distract from this mechanical approach. Jane
Campion's deft creative hand guarantees that Top of the
Lake – equal parts rape-murder
riddle, gender polemic, socioeconomic dissection, and character study
– wobbles only minimally, despite the wealth of content on hand. A
densely plotted six-hour miniseries brings outstanding attention to
its swerves in storytelling, especially when they're as portentous as
a bottle labeled “ROOFIES” or as inexplicable as a character
being pardoned almost immediately for stabbing someone in a bar.
Though consistently compelling, Top of the Lake is
also noticeably sloppy, which ultimately diminishes the genre
framework that Campion chooses to work in.
Thursday, May 30, 2013
Tuesday, May 7, 2013
Deadly Premonition, Mass Effect 3, Bioshock Infinite: Three Choices, No Choice?
Bioshock Infinite, Ken
Levine's newest stab at bringing some life to the AAA gaming
landscape, has spent the last month enjoying impressive critical
and public acclaim.
As a game, it is a machine as
well-oiled as you could hope to ask for, a first-person shooter
etched from thoughtful gun combat and a Vigor system that complements
it stylistically and ludically in equal portions. There has been some
streamlining, but we're in a gaming climate that streamlines as a
matter of course, especially by a franchise's third iteration.
Narratively, Infinite hosts
a plague of discontents, ameliorated partially by the game's
insistence on exploring them through the story's subtext. To simplify
drastically, Levine claims through Infinite that
narrative video gaming will always be subject to a series of
technological restrictions. It's a wonderful idea for a game to
grapple with, but it doesn't always work out. Leigh Alexander has
done an excellent job at delineating some of the friction that
Infinite encounters as
a narrative-based game,
but some of her arguments are predicated on the notion that the
original Bioshock unified
narrative and gameplay seamlessly. It is unrealistic to expect every
act of brutality in a game of this genre to maintain a sense of
commodified mortality; for all that atmosphere and all those piquant
Objectivist flourishes and all the hullabaloo about “Would you
kindly?”, the first iteration is still a game where you mow down
underwater zombies in the hundreds.
Labels:
2010,
2011,
2013,
Bioshock,
Deadly Premonition,
Mass Effect,
video games
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