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Blade Runner

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Blade Runner has set me thinking about the notion of a “critical consensus.” Why should we have such a thing at all, and why should it change over time?

Ridley Scott’s 1982 film Blade Runner is an adaptation of Philip K. Dick’s 1968 novel Do Androids Dream of Electric Sheep?, about a police officer cum bounty hunter — a “blade runner” in street slang — of a dystopian near-future whose job is to “retire” android “replicants” of humans whose existence on Earth is illegal. The movie had a famously troubled gestation, full of time and budget overruns, disputes between Scott and his investors, and an equally contentious relationship between the director and his leading man, Harrison Ford. When it was finally finished, the first test audiences were decidedly underwhelmed, such that Scott’s backers demanded that the film be recut, with the addition of a slightly hammy expository voice-over and a cheesy happy-ending epilogue which was cobbled together quickly using leftover footage from, of all movies, Stanley Kubrick’s The Shining.

It didn’t seem to help. The critical consensus on the released version ranged over a continuum from ambivalence to outright hostile. Robert Ebert’s faint praise was typically damning: “I was never really interested in the characters in Blade Runner. I didn’t find them convincing. What impressed me in the film was the special effects, the wonderful use of optical trickery to show me a gigantic imaginary Los Angles, which in the vision of this movie has been turned into sort of a futuristic Tokyo. It’s a great movie to look at, but a hard one to care about. I didn’t appreciate the predictable story, the standard characters, the cliffhanging clichés… but I do think the special effects make Blade Runner worth going to see.” Pauline Kael was less forgiving of what she saw as a cold, formless, ultimately pointless movie: “If anybody comes around with a test to detect humanoids, maybe Ridley Scott and his associates should hide. With all the smoke in this movie, you feel as if everyone connected with it needs to have his flue cleaned.” Audiences do not always follow the critics’ lead, but in this case they largely did. During its initial theatrical run, Blade Runner fell well short of earning back the $30 million it had cost to make.

Yet remarkably soon after it had disappeared from theaters, its rehabilitation got underway in fannish circles. In 1984, William Gibson published his novel Neuromancer, the urtext of a new “cyberpunk” movement in science fiction that began in printed prose but quickly spiraled out from there into comics, television, and games. Whereas Blade Runner‘s dystopic Los Angeles looked more like Tokyo than any contemporary American city, much of Gibson’s book actually took place in Japan. The two neon-soaked nighttime cityscapes were very much of a piece. The difference was that Gibson added to the equation a computer-enabled escape from reality known as cyberspace, creating a combination that would prove almost irresistibly alluring to science-fiction fans as the computer age around them continued to evolve apace.

Blade Runner‘s rehabilitation spread to the mainstream in 1992, when a “director’s cut” of the film was re-released in theaters, lacking the Captain Obvious voice-over or the tacked-on happy ending but sporting a handful of new scenes that added fresh layers of nuance to the story. Critics — many of them the very same critics who had dismissed the movie a decade earlier — now rushed to praise it as a singular cinematic vision and a science-fiction masterpiece. They found many reasons for its box-office failure on the first go-round, even beyond the infelicitous changes that Ridley Scott had been forced by his backers to make to it. For one thing, it had been unlucky enough to come out just one month after E.T.: The Extraterrestrial, the biggest box-office smash of all time to that point, whose long shadow was as foreboding and unforgiving a place to dwell as any of Blade Runner‘s own urban landscapes. Then, too, the audience was conditioned back then to see Harrison Ford as Han Solo or Indiana Jones — a charming rogue with a heart of gold, not the brooding, morally tormented cop Rick Deckard, who has a penchant for rough sex and a habit of shooting women in the back. In light of all this, surely the critics too could be forgiven for failing to see the film’s genius the first time they were given the chance.

Whether we wish to forgive them or not, I find it fascinating that a single film could generate such polarized reactions only ten year apart in time from people who study the medium for a living. The obvious riposte to my sense of wonder is, of course, that the Blade Runner of 1992 really wasn’t the same film at all as the one that had been seen in 1982. Yet I must confess to considerable skepticism about this as a be-all, end-all explanation. It seems to me that, for all that the voice-over and forced happy ending did the movie as a whole no favors, they were still a long way from destroying the qualities that made Blade Runner distinct.

Some of my skepticism may arise from the fact that I’m just not onboard with the most vaunted aspect of the director’s cut, its subtle but undeniable insinuation that Deckard is himself a replicant with implanted memories, no different from the androids he hunts down and kills. This was not the case in Philip K. Dick’s novel, nor was it the original intention of the film’s scriptwriters. I rather suspect, although I certainly cannot prove it, that even Ridley Scott’s opinion on the subject was more equivocal during the making of the film than it has since become. David Peoples, one of the screenwriters, attributes the genesis of the idea in Scott’s mind to an overly literal reading on his part of a philosophical meditation on free will and the nature of human existence in an early draft of the script. Peoples:

I invented a kind of contemplative voice-over for Deckard. Here, let me read it to you:

“I wondered who designs the ones like me and what choices we really have, and which ones we just think we have. I wondered which of my memories were real and which belonged to someone else. The great Tyrell [the genius inventor and business magnate whose company made the replicants] hadn’t designed me, but whoever had hadn’t done so much better. In my own modest way, I was a combat model.”

Now, what I’d intended with this voice-over was mostly metaphysical. Deckard was supposed to be philosophically questioning himself about what it was that made him so different from Rachael [a replicant with whom he falls in love or lust, and eventually runs away with in the “happy-ending” version of the film] and the other replicants. He was supposed to be realizing that, on the human level, they weren’t so different. That Deckard wanted the same things the replicants did. The “maker” he was referring to wasn’t Tyrell. It was supposed to be God. So, basically, Deckard was just musing about what it meant to be human.

But then, Ridley… well, I think Ridley misinterpreted me. Because right about this period of time, he started announcing, “Ah-ha! Deckard’s a replicant! What brilliance!” I was sort of confused by this response, because Ridley kept giving me all this praise and credit for this terrific idea. It wasn’t until many years later, when I happened to be browsing through this draft, that I suddenly realized the metaphysical material I had written could just as easily have been read to imply that Deckard was a replicant, even though it wasn’t what I meant at all. What I had meant was, we all have a maker, and we all have an incept date [a replicant’s equivalent to a date of birth]. We just can’t address them. That’s one of the similarities we had to the replicants. We couldn’t go find Tyrell, but Tyrell was up there somewhere. For all of us.

So, what I had intended as kind of a metaphysical speculation, Ridley had read differently, but now I realize there was nothing wrong with this reading. That confusion was my own fault. I’d written this voice-over so ambiguously that it could indeed have meant exactly what Ridley took it to mean. And that, I think, is how the whole idea of Deckard being a replicant came about.

The problem I have with Deckard being a replicant is that it undercuts the thematic resonance of the story. In the book and the movie, the quality of empathy, or a lack thereof, is described as the one foolproof way to distinguish real from synthetic humans. To establish which is which, blade runners like Deckard use something called the Voight-Kampff test, in which suspects are hooked up to a polygraph-like machine which measures their emotional response to shockingly transgressive statements, starting with stuff like “my briefcase is made out of supple human-baby skin” and getting steadily worse from there. Real humans recoil, intuitively and immediately. Replicants can try to fake the appropriate emotional reaction — might even be programmed to fake it to themselves, such that even they don’t realize what they are — but there is always a split-second delay, which the trained operator can detect.

The central irony of the film is that cops like Deckard are indoctrinated to have absolutely no empathy for the replicants they track down and murder, even as many of the replicants we meet evince every sign of genuinely caring for one another, leading one to suspect that the Voight-Kampff test may not be measuring pure, unadulterated empathy in quite the way everyone seems to think it is. The important transformation that Deckard undergoes, which eventually brings his whole world down around his head, is that of allowing himself to feel the pain and fear of those he hunts. He is a human who rediscovers and re-embraces his own humanity, who finally begins to understand that meting out suffering and death to other feeling creatures is no way to live, no matter how many layers of justification and dogma his actions are couched within.

But in Ridley Scott’s preferred version of the film, the central theme falls apart, to be replaced with psychological horror’s equivalent of a jump scare: “Deckard himself is really a replicant, dude! What a mind fuck, huh?” For this reason, it’s hard for me to see the director’s cut as an holistically better movie than the 1982 cut, which at least leaves some more room for debate about the issue.

This may explain why I’m lukewarm about Blade Runner as a whole, why none of the cuts — and there have been a lot of them by now — quite works for me. As often happens in cases like this one, I find that my own verdict on Blade Runner comes down somewhere between the extremes of then and now. There’s a lot about Roger Ebert’s first hot-take that still rings true to me all these years later. It’s a stunning film in terms of atmosphere and audiovisual composition; I defy anyone to name a movie with a more breathtaking opening shot than the panorama of nighttime Tokyo… er, Los Angeles that opens this one. Yet it’s also a distant and distancing, emotionally displaced film that aspires to a profundity it doesn’t completely earn. I admire many aspects of its craft enormously and would definitely never discourage anyone from seeing it, but I just can’t bring myself to love it as much as so many others do.

The opening shot of Blade Runner the movie.

These opinions of mine will be worth keeping in mind as we move on now to the 1997 computer-game adaptation of Blade Runner. For, much more so than is the case even with most licensed games, your reaction to this game might to be difficult to separate from your reaction to the movie.


Thanks to the complicated, discordant circumstances of its birth, Blade Runner had an inordinate number of vested interests even by Hollywood standards, such that a holding company known as The Blade Runner Partnership was formed just to administer them. When said company started to shop the property around to game publishers circa 1994, the first question on everyone’s lips was what had taken them so long. The film’s moody, neon-soaked aesthetic if not its name had been seen in games for years by that point, so much so that it had already become something of a cliché. Just among the games I’ve written about on this site, Rise of the Dragon, Syndicate, System Shock, Beneath a Steel Sky, and the Tex Murphy series all spring to mind as owing more than a small debt to the movie. And there are many, many more that I haven’t written about.

Final Fantasy VII is another on the long list of 1990s games that owes more than a little something to Blade Runner. It’s hard to imagine its perpetually dark, polluted, neon-soaked city of Midgar ever coming to exist without the example of Blade Runner’s Los Angeles. Count it as just one more way in which this Japanese game absorbed Western cultural influences and then reflected them back to their point of origin, much as the Beatles once put their own spin on American rock and roll and sold it back to the country of its birth.

Meanwhile the movie itself was still only a cult classic in the 1990s; far more gamers could recognize and enjoy the gritty-cool Blade Runner aesthetic than had actually seen its wellspring. Blade Runner was more of a state of mind than it was a coherent fictional universe in the way of other gaming perennials like Star Trek and Star Wars. Many a publisher therefore concluded that they could have all the Blade Runner they needed without bothering to pay for the name.

Thus the rights holders worked their way down through the hierarchy of publishers, beginning with the prestigious heavy hitters like Electronic Arts and Sierra and continuing into the ranks of the mid-tier imprints, all without landing a deal. Finally, they found an interested would-be partner in the financially troubled Virgin Interactive.

The one shining jewel in Virgin’s otherwise tarnished crown was Westwood Studios, the pioneer of the real-time-strategy genre that was on the verge of becoming one of the two hottest in all of gaming. And one of the founders of Westwood was a fellow named Louis Castle, who listed Blade Runner as his favorite movie of all time. His fandom was such that Westwood probably did more than they really needed to in order to get the deal. Over a single long weekend, the studio’s entire art department pitched in to meticulously recreate the movie’s bravura opening shots of dystopic Los Angeles. It did the trick; the Blade Runner contract was soon given to Virgin and Westwood. It also established, for better or for worse, the project’s modus operandi going forward: a slavish devotion not just to the film’s overall aesthetic but to the granular details of its shots and sets.

The opening shot of Blade Runner the game.

Thanks to the complicated tangle of legal rights surrounding the film, Westwood wasn’t given access to any of its tangible audiovisual assets. Undaunted, they endeavored to recreate almost all of them on the monitor screen for themselves by using pre-rendered 3D backgrounds combined with innovative real-time lighting effects; these were key to depicting the flashing neon and drifting rain and smoke that mark the film. The foreground actors were built from motion-captured human models, then depicted onscreen using voxels, collections of tiny cubes in a 3D space, essentially pixels with an added Z-dimension of depth.

At least half of what you see in the Blade Runner game is lifted straight from the movie, which Westwood pored over literally frame by frame in order to include even the tiniest details, the sorts of things that no ordinary moviegoer would ever notice. The Westwood crew took a trip from their Las Vegas offices to Los Angeles to measure and photograph the locations where the film had been shot, the better to get it all exactly correct. Even the icy, synth-driven soundtrack for the movie was deconstructed, analyzed, and then mimicked in the game, note by ominous note.

The two biggest names associated with the film, Ridley Scott and Harrison Ford, were way too big to bother with a project like this one, but a surprising number of the other actors agreed to voice their parts and to allow themselves to be digitized and motion-captured. Among them were Sean Young, who had played Deckard’s replicant love interest Rachael; Edward James Olmos, who had played his enigmatic pseudo-partner Gaff; and Joe Turkel, who had played Eldon Tyrell, the twisted genius who invented the replicants. Set designers and other behind-the-scenes personnel were consulted as well.

It wasn’t judged practical to clone the movie’s plot in the same way as its sights and sounds, if for no other reason than the absence of Harrison Ford; casting someone new in the role of Deckard would have been, one senses, more variance than Westwood’s dedication to re-creation would have allowed. Instead they came up with a new story that could play out in the seams of the old one, happening concurrently with the events of the film, in many of the same locations and involving many of the same characters. Needless to say, its thematic concerns too would be the same as those of the film — and, yes, its protagonist cop as well would eventually be given reason to doubt his own humanity. His name was McCoy, another jaded gumshoe transplanted from a Raymond Chandler novel into an equally noirish future. But was he a “real” McCoy?

Westwood promised great things in the press while Blade Runner was in development: a truly open-world game taking place in a living, breathing city, full of characters that went about their own lives and pursued their own agendas, whose response to you in the here and now would depend to a large degree on how you had treated them and their acquaintances and enemies in the past. There would be no fiddly puzzles for the sake of them; this game would expect you to think and act like a real detective, not as the typical adventure-game hero with an inventory full of bizarre objects waiting to be put to use in equally bizarre ways. To keep you on your toes and add replay value — the lack of which was always the adventure genre’s Achilles heel as a commercial proposition — the guilty parties in the case would be randomly determined, so that no two playthroughs would ever be the same. And there would be action elements too; you would have to be ready to draw your gun at almost any moment. “There’s actually very little action in the film,” said Castle years later, “but when it happens, it’s violent, explosive, and deadly. I wanted to make a game where the uncertainty of what’s going to happen makes you quiver with anticipation every time you click the mouse.”

As we’ll soon see, most of those promises would be fulfilled only partially, but that didn’t keep Blade Runner from becoming a time-consuming, expensive project by the standards of its era,  taking two years to make and costing about $2 million. It was one of the last times that a major, mainstream American studio swung for the fences with an adventure game, a genre that was soon to be relegated to niche status, with budgets and sales expectations to match.

In fact, Blade Runner’s commercial performance was among the reasons that down-scaling took place. Despite a big advertising push on Virgin Interactive’s part, it got lost in the shuffle among The Curse of Monkey Island, Riven, and Zork: Grand Inquisitor, three other swansongs of the AAA adventure game that all competed for a dwindling market share during the same holiday season of 1997. Reviews were mixed, often expressing a feeling I can’t help but share: what was ultimately the point of so slavishly re-creating another work of art if you’re weren’t going to add much of anything of your own to it? “The perennial Blade Runner images are here, including the winking woman in the Coca-Cola billboard and vehicles flying over the flaming smokestacks of the industrial outskirts,” wrote GameSpot. “Unfortunately, most of what’s interesting about the game is exactly what was interesting about the film, and not much was done to extend the concepts or explore them any further.” Computer and Video Games magazine aptly called it “more of a companion to the movie than a game.” Most gamers shrugged and moved on the next title on the shelf; Blade Runner sold just 15,000 copies in the month of its release.[1]Louis Castle has often claimed in later decades that Blade Runner did well commercially, stating at least once that it sold 1 million copies(!). I can’t see how this could possibly have been the case; I’ve learned pretty well over my years of researching these histories what a million-selling game looked like in the 1990s, and can say very confidently that it did not look like this one. Having said that, though, let me also say that I don’t blame him for inflating the figures. It’s not easy to pour your heart and soul into something and not have it do well. So, as the press of real data and events fades into the past, the numbers start to go up. This doesn’t make Castle dishonest so much as it just makes him human.

As the years went by, however, a funny thing happened. Blade Runner never faded completely from the collective gamer consciousness like so many other middling efforts did. It continued to be brought up in various corners of the Internet, became a fixture of an “abandonware” scene whose rise preceded that of back-catalog storefronts like GOG.com, became the subject of retrospectives and think pieces on major gaming sites. Finally, in spite of the complications of its licensing deal, it went up for sale on GOG.com in 2019. Then, in 2022, Night Dive Studios released an “enhanced” edition. It seems safe to say today that many more people have played Westwood’s Blade Runner since the millennium than did so before it. The critical consensus surrounding it has shifted as well. As of this writing, Blade Runner is rated by the users of MobyGames as the 51st best adventure game of all time — a ranking that doesn’t sound so impressive at first, until you realize that it’s slightly ahead of such beloved icons of the genre as LucasArts’s Monkey Island 2 and Indiana Jones and the Fate of Atlantis.[2]This chart in general is distorted greatly by the factor of novelty; many or most of the highest-ranking games are very recent ones, rated in the first blush of excitement following their release. I trust that I need not belabor the parallels with the reception history of Ridley Scott’s movie. In this respect as well as so many others, the film and the game seem joined at the hip. And the latter wouldn’t have it any other way.


In all my years of writing these histories, I’m not sure I’ve ever come across a game that combines extremes of derivation and innovation in quite the way of Westwood’s Blade Runner. While there is nary an original idea to be found in the fiction, the gameplay has if anything too many of them.

I’ve complained frequently in the past that most alleged mystery games aren’t what they claim to be at all, that they actually solve the mystery for you while you occupy your time with irrelevant lock-and-key puzzles and the like. Louis Castle and his colleagues at Westwood clearly had the same complaints; there are none of those irrelevancies here. Blade Runner really does let you piece together its clues for yourself. You feel like a real cop — or at least a television one — when you, say, pick out the license plate of a car on security-camera footage, then check the number in the database of the near-future’s equivalent to the Department of Motor Vehicles to get a lead. Even as it’s rewarding, the game is also surprisingly forgiving in its investigative aspects, not an adjective that’s frequently applied to adventures of this period. There are a lot of leads to follow, and you don’t need to notice and run down all of them all to make progress in your investigation. At its best, then, this game makes you feel smart — one of the main reasons a lot of us play games, if we’re being honest.

Those problems that do exist here arise not from the developers failing to do enough, but rather from trying to do too much. There’s an impossibly baroque “clues database” that purports to aid you in tying everything together. This experiment in associative, cross-referenced information theory would leave even Ted Nelson scratching his head in befuddlement. Thankfully, it isn’t really necessary to engage with it at all. You can keep the relevant details in your head, or at worst in your trusty real-world notepad, easily enough.

If you can make any sense of this, you’re a better detective than I am.

Features like this one seem to be artifacts of that earlier, even more conceptually ambitious incarnation of Blade Runner that was promoted in the press while the game was still being made.[3]Louis Castle’s own testimony contradicts this notion as well. He has stated in various interview that “Blade Runner is as close as I have ever come to realizing a design document verbatim.” I don’t wish to discount his words out of hand, but boy, does this game ever strike me, based on pretty long experience in studying these things, as being full of phantom limbs that never got fully wired into the greater whole. I decided in the end that I had to call it like I see it in this article. As I noted earlier, this was to have been a game that you could play again and again, with the innocent and guilty parties behind the crime you investigated being different each time. It appears that, under the pressure of time, money, and logistics, that concept got boiled down to randomizing which of the other characters are replicants and which are “real” humans, but not changing their roles in the story in response to their status in any but some fairly cosmetic ways. Then, too, the other characters were supposed to have had a great deal of autonomy, but, again, the finished product doesn’t live up to this billing. In practice, what’s left of this aspiration is more of an annoyance than anything else. While the other characters do indeed move around, they do so more like subways trains on a rigid schedule than independent human actors. When the person you need to speak to isn’t where you go to speak to him, all you can do is go away and return later. This leads to tedious rounds of visiting the same locations again and again, hoping someone new will turn up to jog the plot forward. While this may not be all that far removed from the nature of much real police work, it’s more realism than I for one need.

This was also to have been an adventure game that you could reasonably play without relying on saving and restoring, taking your lumps and rolling with the flow. Early on, the game just about lives up to this ideal. At one point, you chase a suspect into a dark alleyway where a homeless guy happens to be rooting through a dumpster. It’s damnably easy in the heat of the moment to shoot the wrong person. If you do so — thus committing a crime that counts as murder, unlike the “retiring” of a replicant — you have the chance to hide the body and continue on your way; life on the mean streets of Los Angeles is a dirty business, regardless of the time period. Even more impressively, you might stumble upon your victim’s body again much later in the game, popping up out of the murk like an apparition from your haunted conscience. If you didn’t kill the hobo, on the other hand, you might meet him again alive.

But sadly, a lot of this sort of thing as well falls away as the game goes on. The second half is rife with learning-by-death moments that would have done the Sierra of the 1980s proud, all people and creatures jumping out of the shadows and killing you without warning. Hope you have a save file handy, says the game. The joke’s on you!

By halfway through, the game has just about exhausted the movie’s iconic set-pieces and is forced to lean more on its own invention, much though this runs against its core conviction that imitation trumps originality. Perhaps that conviction was justified after all: the results aren’t especially inspiring. What we see are mostly generic sewers, combined with characters who wouldn’t play well in the dodgiest sitcom. The pair of bickering conjoined twins — one smart and urbane, the other crude and rude — is particularly cringe-worthy.

Writers and other artists often talk about the need to “kill your darlings”: to cut out those scenes and phrases and bits and bobs that don’t serve the art, that only serve to gratify the vanity of the artist. This game is full of little darlings that should have died well before it saw release. Some of them are flat-out strange. For example, if you like, you can pre-pick a personality for McCoy: Polite, Normal, (don’t call me) Surly, or Erratic. Doing so removes the conversation menu from the interface; walk up to someone and click on her, and McCoy just goes off on his own tangent. I don’t know why anyone would ever choose to do this, unless it be to enjoy the coprolalia of Erratic McCoy, who jumps from Sheriff Andy Taylor to Dirty Harry and back again at a whipsaw pace, leaving everyone on the scene flummoxed.

Even when he’s ostensibly under your complete control, Detective McCoy isn’t the nimblest cowboy at the intellectual rodeo. Much of the back half of the game degenerates into trying to figure out how and when to intervene to keep him from doing something colossally stupid. When a mobster you’ve almost nailed hands him a drink, you’re reduced to begging him silently: Please, please, do not drink it, McCoy! And of course he does so, and of course it’s yet another Game Over. (After watching the poor trusting schmuck screw up this way several times, you might finally figure out that you have about a two-second window of control to make him draw his gun on the other guy — no other action will do — before he scarfs down the spiked cocktail.)

Bottoms up! (…sigh…)

All my other complaints aside, though, for me this game’s worst failing remains its complete disinterest in standing on its own as either a piece of fiction or as an aesthetic statement of any stripe. There’s an embarrassingly mawkish, subservient quality that dogs it even as it’s constantly trying to be all cool and foreboding and all, with all its darkness and its smoke. Its brand of devotion is an aspect of fan culture that I just don’t get.

So, I’m left sitting here contemplating an argument that I don’t think I’ve ever had to make before in the context of game development: that you can actually love something too much to be able to make a good game out of it, that your fandom can blind you as surely as the trees of any forest. This game is doomed, seemingly by design, to play a distant second fiddle to its parent. You can almost hear the chants of “We’re not worthy!” in the background. When you visit Tyrell in his office, you know it can have no real consequences for your story because the resolution of that tycoon’s fate has been reserved for the cinematic story that stars Deckard; ditto your interactions with Rachael and Gaff and others. They exist here at all, one can’t help but sense, only because the developers were so excited at the prospect of having real live Blade Runner actors visit them in their studio that they just couldn’t help themselves. (“We’re not worthy!”) For the player who doesn’t live and breathe the lore of Blade Runner like the developers do, they’re living non sequiters who have nothing to do with anything else that’s going on.

Even the endings here — there are about half a dozen major branches, not counting the ones where McCoy gets shot or stabbed or roofied midway through the proceedings — are sometimes in-jokes for the fans. One of them is a callback to the much-loathed original ending of the film — a callback that finds a way to be in much worse taste than its inspiration: McCoy can run away with one of his suspects, who happens to be a fourteen-year-old girl who’s already been the victim of adult molestation. Eww!

What part of “fourteen years old and already sexually traumatized” do you not understand, McCoy?

Heck, even the options menu of this game has an in-joke that only fans will get. If you like, you can activate a “designer cut” here that eliminates all of McCoy’s explanatory voice-overs, a callback to the way that Ridley Scott’s director’s cut did away with the ones in the film. The only problem is that in this medium those voice-overs are essential for you to have any clue whatsoever what’s going on. Oh, well… the Blade Runner fans have been served, which is apparently the important thing.

I want to state clearly here that my objections to this game aren’t abstract objections to writing for licensed worlds or otherwise building upon the creativity of others. It’s possible to do great work in such conditions; the article I published just before this one praised The Curse of Monkey Island to the skies for its wit and whimsy, despite that game making absolutely no effort to bust out of the framework set up by The Secret of Monkey Island. In fact, The Curse of Monkey Island too is bursting at the seams with in-jokes and fan service. But it shows how to do those things right: by weaving them into a broader whole such that they’re a bonus for the people who get them but never distract from the experience of the people who don’t. That game illustrates wonderfully how one can simultaneously delight hardcore fans of a property and welcome newcomers into the fold, how a game can be both a sequel and fully-realized in an Aristotelian sense. I’m afraid that this game is an equally definitive illustration of how to do fan service badly, such that it comes across as simultaneously elitist and creatively bankrupt.

Westwood always prided themselves on their technical excellence, and this is indeed a  technically impressive game in many respects. But impressive technology is worth little on its own. If you’re a rabid fan of the movie in the way that I am not, I suppose you might be excited to live inside it here and see all those iconic sets from slightly different angles. If you aren’t, though, it’s hard to know what this game is good for. In its case, I think that the first critical consensus had it just about right.



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Sources: The book Future Noir: The Making of Blade Runner by Paul M. Sammon; Computer and Video Games of January 1998; PC Zone of May 1999; Next Generation of July 1997; Computer Gaming World of March 1998; Wall Street Journal of January 21 1998; New Yorker of July 1982; Retro Gamer 142.

Online sources include Ars Technica’s interview with Louis Castle, Game Developer‘s interview with Castle, Edges feature on the making of the game, the original Siskel and Ebert review of the movie, an unsourced but apparently authentic interview with Philip K. Dick, and GameSpot’s vintage Blade Runner review.

Blade Runner is available for digital purchase at GOG.com, in both its original edition that I played for this article and the poorly received enhanced edition. Note that the latter actually includes the original game as well as of this writing, and is often cheaper than buying the original alone…

Footnotes

Footnotes
1 Louis Castle has often claimed in later decades that Blade Runner did well commercially, stating at least once that it sold 1 million copies(!). I can’t see how this could possibly have been the case; I’ve learned pretty well over my years of researching these histories what a million-selling game looked like in the 1990s, and can say very confidently that it did not look like this one. Having said that, though, let me also say that I don’t blame him for inflating the figures. It’s not easy to pour your heart and soul into something and not have it do well. So, as the press of real data and events fades into the past, the numbers start to go up. This doesn’t make Castle dishonest so much as it just makes him human.
2 This chart in general is distorted greatly by the factor of novelty; many or most of the highest-ranking games are very recent ones, rated in the first blush of excitement following their release.
3 Louis Castle’s own testimony contradicts this notion as well. He has stated in various interview that “Blade Runner is as close as I have ever come to realizing a design document verbatim.” I don’t wish to discount his words out of hand, but boy, does this game ever strike me, based on pretty long experience in studying these things, as being full of phantom limbs that never got fully wired into the greater whole. I decided in the end that I had to call it like I see it in this article.
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Retro spotlight: Phantasy Star III: Generations of Doom

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This column is “Retro spotlight,” which exists mostly so I can write about whatever game I feel like even if it doesn’t fit into one of the other topics you find in this newsletter. Previous entries in this series can be found through this link.

Phantasy Star III: Generations of Doom is kind of a funny game. The original Phantasy Star was an obviously ambitious blend of Dragon Quest-style battles and first-person dungeon crawling, featuring a woman as the protagonist, that helped influence a generation of games. Its sequel, Phantasy Star II, kept the dungeon crawling but made it all topdown, while cranking up the everything: had it released with a little more polish or later during the golden age of 16-bit RPGs, you’d have more people claiming it as an all-timer than already do. (Alas, Sega had deadlines, and they were strict.) And Phantasy Star IV is, for many, the best of the bunch, thanks to its emphasis on additional story that’s both engaging for its content and how it presents itself, and a pacing that is practically unmatched in the genre.

What’s the legacy of Phantasy Star III? That depends on how charitable you are in your approach to it. It’s either yet another ambitious Phantasy Star game that suffered even more than the others from the technology of the day and Sega’s general impatience with development time, as it features all kinds of cut content — much of it narrative — in order to squeeze that very ambition onto the cartridges of the day on the schedule the team was given. Or, it’s a game that feels out of place with the other three mainline ones, both in quality and in its whole vibe, to the point where it’s a wonder that Sega didn’t just release it as a spin-off “gaiden” rather than making it the third entry, if they were that desperate to have another so soon after the first two released.

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The truth is probably somewhere in the middle. Phantasy Star III is often derided for what it isn’t and what’s missing from it, but what’s there is awfully compelling, even over three decades later. That’s not to say what’s there is without flaws, or that time has helped every aspect of the game, because it is both full of flaws and, in some ways, felt a little old even when it released overseas in 1991, thanks to the makeover Square gave Final Fantasy in time for its 16-bit debut. Is Generations of Doom a great game? I wouldn’t go that far, no, it’s very clearly a tier or two below the other mainline titles. But there’s still enough here for you to play it at least once, to get a sense of what Phantasy Star III is instead of what it isn’t, and what it is manages to still be intriguing even with its obvious flaws.

Right out of the gate, Phantasy Star III presents itself as different from the other Phantasy Star titles. Before you even begin the game, you can see that this is true, simply by looking at the title screen and recalling what the previous two looked like. Phantasy Star IV, understandably, returned to the previous visual aesthetic that involved the stylized yellow font and an understanding that the “star” in the title meant yes, space played a significant role in this game. Hiding that a little bit on the title screen in III makes a certain kind of sense, because the characters in the game don’t know they are — spoiler — flying through space in a ship and believe themselves to instead be on a planet with a lot of maintenance tunnels connecting the different areas of it, but that’s kind of Phantasy Star III’s whole thing. If you squint long enough, then the decisions they made can make sense, but it probably would have been easier to not create a situation where the player has to constantly stop, think, and sigh out an, “I guess.”

Phantasy Star III does not shy from the sci-fi elements — the first party member you recruit is a cyborg — but it attempts a balancing act with the player and the game’s characters that doesn’t always pan out. You, as a player, likely know about Phantasy Star’s history, and that the first two games took place in the same star system, on the same planets, with the second game even featuring a catastrophic blow to that system owing to the destruction of the planet Palm. The characters don’t know anything about this. There are cyborgs, sure, and some remnants of tech scattered about such as hangars you can’t use until you’re near the end of the game, dungeons that connect one region of the game to another that are very obviously made out of what we’d consider a sci-fi design, but the game is more fantasy than sci-fi in its presentation. You’re a prince set to marry a mysterious woman your kingdom saved, and then she’s kidnapped by a dragon; your father, the king, then sends you to the dungeon instead of having you attempt to reignite war with a country that’s supposedly not been seen for 1,000 years. You don’t get much more fantasy based than that for a setup.

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Meanwhile, Phantasy Star opens with an homage to Star Wars’ stormtroopers murdering Alis’ brother in a clearly futuristic city. Phantasy Star II begins with you in a world that features a cloning station and teleportation center. Security checkpoints requiring ID cards, spaceports, climate-controlled everything; this isn’t a fantasy setting, at least, not primarily. And while Phantasy Star IV arrived after III because that’s how sequential numbering works, it opens with bounty hunters going to a university that has a basement full of monsters who all turn out to be genetic experiments: Phantasy Star IV manages to be a world without much access to the futuristic technology of the past titles, at least at first, that still clearly and loudly presents itself as taking place in a world where that kind of technology used to exist, a world where people now try to reclaim some of what used to be the standard. Phantasy Star III’s citizenry seems to have no clue about their past, and have gone backward from a technological point of view without any clear explanation as to why like exists in Phantasy Star IV. Which is even more confusing when you consider that these people live on a spaceship so advanced that they believed they were actually on a planet this whole time.

Maybe the relationship between Phantasy Star’s past and the story of III was much clearer in the version of the game we didn’t end up with, the one with the cut content. According to the 1993 Japan-only book, World of Phantasy Star: The People Who Made Phantasy Star, significant cuts had to be made to narrative content in order to realize the admittedly impressive scale of the world that the game’s multi-generation tale would be told within — maybe if Sega hadn’t pushed development to wrap as aggressively as they did, another solution would have been found that kept Phantasy Star III from feeling so out of place with little explanation, but we don’t know for sure. And since there was no Generation remake of Phantasy Star III, either — these Playstation 2 releases expanded and updated the first two games in Japan, as part of the Sega Ages 2500 series, with much of that expansion on the narrative side now that there was room to do so — we aren’t going to, either.

A screenshot of a spaceship, the Alis III, out in space, with a view of the spaceship the game takes place on. Nial is saying, "That's what our world really looks like?"
It took going out into a spaceship for one of the protagonists to be aware that they were on a spaceship comprised of seven “world” domes rather than a planet. The maintenance tunnels leading from one environmental biome to another should have been a hint, but I also didn’t see a single school in Phantasy Star III, so.

I should make it clear that I believe the idea of a reveal itself showing life is different than expected for the characters isn’t a negative. Phantasy Star III just sort of awkwardly stumbles into it, however, due to the general lack of world-building that occurs in-game. NPCs in towns don’t have much to add to the world other than maybe telling you where to go. Conversations occur at story points, but are pretty focused and often leave you a little more confused than enlightened, as well. There’s little to actually explore in-world outside of the places you’re supposed to be: Phantasy Star III is a game with a lot of empty houses in it, full of beds no one sleeps in. So it’s no wonder that eventually, someone just goes, “hey why don’t you try getting on this spaceship and then go to space in it?” and none of your characters even so much as go, “space…ship?” or “oh cool I didn’t know there was a spaceship here” to let you know whether this is meant to be a reveal or a fact of life so mundane it explains why no one has bothered mentioning anything like it over the previous dozen hours.

Nearly everything just feels a little off like this. The art features far more muted colors than in the bright and colorful Phantasy Star II, and so even though the graphics themselves have improved from a technical standpoint, this change in design makes them look much flatter and comparatively boring. The large-size character sprites have once again been removed from battles — there are now actual backgrounds because they dedicated space to that unlike in PSII, but still, it’s hard not to assume that this choice was made because there were just so many party members possible in the game, and nowhere to store all of their sprites. Similarly, on the narrative side, the number of large-scale cutscene pieces is way down, and just a few characters in the game even have character portraits when they speak, which is also relatively rare.

There’s nothing wrong with the enemy designs, but they don’t necessarily vibe with the kinds found in the two preceding games. The inspiration for many enemy types seems to be “abstract” or “horny,” but never abstract and horny. Pretty much any human or with-human-qualities enemy you face will be a woman showing off a bunch of skin or wearing the tightest possible garb or both, but you will also face off against giant floating rock heads and possibly pieces of sentient walls and floors as well as phase-shifting… somethings? It’s tough to know. It all looks sick, though, in a way so much of the other art in the game does not.

You’re probably noticing a theme here, but that’s because I do fall on the side of thinking that maybe Phantasy Star III should have been a spin-off instead of a mainline game. Sega maybe even retroactively believed as much: the planned international Sega Ages release of the Generation games would have been a bundle that included Generation 1, 2, and… 4. In truth, though, Phantasy Star III isn’t any different than the game-to-game changes that Final Fantasy went and still goes through. The difference here is more that Final Fantasy was designed that way from the first sequel, whereas Phantasy Star III’s flirtation with being outside of the expected but also part of the known puts it in a more precarious position, reception-wise, speaking both about the moment it released and now, 30-plus years later.

What Phantasy Star III did do very well was in its more structural changes that altered how you would play but still kept it all very Phantasy Star. Like with Phantasy Star II ditching the first-person dungeon crawling but managing to create topdown labyrinths that were just as deviously complicated and challenging, Phantasy Star III brought its own twist. The “Generations” part of the title isn’t just for show: Phantasy Star III takes place over three separate generations, to conclude a story that began 1,000 years prior. You’ll begin the game as Rhys, the crown prince of Landen, who was set to be married before that whole incident with the fiance-snatching dragon. Rhys will escape the dungeon with the help of a mysterious woman, and then form a party with cyborgs, said mysterious lady, and her brother, who just happens to be a powerful mage who, by the way, can shape-shift into a dragon. Oh, and he hails from the same homeland as the captured bride-to-be, who, it turns out, was being rescued from the point of view of that dragon, as the Layans believed that the Orakians — the nationality of Rhys — had kidnapped her from them. It’s all a big misunderstanding on a number of levels, since the Orakians simply found her and nursed her back to health before their crown prince got thoughts of marriage in his head, and oh, also, it turns out that all the conflict of the previous 1,000 years, including this one, was engineered by a malevolent agent of darkness who feeds on the agony and suffering of humanity.

You learn more about that last part later on — hours later in real life, but decades in-game — but before then, you’ve got some dungeons to get through, as well as some choices and babies to make. The dungeons are wildly simplified from the previous Phantasy Star games, to the point of it being something of a detriment, but there are two likely reasons for this decision. The first is that there’s quite a bit of backtracking and returning to where you have previously been in this game, owing to its generational gameplay. The second is that there probably wasn’t cartridge space to make much longer and more complicated dungeons: the game relies on a high encounter rate and more powerful enemies indoors than outdoors to keep the dungeons challenging. And hey, it works, it’s just, like with many things, not as good as what came before or after.

As for the choices and babies, those two things are related. Rhys will end up reaching Maia, his almost-wife, in her homeland. He’ll fight for the right to be there and have a shot at marrying her if he succeeds, but then, a twist: it turns out the mystery woman from before, Lena, also has a thing for Rhys. Marry Lena and become king of two united kingdoms, or marry Maia as you had initially intended, only doing so in Layan territory instead of Orakian? There are a few ways to go about making your choice, and I’ve got to tell you, none of them have anything to do with character personalities or dialogue or scenes you’ve experienced, because none of this exists in Phantasy Star III. So instead, you can go by “which character am I used to having around” or “what hair color do I want my kids to have” or “do I want my kid to be able to use Techniques or no” and end up satisfied with the result of your decision.

In the case of Rhys, you set out to rescue Maia, but trekking through her homeland made quite a few people take a moment out of their day to tell you that you’re a huge piece of shit they’d kill if there weren’t laws against that sort of thing — this is not an exaggeration — so maybe just retreating to marry Lena is going to sound appealing. Or maybe you think, hey, tensions are kind of high, but the Layan people will accept me if they just get to know me. Or, “I don’t know, both Rhys and Maia have blue hair so I feel like he’s marrying his sister here” so you choose Lena instead. You’re going to have to do the rationalizing yourself, but you’ll have to make a decision between the two regardless.

Married Lena? You have a son, Nial, with brown hair and no ability to use Techniques, and you’ll control him after an 18-year time jump, back in the territory his father grew up in. Married Maia? Ayn’s your blue-haired man — well, boy, since his story picks up 15 years later — who can use Techniques due to his Layan mother, and will do so starting from mom’s homeland. Nial will face off against a terrifying opponent, a very angry and powerful man from 1,000 years in the past who has been in cryogenic sleep and unhappy about it the whole time, one who summons all kinds of monsters to the world to aid him in his revenge. Ayn has to deal with a cyborg uprising instead: the monsters clear out of the world here, replaced by all kinds of robots and more sci-fi-oriented opponents. You’ll find many of the same key items on these differing quests, but where you go and who you see and who you partner with will be different depending on your protagonist.

Nial gets the option of marrying two different women, as well, as does Ayn, which results in four other possible protagonists to play as for Phantasy Star III’s final act. The first section of those final acts is different, but the rest of them are the same, given that the game needs to come to its resolution that involves, regardless of who is doing it, in defeating Dark Force. Who is on this station, by the way, because the ship is one of the colony ships that escaped the destruction of the planet Palm in Phantasy Star II, and just so happened to have an incarnation of Dark Force along for the ride.

Each of the protagonists play differently, given they tend to get quite a few traits from their mother, and in the final act, you even get cousins or siblings who resemble either mom or dad or a key figure from the previous arc, as well. Your cyborg party members, Mieu and Wren, persist throughout the entire game, so you always have a couple of well-equipped and strong party members to back you up when you’re back at level 1 again and facing off against more powerful monsters and robots than your dad ever did.

All of this is really cool, and the fact that Phantasy Star III has a main quest that splinters off into two differing second acts and four third acts that, at least, begin in different places, remains impressive. That this was first released in 1990 is pretty mind blowing, and certainly shows that, even though Phantasy Star III was designed by a completely different team than the first two games, they at least understood the spirit of the series and the ambition its games were known for. That all being said, none of the Phantasy Star games needed a Sega Ages update with additional narrative and world-building than Generations of Doom, and part of the evidence that Sega was aware of that fact comes in the form of Phantasy Star IV, which scaled back the overall scope of the world in order to tell — and tell well — a more focused and successful story. Phantasy Star III succeeds, too, but it does so mostly due to its relative uniqueness and undeniably lofty aspirations, which still leaves you feeling as if things could have been different and better.

Still… those aspirations just shine through. Battles feature dynamic music, which changes depending on things like whether you’re attacking or being attacked, picking your what you’d like to do by setting macros, or on how well the fight itself is going. The overworld music adds layers as you add party members. This was Izuho Numata’s first attempt at composing a game as the lead, and while she says she has regrets owing in part to the condensed development schedule, what she managed to produce in a month’s time is astounding: while the usual Phantasy Star team returned for IV, Numata was once again composing for that one for a reason, and that turned out even better.

Phantasy Star III is a good RPG with much better ideas than its team was capable of fully seeing through. Given a proper development schedule that didn’t have Sega rushing to capitalize on Phantasy Star II — itself rushed out before it was fully finished cooking — it would likely be remembered much more fondly. Weird, still, given how the two previous Phantasy Star titles went, but less suspiciously, negatively weird, and more the kind of odd game that’s still worth it. As is, Phantasy Star III has plenty to offer if you’ve got the patience for this kind of old-school RPG with high encounter rates and loads of backtracking that doesn’t feature very much assistance for the player at all — and you can currently do so through the Sega Genesis Classics collection released on modern platforms. It’s just that III has less to offer than the rest of the Phantasy Star games, and, due to it being narratively out of step with them, as well, can also be skipped if you’re just looking to understand what went down in the Algo solar system over the course of the adventures of the people actually living there.

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We're Getting GhostGirled

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We're Getting GhostGirled

They glowed in the dark.

In 1917, the U.S. Radium Corporation began hiring women and girls as young as 14 to paint the dials on their watches. They used a special radium paint called Undark. The corporation sold the watches to the U.S. military for a huge profit. The girls made 1.5 cents per dial. It was good money back then. Plus, glowing in the dark made these patriotic young women popular.

They became known as the ghost girls.

As you can imagine, working with radium is dangerous. This wasn't a case of naivety. Scientists already knew the danger of radium. Chemists at the U.S. Radium Corporation wore protective gear when handling the stuff. And yet, the ghost girls were told it was completely safe.

Not only were the ghost girls told not to worry, but the Radium Corporation deliberately deprived them of the rags and rinse solution they needed to clean their brushes. They thought it was too expensive. Instead, managers told them to wet their brushes by licking them between dials.

They called it lip pointing.

Of course, the general public thought radium was good for you.

Radium was the goop of the day.

In the 1910s and 20s, you could go to a radium spa. You could do radium cleanses. You could irradiate your junk to restore your lost manhood. Schools used radium byproducts as sand on playgrounds. Radium was used in everything from toothpaste to hemorrhoid cream. Countless grifters founded sketchy little companies claiming to sell "authentic" radium products. Did I mention scientists already knew radium was bad for you? They knew it was useful, but it was dangerous. You had to be careful with it.

Marie Curie and her husband Pierre discovered radium and polonium, ultimately winning the Nobel Prize (twice) by 1911. They published a range of papers exploring the practical use of radioactive elements in x-rays, surgery, and tumor treatment. Curie herself directed France's first radiology program during WWI. She didn't suggest rubbing it on your junk or bathing with it. And she didn't recommend drinking water stored in jugs lined with radioactive material. I know, I know. It's hard to believe the public would make huge assumptions about scientific studies and misinterpret what a scientist said.

For example:

J.A. Bailey was the Dr. Oz of the day. He made a fortune promoting a product named Raditor, radioactive water, which he described as a cure for chronic illness and fatigue, even impotence. Unfortunately, some of his wealthy clients wound up dropping dead from radium poisoning.

Oops.

By the early 1920s, the ghost girls started coming down with strange illnesses, including bleeding gums and loose teeth. One girl's jaw broke off in a doctor's hands while he was examining her. Her name was Amelia. She was 19 when she started working for U.S. Radium.

The U.S. Radium Corporation didn't do a thing to help the ghost girls. They bribed scores of doctors to go on record telling everyone how safe radium was. Some of them even wrote op-eds blaming their illness on syphilis, suggesting the ghost girls were simply promiscuous.

Corrupt doctors deflecting blame?

Gasp.

Eventually, the problem got too big to cover up. Other workers, including chemists, started dropping dead from radium poisoning. The Department of Labor inspected the Radium Corporation's factories.

They didn't do a thing.

Lawsuits started piling up. Young women were testifying against the U.S. Radium Corporation from their deathbeds. The company did everything they could to drag out the trials, hoping the ghost girls would die and the problem would go away. Alas, their corrupt doctors couldn't keep blaming all the deaths on syphilis. Finally, the inventor of Undark himself died from radiation poisoning.

That was pretty hard to attribute to promiscuity.

By then, it was too late.

Dozens of young women were dying in horrible ways. Their leg bones broke from walking. Their spines collapsed. The ones who survived wound up with lifelong health conditions. It's hard to know how many people died or ruined their health by using radium products. Given their wide availability, you could easily put the number in the thousands.

There's so many lessons here.

Corporations are happy to kill you. Some doctors are happy to help them cover it up. Politicians are happy to sit back and watch. You might get justice, but it's almost always too late to matter for you personally. In the case of U.S. Radium, the corporation continued painting dials by hand until 1947. The practice only gradually faded out, mainly for economic reasons. Radium continued to be used in products until the early 1970s, and strict laws didn't exist until the mid 2000s. People had to learn the hard way that radium was toxic.

It took about 50 years.

Today, there's no shortage of doctors willing to go on television or write an op-ed on behalf of an entire industry, telling us unsafe products are safe or that we shouldn't worry about this or that deadly disease. They do it even when piles of scientific evidence contradict them. It doesn't matter if they wind up partially disabled themselves. It doesn't matter how many trash cans they bust their heads on. They believe the money and attention are worth it. If they lived a hundred years ago, they'd be accusing the ghost girls of promiscuity and blaming their radium poisoning on an STD.

Those doctors were on the wrong side of history.

So are these doctors.

You might've come across the term social murder, a term introduced by Friedrich Engels in 1845 to describe how governments (and corporations) knowingly preside over unequal and dangerous living and work conditions that contribute directly to large numbers of deaths, especially among the working class. The term has resurfaced lately as a way to articulate the mix of exploitation and policy that produces huge amounts of death and suffering.

We're awash in it now.

Social murder is exactly what happened to the ghost girls. The U.S. Radium Corporation knew they were poisoning their employees. They foolishly thought they could get away with it.

Oh, wait a minute.

They did get away with it. Despite settling some lawsuits, the company continued its operations for decades. Nobody went to jail. Nobody went bankrupt, at least not for the right reasons.

One of the ghost girls survived for quite a while.

She lived to be 107.

Mae Keane knew something was wrong on her first shift. She didn't like lip pointing. After a few days, she was told to quit. And she did. Although she dealt with gum problems, migraines, and cancer, she avoided the fate of the girls who worked there for years.

A lot of us are like Keane.

We're getting ghostgirled. Our corporate and political leaders are lying to us about a great number of things, from dangerous diseases to the wars they fund with our money. They're putting us at risk. We know it. We're resisting. It's hard. There's no vindication around the corner for us. If you look at history, that's still years away, maybe decades.

The parallels between then and now burn a little. The way the ghost girls were treated lines up with how the media and the medical community in general (with a few exceptions) portrays Long Covid patients. When USDA or FDA officials assure us it's safe to drink pasteurized milk, when they actually don't know for sure, their behavior echoes the U.S. Radium Corporation telling 14-year-old girls it's totally fine to lick radium a hundred times a day.

We tend to assume evil people get what they deserve. Sometimes, they do. Far more often, they don't. And that's why this kind of behavior persists. The ones who put us in danger while lying to us hardly ever face consequences, except when they die from radiation poisoning, wind up partially disabled from the viruses they dismiss, or bang their heads on trashcans.

Even then, they don't admit they were wrong. I guess the shame would be too great. So they go the cognitive dissonance route. They invent excuses. They play their victim cards. They go right on lying to the public and doing extraordinary damage to public health.

History shows, it's disturbingly common.

You can't trust a system that would lie to teenage girls and then let them die from radium poisoning. That system lives on.

It has a long half-life.

It would be nice if more people knew the story of the ghost girls. This kind of thing happens a lot in western history, especially American history. Every decade has its ghost girls, whether it's the Tuskegee studies, the coverups around lead paint and asbestos, the coverups around tobacco, or the coverups around HIV. Instead of holding their leaders accountable, the public tends to indulge moral panics and far more elaborate, convoluted conspiracy theories. In the 1980s and 90s, they preferred to get worked up over nonexistent satanic cults. Now they're getting worked up over TikTok. Meanwhile, the companies we work for and the governments we pay to protect us usually end up doing the most harm to us. Even the doctors on television are often lying to us, simply because it's an easy way for them to make a paycheck.

These aren't fun conspiracy theories with lizard people and cannibals. It's just unfettered greed, doing what it does best. There are so many documented cases of widespread deception, it's a little hard to believe that so many people still trust their governments at all.

As we're witnessing now with the university protests, we see what happens when anything threatens the assets of the rich. All those warm, fuzzy words about democracy, knowledge, and free speech disappear. The boot comes down hard. The lies get more obvious.

We're all getting ghostgirled, every day. We're getting placed in danger, lied to by the very entities charged with our protection and care. We're berated, shamed, and vilified the minute we try to speak up.

We don't glow in the dark.

Yet.


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The Curse of Monkey Island

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Fair Warning: this article contains plot spoilers for Monkey Island 2: LeChuck’s Revenge and The Curse of Monkey Island. No puzzle spoilers, however…

The ending of 1991’s Monkey Island 2: LeChuck’s Revenge seems as shockingly definitive in its finality as that of the infamous last episode of the classic television series St. Elsewhere. Just as the lovable wannabe pirate Guybrush Threepwood is about to finally dispatch his arch-nemesis, the zombie pirate LeChuck, the latter tears off his mask to reveal that he is in reality Guybrush’s older brother, looking a trifle peeved but hardly evil or undead. Guybrush, it seems, is just an ordinary suburban kid who has wandered away from his family to play make-believe inside a storage room at Big Whoop Amusement Park, LeChuck the family member who has been dispatched to find him. An irate janitor appears on the scene: “Hey, kids! You’re not supposed to be in here!” And so the brothers make their way out to rejoin their worried parents, and another set of Middle American lives goes on.

Or do they? If you sit through the entirety of the end credits, you will eventually see a short scene featuring the fetching and spirited Elaine, Guybrush’s stalwart ally and more equivocal love interest, looking rather confused back in the good old piratey Caribbean. ‘I wonder what’s keeping Guybrush?” she muses. “I hope LeChuck hasn’t cast some horrible SPELL over him or anything.” Clearly, someone at LucasArts anticipated that a day might just come when they would want to make a third game.

Nevertheless, for a long time, LucasArts really did seem disposed to let the shocking ending stand. Gilbert himself soon left the company to found Humongous Entertainment, where he would use the SCUMM graphic-adventure engine he had helped to invent to make educational games for youngsters, even as LucasArts would continue to evolve the same technology to make more adventure games of their own. None of them, however, was called Monkey Island for the next four years, not even after the first two games to bear that name became icons of their genre.

Still, it is a law of the games industry that sequels to hit games will out, sooner or later and one way or another. In late 1995, LucasArts’s management decided to make a third Monkey Island at last. Why they chose to do so at this particular juncture isn’t entirely clear. Perhaps they could already sense an incipient softening of the adventure market — a downturn that would become all too obvious over the next eighteen months or so — and wanted the security of such an established name as this one if they were to invest big bucks in another adventure project. Or perhaps they just thought they had waited long enough.

Larry Ahern and Jonathan Ackley.

Whatever their reasoning in beginning the project, they chose for the gnarly task of succeeding Ron Gilbert an in-house artist and a programmer, a pair of good friends who had been employed at LucasArts for years and were itching to move into a design role. Larry Ahern had been hired to help draw Monkey Island 2 and had gone on to work on most of LucasArts’s adventure games since, while Jonathan Ackley had programmed large parts of Day of the Tentacle and The Dig. Knowing of their design aspirations, management came to them one day to ask if they’d like to become co-leads on a prospective Monkey Island 3. It was an extraordinary amount of faith to place in such unproven hands, but it would not prove to have been misplaced.

“We were too green to suggest anything else [than Monkey Island 3], especially an original concept,” admits Ahern, “and were too dumb to worry about all the responsibility of updating a classic game series.” He and Ackley brainstormed together in a room for two months, hashing out the shape of a game. After they emerged early in 1996 with their design bible for The Curse of Monkey Island in hand, production got underway in earnest.

At the end of Monkey Island 2, Ahern and Ackley announced, Guybrush had indeed been “hexed” by LeChuck into believing he was just a little boy in an amusement park. By the beginning of the third game, he would have snapped back to his senses, abandoning mundane hallucination again for a fantastical piratey reality.

A team that peaked at 50 people labored over The Curse of Monkey Island for eighteen months. That period was one of dramatic change in the industry, when phrases like “multimedia” and “interactive movie” were consigned to the kitschy past and first-person shooters and real-time strategies came to dominate the sales charts. Having committed to the project, LucasArts felt they had no choice but to stick with the old-school pixel art that had always marked their adventure games, even though it too was fast becoming passé in this newly 3D world. By way of compensation, this latest LucasArts pixel art was to be more luscious than anything that had come out of the studio before, taking advantage of a revamped SCUMM engine that ran at a resolution of 640 X 480 instead of 320 X 200.

The end result is, in the opinion of this critic at least, the loveliest single game in terms of pure visuals that LucasArts ever produced. Computer graphics and animation, at LucasArts and elsewhere, had advanced enormously between Monkey Island 2 and The Curse of Monkey Island. With 1993’s Day of the Tentacle and Sam and Max Hit the Road, LucasArts’s animators had begun producing work that could withstand comparison to that of role models like Chuck Jones and Don Bluth without being laughed out of the room. (Indeed, Jones reportedly tried to hire Larry Ahern and some of his colleagues away from LucasArts after seeing Day of the Tentacle.) The Curse of Monkey Island marked the fruition of that process, showing LucasArts to have become a world-class animation studio in its own right, one that could not just withstand but welcome comparison with any and all peers who worked with more traditional, linear forms of media. “We were looking at Disney feature animation as our quality bar,” says Ahern.

That said, the challenge of producing a game that still looked like Monkey Island despite all the new technical affordances should not be underestimated. The danger of the increased resolution was always that the finished results could veer into a sort of photo-realism, losing the ramshackle charm that had always been such a big part of Monkey Island‘s appeal. This LucasArts managed to avoid; in the words of The Animation World Network, a trade organization that was impressed enough by the project to come out and do a feature on it, Guybrush was drawn as “a pencil-necked beanpole with a flounce of eighteenth-century hair and a nose as vertical as the face of Half Dome.” The gangling frames and exaggerated movements of Guybrush and many of the other characters were inspired by Tim Burton’s The Nightmare Before Christmas. Yet the characters aren’t grotesques; The Curse of Monkey Island aims to be lovable, and it hits the mark. For this game is written as well as drawn in the spirit of the original Secret of Monkey Island, abandoning the jarring mean-spiritedness that dogs the second game in the series, a change in tone that has always left me a lot less positively disposed toward it than most people seem to be.

This was the first Monkey Island game to feature voice acting from the outset, as telling a testament as any to the technological gulf that lies between the second and third entries in the series. The performances are superb — especially Guybrush, who sounds exactly like I want him to, all gawky innocence and dogged determination. (His voice actor Dominic Armato would return for every single Monkey Island game that followed, as well as circling back to give Guybrush a voice in the remastered versions of the first two games. I, for one, wouldn’t have it any other way.)

The opening sees Guybrush adrift on the open ocean in, of all forms of conveyance, a floating bumper car, for reasons that aren’t initially clear beyond the thematic connection to that amusement park at the end of Monkey Island 2. He floats smack-dab into the middle of a sea battle between LeChuck and Elaine; the former is trying to abduct the latter to make her his bride, while the latter is doing her level best to maintain her single status. Stuff happens, LeChuck seems to get blown up, and Guybrush and Elaine wind up on Plunder Island, a retirement community for aging pirates that’s incidentally also inhabited by El Pollo Diablo, the giant demon chicken. (“He’s hatching a diabolical scheme”; “He’s establishing a new pecking order”; “He’s going to buck buck buck the system”; “He’s crossing the road to freedom”; etc.) Guybrush proposes to Elaine using a diamond ring he stole from the hold of LeChuck’s ship, only to find that there’s a voodoo curse laid on it. Elaine gets turned into a solid-gold statue (d’oh!), which Guybrush leaves standing on the beach while he tries to figure out what to do about the situation. Sure enough, some opportunistic pirates — is there any other kind? — sail away with it. (Double d’oh!) Guybrush is left to scour Plunder Island for a ship, a crew, and a map that will let him follow them to Blood Island, where there is conveniently supposed to be another diamond ring that can reverse the curse.

The vicious chickens of Plunder Island. “Larry and I thought we were so clever when we came up with the idea of having a tropical island covered with feral chickens,” says Jonathan Ackley. “Then I took a vacation to the Hawaiian island of Kauai. It seems that when Kauai was hit by Hurricane Iniki, it blew open all the chicken coops. Everywhere I went on the island I was surrounded by feral chickens.”

From the shopping list of quest items to the plinking steelband soundtrack that undergirds the proceedings, all of this is a dead ringer for The Secret of Monkey Island; this third game is certainly not interested in breaking any new ground in setting, story, or genre. But when it’s done this well, who cares? There is a vocal segment of Monkey Island fans who reject this game on principle, who say that any Monkey Island game without the name of Ron Gilbert first on its credits list is no Monkey Island game at all. For my own part, I tend to believe that, if we didn’t know that Gilbert didn’t work on this game, we’d have trouble detecting that fact from the finished product. It nails that mixture of whimsy, cleverness, and sweetness that has made The Secret of Monkey Island arguably the most beloved point-and-click adventure game of all time.

During the latter 1990s, when most computers games were still made by and for a fairly homogeneous cohort of young men, too much ludic humor tried to get by on transgression rather than wit; this was a time of in-groups punching — usually punching down — on out-groups. I’m happy to say that The Curse of Monkey Island‘s humor is nothing like that. At the very beginning, when Guybrush is floating in that bumper car, he scribbles in his journal about all the things he wishes he had. “If only I could have a small drink of freshwater, I might have the strength to sail on.” A bottle of water drifts past while Guybrush’s eyes are riveted to the page. “If I could reach land, I might find water and some food. Fruit maybe, something to fight off the scurvy and help me get my strength back. Maybe some bananas.” And a crate of bananas drifts by in the foreground. “Oh, why do I torture myself like this? I might as well wish for some chicken and a big mug of grog, for all the good it will do me.” Cue the clucking chicken perched on top of a barrel. Now, you might say that this isn’t exactly sophisticated humor, and you’d be right. But it’s an inclusive sort of joke that absolutely everyone is guaranteed to understand, from children to the elderly, whilst also being a gag that I defy anyone not to at least smirk at. Monkey Island is funny without ever being the slightest bit cruel — a combination that’s rarer in games of its era than it ought to be.

Which isn’t to say that this game is without in-jokes. They’re everywhere, and the things they reference are far from unexpected. Star Trek gets a shout-out in literally the first line of the script as Guybrush writes in his “captain’s log,” while, appropriately enough given the studio that made this game, whole chunks of dialogue are re-contextualized extracts from the Star Wars movies. The middle of the game is an extended riff on/parody of that other, very different franchise that springs to mind when gamers think about pirates — the one started by Sid Meier, that’s known as simply Pirates!. Here as there, you have to sail your ship around the Caribbean engaging in battles with other sea dogs. But instead of dueling the opposing captains with your trusty cutlass when you board their vessels, here you challenge them to a round of insult sword-fighting instead. (Pirate: “You’re the ugliest monster ever created!” Guybrush: “If you don’t count all the ones you’ve dated!”)


One of the game’s best gags is an interactive musical number you perform with your piratey crew, feeding them appropriate rhymes. “As far as I know, nobody had ever done interactive singing before,” says Jonathan Ackley. “I think it was an original idea and I still laugh when I see it.” Sadly, the song was cut from the game’s foreign localizations as a bridge too far from its native English, even for LucasArts’s superb translators.

It shouldn’t work, but somehow it does. In fact, this may just be my favorite section of the entire game. Partly it succeeds because it’s just so well done; the action-based minigame of ship-to-ship combat that precedes each round of insult sword-fighting is, in marked contrast to those in LucasArts’s previous adventure Full Throttle, very playable in its own right, being perfectly pitched in difficulty, fun without ever becoming frustrating. But another key to this section’s success is that you don’t have to know Pirates! for it to make you laugh; it’s just that, if you do, you’ll laugh that little bit more. All of the in-jokes operate the same way.

Pirates! veterans will feel right at home with the ship-combat minigame. It was originally more complicated. “When I first started the ship-combat section,” says programmer Chris Purvis, “I had a little readout that told how many cannons you had, when they were ready to fire, and a damage printout for when you or the computer ships got hit. We decided it was too un-adventure-gamey to leave it that way.” Not to be outdone, a member of the testing team proposed implementing multiplayer ship combat as “the greatest Easter egg of all time for any game.” Needless to say, it didn’t happen.

The puzzle design makes for an interesting study. After 1993, the year of Day of the Tentacle and Sam and Max Hit the Road, LucasArts hit a bumpy patch in this department in my opinion. Both Full Throttle and The Dig, their only adventures between those games and this one, are badly flawed efforts when it comes to their puzzles, adhering to the letter but not the spirit of Ron Gilbert’s old “Why Adventure Games Suck” manifesto. And Grim Fandango, the adventure that immediately followed this one, fares if anything even worse in that regard. I’m pleased if somewhat perplexed to be able to say, then, that The Curse of Monkey Island mostly gets its puzzles right.

There are two difficulty levels here, an innovation borrowed from Monkey Island 2. Although the puzzles at the “Mega-Monkey” level are pretty darn convoluted — one sequence involving a restaurant and a pirate’s tooth springs especially to mind as having one more layer of complexity than it really needs to — they are never completely beyond the pale. It might not be a totally crazy idea to play The Curse of Monkey Island twice, once at the easy level and once at the Mega-Monkey level, with a few weeks or months in between your playthroughs. There are very few adventure games for which I would make such a recommendation in our current era of entertainment saturation, but I think it’s a reasonable one in this case. This game is stuffed so full of jokes both overt and subtle that it can be hard to take the whole thing in in just one pass. Your first excursion will give you the lay of the land, so to speak, so you know roughly what you’re trying to accomplish when you tackle the more complicated version.

Regardless of how you approach it, The Curse of Monkey Island is a big, generous adventure game by any standard. I daresay that the part that takes place on Plunder Island alone is just about as long as the entirety of The Secret of Monkey Island. Next comes the Pirates! homage, to serve as a nice change of pace at the perfect time. And then there’s another whole island of almost equal size to the first to explore.  After all that comes the bravura climax, where LeChuck makes his inevitable return; in a rather cheeky move, this ending too takes place in an amusement park, with Guybrush once again transformed into a child.

If I was determined to find something to complain about, I might say that the back half of The Curse of the Monkey Island isn’t quite as strong as the front half. Blood Island is implemented a little more sparsely than Plunder Island, and the big climax in particular feels a little rushed and truncated, doubtless the result of a production budget and schedule that just couldn’t be stretched any further if the game was to ship in time for the 1997 Christmas season. Still, these are venial sins; commercial game development is always the art of the possible, usually at the expense of the ideal.

When all is said and done, The Curse of Monkey Island might just be my favorite LucasArts adventure, although it faces some stiff competition from The Secret of Monkey Island and Day of the Tentacle. Any points that it loses to Secret for its lack of originality in the broad strokes, it makes up for in size, in variety, and in sheer gorgeousness.

Although I have no firm sales figures to point to, all indications are that The Curse of Monkey Island was a commercial success in its day, the last LucasArts adventure about which that statement can be made. I would guess from anecdotal evidence that it sold several hundred thousand copies, enough to convince the company to go back to the Monkey Island well one more time in 2000. Alas, the fourth game would be far less successful, both artistically and commercially.

These things alone are enough to give Curse a valedictory quality today. But there’s more: it was also the very last LucasArts game to use the SCUMM engine, as well as the last to rely primarily on pixel art. The world-class cartoon-animation studio that the company’s adventure division had become was wound down after this game’s release, and Larry Ahern and Jonathan Ackley were never given a chance to lead a project such as this one again, despite having acquitted themselves so well here. That was regrettable, but not incomprehensible. Economics weren’t working in the adventure genre’s favor in the late 1990s. A game like The Curse of Monkey Island was more expensive to make per hour of play time it provided than any other kind of game you could imagine; all of this game’s content was bespoke content, every interaction a unique one that had to be written and story-boarded and drawn and painted and animated and voiced from scratch.

The only way that adventure games — at least adventures with AAA production values like this one — could have remained an appealing option for gaming executives would have been if they had sold in truly massive numbers. And this they emphatically were not doing. Yes, The Curse of Monkey Island did reasonably well for itself — but a game like Jedi Knight probably did close to an order of magnitude better, whilst probably costing considerably less to make. The business logic wasn’t overly complicated. The big animation studios which LucasArts liked to see as their peers could get away with it because their potential market was everyone with a television or everyone who could afford to buy a $5 movie ticket; LucasArts, on the other hand, was limited to those people who owned fairly capable, modern home computers, who liked to solve crazily convoluted puzzles, and who were willing and able to drop $40 or $50 for ten hours or so of entertainment. The numbers just didn’t add up.

In a sense, then, the surprise isn’t that LucasArts made no more games like this one, but rather that they allowed this game to be finished at all. Jonathan Ackley recalls his reaction when he saw Half-Life for the first time: “Well… that’s kind of it for adventure games as a mainstream, AAA genre.” More to their credit than otherwise, the executives at LucasArts didn’t summarily abandon the adventure genre, but rather tried their darnedest to find a way to make the economics work, by embracing 3D modelling to reduce production costs and deploying a new interface that would be a more natural fit with the tens of millions of game consoles that were out there, thus broadening their potential customer base enormously. We’ll get to the noble if flawed efforts that resulted from these initiatives in due course.

For today, though, we raise our mugs of grog to The Curse of Monkey Island, the last and perhaps the best go-round for SCUMM. If you haven’t played it yet, by all means, give it a shot. And even if you have, remember what I told you earlier: this is a game that can easily bear replaying. Its wit, sweetness, and beauty remain undiminished more than a quarter of a century after its conception.


The Curse of Monkey Island: The Graphic Novel

(I’ve cheerfully stolen this progression from the old Prima strategy guide to the game…)

Our story begins with our hero, Guybrush Threepwood, lost at sea and pining for his love Elaine.

He soon discovers her in the midst of a pitched battle…

…with his old enemy and rival for her fair hand, the zombie pirate LeChuck.

Guybrush is captured by LeChuck…

…but manages to escape, sending LeChuck’s ship to the bottom in the process. Thinking LeChuck finally disposed of, Guybrush proposes to Elaine, using a diamond ring he found in the zombie pirate’s treasure hold…

…only to discover it is cursed. Elaine is less than pleased…

…and is even more ticked off when she is turned into a gold statue.

Guybrush sets off to discover a way to break the curse — and to rescue Elaine, since her statue is promptly stolen. His old friend the voodoo lady tells him he will need a ship, a crew, and a map to Blood Island, where he can find a second diamond ring that will reverse the evil magic of the first.

He meets many interesting and irritating people, including some barbers…

…a restaurateur…

…and a cabana boy, before he is finally able to set sail for Blood Island.

After some harrowing sea battles and a fierce storm…

…his ship is washed ashore on Blood Island.

Meanwhile LeChuck has been revived…

…and has commanded his minions to scour the Caribbean in search of Guybrush.

Unaware of this, Guybrush explores Blood Island, where he meets a patrician bartender…

…the ghost of a Southern belle…

…a vegan cannibal…

…and a Welsh ferryman.

He finally outsmarts Andre, King of the Smugglers, to get the diamond that will restore Elaine.

Unfortunately, as soon as Elaine is uncursed, the two are captured by LeChuck and taken to the Carnival of the Damned on Monkey Island.

LeChuck turns Guybrush into a little boy and attempts to escape with Elaine on his hellish roller coaster.

But Guybrush’s quick thinking saves the day, and he sails off with his new bride into the sunset.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The book The Curse of Monkey Island: The Official Strategy Guide by Jo Ashburn. Retro Gamer 70; Computer Games Strategy Plus  of August 1997; Computer Gaming World of October 1995, March 1996, September 1997, November 1997, December 1997, and March 1998.

Online sources include a Genesis Temple interview with Larry Ahern, an International House of Mojo interview with Jonathan Ackley and Larry Ahern, the same site’s archive of old Curse of Monkey Island interviews, and a contemporaneous Animation World Network profile of LucasArts.

Also, my heartfelt thanks to Guillermo Crespi and other commenters for pointing out some things about the ending of Monkey Island 2 that I totally overlooked in my research for the first version of this article.

The Curse of Monkey Island is available for digital purchase at GOG.com.

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mikemariano
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Back At That Pool Again

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Things change. That’s what happens as time goes on, like it or not. Films, on the other hand, don’t change. How much they mean to you can change and some matter even more as the years go by, while others fade away. In those cases, it’s often for the best. The reasons for all this become more clear as the films in question start to make more sense to the person you’ve grown into. And there are always reasons. Certain films deserve those reasons.
Watching SUNSET BLVD. again and, say what you will about him, but Joe Gillis apparently had a couple of B-pictures to his credit and I respect that. It seems to matter. He was in the Writers Guild, after all, which counts for something. And every morning lately when getting on the 101 North from Franklin I look over at the Alto Nido apartments across the way and give Joe a little wave, imagining him inside working on those original stories that are never going to get him anywhere. It’s left ambiguous just how good Joe Gillis ever was as a screenwriter but suddenly watching the film this time it feels more apparent than ever that none of the ideas for scripts that he’s sitting there pounding out are any good. None of them. They’re all just the work of somebody trying to come up with something, anything, and winding up with nothing. And if he ever got the chance to pitch the story of the film he’s the main character of, he should still bring in Billy Wilder & Charles Brackett to do the real work. But if we were ever meant to believe that Joe was a great writer, or even a halfway special writer, this would be a very different film. I wouldn’t think about him as much, that’s for sure. Paramount reader Betty Schaefer, one of ‘the message kids’, knows Joe by reputation as someone with talent so maybe he did have some even if it’s slipped away by the time the movie starts, drained out of him. “It’s from hunger,” Betty says about his BASES LOADED outline, which could also be a decent review of plenty of movies from the past thirty years or so. Whatever work Joe did on Norma Desmond’s version of SALOME doesn’t seem to have impressed C.B. DeMille either but maybe we can chalk that up to whatever Norma insisted he put in there. Maybe. Joe’s narration of his story gives the impression of someone with a knack for churning out sentences that contain a punchy, colorful flavor but maybe also with a hard-boiled edge that’s putting a little too much effort into the phrasing. Regardless, he was still trying. He didn’t want to go back to that copy desk in Ohio. And even though he says he was on his way out of town I’m still not convinced that Joe Gillis was really going to leave.
Of course, people do leave. I know that all too well by now and maybe I shouldn’t make any promises about my own future. Norma Desmond definitely would never leave, especially since she could never possibly imagine a world other than what she knows. We also don’t know just how good an actress Norma was during her own heyday but the way DeMille speaks of her makes me think there was something, even if he was the one who did much of the shaping of that persona. And she feels like a star, no matter how much her own madness informs that. You meet these people in Hollywood. They’re a star, they’ve been a star, they have that power and they drag you into their web if that’s what they want. Of course, Joe Gillis is the one I still relate to, even if I’m closer to Norma’s age by this point and it is certainly Joe Gillis in the first ten minutes of the movie that I’ve felt like more than a few times over the years. In my apartment, trying to write, trying to figure out if it’s any good, trying to avoid the truth of it all and I can’t see what’s coming around the corner. Along with that money problem you constantly need to worry about. Plenty of Billy Wilder’s SUNSET BLVD. is about a Hollywood that’s no longer there but some of it still is and so much of it still hurts. It understands those moments when you just know you could never be anywhere else. And who can really say what sort of Hollywood isn’t there anymore? The way it is, we either deal with it or we don’t. It’s just that sometimes we’re not sure why we still do.
Flashing back from the body of a Hollywood screenwriter discovered in a fancy Beverly Hills swimming pool, we meet Joe Gillis (William Holden) at the end of his financial rope, unable to sell any story ideas and finance guys after his car. On the run from them he quickly turns into what he thinks is an old, abandoned mansion on Sunset Boulevard only to discover that it’s populated by silent film queen Norma Desmond (Gloria Swanson) who lives there with butler Max (Erich von Stroheim), waiting for her comeback, waiting for nothing. She enlists Joe to help out with a script she’s working on, a remake of Salome, but soon enough Joe realizes that he can’t leave. And why would he. But an encounter back in the real world with friend Artie Green (Jack Webb) and his script reader girlfriend Betty Schaefer (Nancy Olson) becomes a reminder of what he’s missing and when he tries to do something about it, that new script turns into something else entirely.
I have no idea how many times I’ve seen SUNSET BLVD. by now. Of course, I could say that about plenty of films. But this one feels different. Like only the very best do, this is one that’s become something different as I’ve gotten older, what started as something great has only gotten better, deeper, funnier, scarier. It felt even darker to me this time and it hadn’t been that long since I’d last watched it. What the film means has shifted, looking at it from the outside at somewhere I wish I could be to it turning into a view of a place I have a different perspective on now. And it also says something that SUNSET BLVD. is one of the best films ever made, as close to perfect as can be, with some of the most biting, quotable dialogue ever and it’s still maybe only the third best film ever made by Billy Wilder but I’m willing to have discussions over official rankings. Right from the first moment everything about SUNSET BLVD. is perfection, that narration, the acerbic rhythm of the dialogue in the studio exec’s office, that cynical tone Joe Gillis holds onto as he enters the mansion for the first time, just assuming that it will be enough armor against these two people. He has no idea how much more they know than him and he has no idea just what sort of power Norma is going to have each time she enters a room, the power she still has when she leaves. One of the things that makes it great is those shifting perspectives, the way it allows us to consider the narrative from each of the main character’s viewpoint and the comedy within it, as well as the horror, feels absolutely, scarily true.
But what is truth in Hollywood? What makes you connect with anyone? Just as many days I pass by Joe’s apartment building I’ve also driven down Sunset Boulevard in Beverly Hills, presumably passing the 10000 block where Norma’s mansion was. I also worked for several years at Paramount when most days I would take a walk around the lot during lunch, looking up at the giant soundstages, passing Robert Evans’ office, glancing up at the readers’ department where Betty Schaefer worked. I loved working at Paramount, a major studio that really is in the heart of Hollywood where such a place should be in our dreams. Paramount means even more because of SUNSET BLVD. Most of the film defiantly stays put in Noma Desmond’s mansion, that crumbling world where time stopped in the late 20s and to realize the clock has kept turning after all would be too horrible to confront. Realism is a factor in a film like this involving such larger than life figures, but those times when you suddenly find yourself in certain big houses up in the hills of Beverly Hills or Hollywood, realism has very little to do with things anyway. “Is it a black comedy?” Cameron Crowe asked the director in his book “Conversations with Wilder”. “No. Just a picture,” was the reply. He was right. Of course, it is a comedy, it is a drama, it is a noir, it is a horror movie, it is a damning look at what Hollywood does to people when they’re not looking. In Wilder you get the truth and from that truth comes the cynicism people still talk about when it comes to the director. The acerbic comic tone, the cruelty, maybe even the misogyny in its portrayal of ignoring the inevitability of age. Maybe this is correct, maybe it’s avoiding how much that tone feels like it comes from a jilted romantic or someone who is becoming more accepting of the way the world really is. ‘Curdled Lubitsch’ is how Andrew Sarris once described the Wilder approach, adding ‘romanticism gone sour’ but that isn’t how SUNSET BLVD. plays, a film that has long since moved on from naïve hope that you’re going to change the world. Even the 22 year-old Betty Schaefer seems to be approaching her writing career on a completely pragmatic level.
As for realism, the elegance found in the best of Lubitsch isn’t always so lifelike itself so maybe what Wilder brings is an appropriately rational cynicism, as if Lubitsch was about all the grace in the world while the best of Wilder can be about wondering how the grace was lost. Joe Gillis, after all, has been around Hollywood long enough to feel this way with some reason, to still be trying but to know what the odds really are. Cecil B. De Mille, at least as portrayed here, has an idea of how things really are and even he only has so much power. The film doesn’t hate Norma Desmond but it also knows she’s too far gone to be saved as Joe (or Wilder, or us) sadly shakes his head, that the past itself is way too far gone, and all it can really do is give her that moment of glory near the end when she’s too far gone to even fully understand it. The humanity is there and even Joe tries to offer that to her as he pleads with her near the end, before he's killed and even in his narration afterwards. He knows how much it means to her for the cameras to roll. He even seems to know that, in the end, her story is going to be more important than his own.
“They’re dead! They’re finished!” shouts Norma about the movies early on. Her viewpoint is because of all that dialogue but it’s nothing new. Someone, maybe me, could be shouting that about them even now. The movie knows how eternal the town is, or at least was then, how much this is all going to go on. The sympathy is shown to Norma, at least partly because Joe doesn’t ask for it. Whether or not he deserves it, he really doesn’t care. And just how strange it is, in that mansion. The film doesn’t waste a moment, mapped out in that brilliant script by Wilder and Charles Brackett and D.M. Marshman, Jr. whose involvement apparently boiled down to supplying part of the premise which gave him a credit meaning that he’ll forever be one of the writers of SUNSET BLVD, one of the greatest movies ever made. Which of course makes me wonder, just what have I done lately? It even seems important that this film marked the end of Wilder’s collaboration with Brackett for reasons that have always seemed a little unclear, even when one of them got asked about it. The storytelling carefully reveals one layer at a time almost before you realize it just as Max made up Joe’s guest room hours before he knew he was going to stay. It can be easy to forget in all this madness about Norma’s pet monkey who died right before Joe showed up. He becomes the new monkey and never even realizes it, at least until it doesn’t matter anymore.
And it’s a film about people who are waiting, so much of it is about that waiting. “Waiting for the gravy train,” as Joe Gillis puts it and it’s what almost all the people in SUNSET BLVD. seem to have in common. Everyone is waiting, even De Mille is waiting to shoot the next scene when we first see him. Norma Desmond is waiting too, waiting for that phone call she’ll never get about her big comeback. The first ten minutes out there in the world Joe is either trying to avoid people or get their attention and it all gets him nowhere. Once he finds himself in the world of Norma he’s just waiting to leave. Even though he has nowhere to go. Deep down don’t we all believe that something like this is going on in Beverly Hills right this minute? Money is just as much a factor with Joe needing it for his car what indirectly leads him into Norma’s driveway in the first place. But it’s not the only factor. Norma has so much money that she doesn’t care about it and at a certain point Joe doesn’t care about all that money either. The very nature of him prostituting himself, if that’s what we’ll call it, goes beyond the money. It’s not a movie about money, after all. It’s about wanting to be known in the end, whether as a star or just one more name in the credits.
And it’s about waiting through all those beginnings and endings. Maybe I’m thinking about a little of both right now, maybe because of my own extremes I’ve had the past few years. We meet Joe Gillis at his own end just as we meet Walter Neff near his end at the start of DOUBLE INDEMNITY. Both films lead right into a flashback structure although it’s not as clear at first in SUNSET BLVD who the real main character of the film is. As for beginnings, Betty Schaefer is apparently no more than 22 and in such a hurry that it would be easy to believe her if she admitted that becoming a writer was more important than her marriage to assistant director Artie Green (or, really, anyone). She probably has lots of opinions on films she’s seen recently like THE HEIRESS and A LETTER TO THREE WIVES that she can’t share with Artie but Joe would be ideal on an intellectual level if she could ever get him to stop talking around the subject. And she helps him want to write again, really write, at least for a little while, the way she gets into his brain and makes him want to do it, to overcome all those ways people never have any idea who writes a movie, that obsession he can’t seem to shake and is keeping him from ever actually really leaving. She knows all the plots, after all. She knows what he wants. Joe’s more romantic relationship with her isn’t quite the same as Walter Neff getting close with Lola Dietrichson played by Jean Heather in DOUBLE INDEMNITY but they serve a similar function as a reminder of the innocence that was once there, both young women seemingly offering the lead a way out of situation they’ve gotten themselves into, or at least a reminder that there really is some kind of innocence left in the world, no matter how much each of the men are already just too far gone.
The New Years’ Eve sequence even plays now as a funhouse mirror version of the end of THE APARTMENT which wouldn’t even be made for another decade, someone this time returning to a person for the absolute wrong reasons unlike what Shirley Maclaine’s Fran Kubelik would do much later. But back to the cynicism or at least back to trying to understand if there is any humanity in SUNSET BLVD, anyone onscreen Billy Wilder really cares about. He seems to know that caring about Joe is like caring about himself and that will only get him so far. Betty is young and she’ll be fine, Joe knows that he doesn’t need to worry about her. Norma, along with a little bit left over for Max, is where his affection goes even if she’ll never be aware of it and likely never care. She’s the one who’s going to get it somehow and in that is a reflection of his own feelings for the movies and for the town named Hollywood that he lived in, as much of a sewer as he understood it to be. SUNSET BLVD. is a film like no other about what it is to be in Hollywood and the choice to remain. Norma was discarded by the town. And in the final shot she envelops it.
Billy Wilder very likely means more to me than any other director. He made films the way I want them to be and make sense in a life that I sometimes find myself caught up in, like it or not. Hoping I get to the right ending, unlike Joe, whether still in Los Angeles or not. No other film seemed to understand Hollywood quite this way until the 2001 appearance of David Lynch’s MULHOLLAND DR., named for another road up the hill and several years after Lynch had already taken the name of the much talked about Gordon Cole from SUNSET for a character he played in TWIN PEAKS. The best Hollywood movies, even when they classify as comedies, are really horror films in their way. I’m also still a little fascinated by Robert Aldrich’s THE LEGEND OF LYLAH CLARE which plays as some sort of odd mashup up SUNSET BLVD and VERTIGO even while never nailing down the tone beyond just coming off as sort of weird. A brief redo of the small piece of young Gloria Swanson footage from the unfinished QUEEN KELLY that appears briefly in SUNSET also turns up in Lynch’s even darker more extreme INLAND EMPIRE and the way his outlook has been inspired by Wilder becomes more crystalized the more each of their obsessions seem to mirror each other, effortlessly finding the horror of the real human feelings below the comedy. And SUNSET BLVD. is this original, pure distillation of that view. Even now, in a time when we don’t know how much longer there’ll even be a Paramount, it still matters, at least it does in my dreams.
The compassion the film shows may be for Norma and she may be the one who takes over the final image but it’s William Holden as Joe who holds it all together with a grounding that helps us understand and every single moment feels completely genuine. He has to be as cynical as he is, as dismissive of Norma and Max, so dismissive that he doesn’t realize how deep he’s in until it’s too late, with a believability to his desperation seen just under the surface and to play any of that from a remove would cause it to collapse. His determination is just as strong as that self-loathing and few other actors in 1950 would have been able to give his answer of “Constantly” to the question “Don’t you sometimes hate yourself?” just the right indication that he’s joking but not really joking, not when it comes to this. Maybe it would make sense for the character to be a little younger than Holden projects but that grouchy humanity he brings is essential for holding his presence down just as Gloria Swanson shoots everything else around her off into space, overwhelming each moment even as I sometimes notice how tiny the 4’11 actress really was. The intensity of every look she gives makes it seem like it wouldn’t be allowed to look at anyone else when she’s in frame, plus how much of her performance can be found in each gesture she makes, especially the way she pulls Joe towards her at the end of the New Years’ sequence, making it clear who really has had the power between the two of them all along. The movie really is the two of them but surrounding them with the intensity of Erich von Stroheim who the more you watch the more you pay attention to how much he’s holding this madness that he’s in charge of together plus the way he says the name “Gordon Cole” is one of those things impossible to forget. Nancy Olson may be the ingenue but she never comes off as too innocent, simply looking for the right way to get in a little bit more, knowing what she wants but never guessing just how far she will wind up peering into the town she’s always known.
Bringing it back around to each time I look across the 101 at the Alto Nido Apartments, SUNSET BLVD. reveals a truth that always feels like a reminder both of what I want and what I desperately want to avoid. And it’s also a reminder that, well, even Joe Gillis had those B-movie credits. This makes me wonder just how Billy Wilder thought of Joe Gillis, even in a self-deprecating way. He’s searching for the answers to why he’s still trying to do all this and if Wilder went through this sort of period during his early days in Hollywood, I’m sure he understood. Maybe this feeling is part of why I return to Billy Wilder films so much, pretty much all of them (well, maybe not THE EMPEROR WALTZ), even the few I’d just as soon do without. That look at a humanity that combines glaring in the mirror with unrequited self-hatred with desperately trying to hold out a little bit of hope. Sometimes that happens in Wilder’s films. Sometimes it doesn’t, sometimes it’s a draw. But that’s what so much of life becomes. Waiting for that one thing. That one moment. If we’re lucky.
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mikemariano
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Jedi Knight (Plus, Notes on an Expanded Universe)

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The years from 1991 to 1998 were special ones in which to be a Star Wars fan. For during these years, more so than during any other time in the franchise’s existence, Star Wars truly belonged to its fans.

The period just before this one is sometimes called the “Dark Period” or the “Dark Ages” by the fans of today. After 1983’s Return of the Jedi, that concluding installment in the original trilogy of films, George Lucas, Star Wars‘s sometimes cantankerous creator, insisted that he was done with his most beloved creation. A few underwhelming television productions aside, he stayed true to his word in the years that followed, whilst also refusing anyone else the right to play in his playground; even Kenner Toys was denied its request to invent some new characters and vehicles with which to freshen up the action-figure line. So, Star Wars gradually faded from the mass-media consciousness, much like the first generation of videogames that so infamously crashed the same year Return of the Jedi dropped. But no Nintendo came along to revive Star Wars‘s fortunes, for the simple reason that Lucas refused to allow it. The action figures that had revolutionized the toy industry gathered dust and then slowly disappeared from store shelves, to be replaced by cynical adjuncts to Saturday-morning cartoons: Transformers, He-Man, G.I. Joe. (Or, perhaps better said, the television shows were adjuncts to the action figures: the old scoffer’s claim that Star Wars had been created strictly to sell toys was actually true in their case.)

The biggest Star Wars project of this period wasn’t any traditional piece of media but rather a theme-park attraction. In a foreshadowing of the franchise’s still-distant future, Disneyland in January of 1987 opened its Star Wars ride, whose final price tag was almost exactly the same as that of the last film. Yet even at that price, something felt vaguely low-rent about it: the ride had been conceived under the banner of The Black Hole, one of the spate of cinematic Star Wars clones from the films’ first blush of popularity, then rebranded when Disney managed to acquire a license for The Black Hole’s inspiration. The ride fit in disarmingly well at a theme park whose guiding ethic was nostalgia for a vanished American past of Main Streets and picket fences. Rather than remaining a living property, Star Wars was being consigned to the same realm of kitschy nostalgia. In these dying days of the Cold War, the name was now heard most commonly as shorthand for President Ronald Reagan’s misconceived, logistically unsustainable idea for a defensive umbrella that would make the United States impervious to Soviet nuclear strikes.

George Lucas’s refusal to make more Star Wars feature films left Lucasfilm, the sprawling House That Star Wars Built, in an awkward situation. To be sure, there were still the Indiana Jones films, but those had at least as much to do with the far more prolific cinematic imagination of Steven Spielberg as they did with Lucas himself. When Lucas tried to strike out in new directions on his own, the results were not terribly impressive. Lucasfilm became as much a technology incubator as a film-production studio, spawning the likes of Pixar, that pioneer of computer-generated 3D animation, and Lucasfilm Games (later LucasArts), an in-house games studio which for many years wasn’t allowed to make Star Wars games. The long-running Star Wars comic book, which is credited with saving Marvel Comics from bankruptcy in the late 1970s, sent out its last issue in May of 1986; the official Star Wars fan club sent out its last newsletter in February of 1987. At this point, what was there left to write about? It seemed that Star Wars was dead and already more than half buried. But, as the cliché says, the night is often darkest just before the dawn.

The seeds of a revival were planted the very same year that the Star Wars fan club closed up shop, when West End Games published Star Wars: The Roleplaying Game, a tabletop RPG. Perhaps because it addressed such a niche segment of the overall entertainment marketplace, it was allowed more freedom to expand upon the extant universe of Star Wars than anything that had come before from anyone not named George Lucas. Although its overall commercial profile would indeed remain small in comparison to the blockbuster films and toys, it set a precedent for what was to come.

In the fall of 1988, Lou Aronica, head of Bantam Books’s science-fiction imprint Spectra, sent a proposal to Lucas for a series of new novels set in the Star Wars universe. This was by no means an entirely original idea in the broad strokes. The very first Star Wars novel, Alan Dean Foster’s Splinter of the Mind’s Eye, had appeared just nine months after the first film, having been born as a script treatment for a potential quickie low-budget sequel if the movie should prove modestly but not extremely successful. After it, a handful of additional paperbacks starring Han Solo and Lando Calrissian had been published. But Aronica envisioned something bigger than those early coattail-riders, a series of true “event” novels. “We can’t do these casually,” he wrote to Lucas. “They have to be as ambitious as the movies were. This body of work is too important to popular culture to end with these three movies.”

He knew it was a shot in the dark. Thus he was disappointed but not overly surprised when he heard nothing back for months; many an earlier proposal for doing something new with Star Wars had fallen on similarly deaf ears. Then, out of the blue, he received a grudging letter expressing interest. “No one is going to buy these,” Lucas groused — but if Bantam Books wanted to throw its money away, Lucasfilm would deign to accept a licensing royalty, predicated on a number of conditions. The most significant of these were that the books could take place between, during, or after the movies but not before; that they would be labeled as artifacts of an “Expanded Universe” which George Lucas could feel free to contradict at any time, if he should ever wish to return to Star Wars himself; and that Lucas and his lieutenants at Lucasfilm would be able to request whatever changes they liked in the manuscripts — or reject them completely — prior to their publication. All of that sounded fine to Lou Aronica.

So, Heir to the Empire, the first of a trilogy of novels telling what happened immediately after Return of the Jedi, was published on May 1, 1991. Its author was Timothy Zahn, an up-and-coming writer whose short stories had been nominated for Hugo awards four times, winning once. Zahn was symbolic of the new group of creators who would be allowed to take the reins of Star Wars for the next seven years. For unlike the workaday writers who had crafted those earlier Star Wars novels to specifications, Zahn was a true-blue fan of the movies, a member of the generation who had first seen them as children or adolescents — Zahn was fifteen when the first film arrived in theaters — and literally had the trajectory of their lives altered by the encounter. Despite the Bantam Spectra imprint on its spine, in other words, Heir to the Empire was a form of fan fiction.

Heir to the Empire helped the cause immensely by being better than anyone might have expected. Even the sniffy mainstream reviewers who took it on had to admit that it did what it set out to do pretty darn effectively. Drawing heavily on the published lore of Star Wars: The Roleplaying Game as well as his own imagination, Zahn found a way to make his novel feel like Star Wars without lapsing into rote regurgitation of George Lucas’s tropes and plot lines. Grand Admiral Thrawn, his replacement for Darth Vader in the role of chief villain, was at least as interesting a character as his predecessor, whilst being interesting in totally different ways. Through him, Zahn was able to articulate an ethical code for the Empire that went beyond being evil and oppressive for the sake of it: a philosophy of political economy by no means unknown to some of the authoritarian nations of our own world, hinging on the belief that too much personal freedom leads only to anarchy and chaos and an endemic civic selfishness, making life worse for everyone. It’s a philosophy with which you can disagree — I certainly do, stridently — but it isn’t a thoughtless or even an entirely heartless one.

This is not to say that Heir to the Empire was some dry political dissertation; Zahn kept the action scenes coming, kept it fun, kept it Star Wars, striking a balance that George Lucas himself would later fail badly to establish in his own return to his science-fiction universe. The hardcover novel topped the New York Times bestseller chart, defying Lucas’s predictions of its failure, proving there was a ready market out there for new Star Wars product.

That said, very few of the Star Wars novels that would follow would match Heir to the Empire and its two sequels in terms of quality. With so much money waiting to be made, Lou Aronica’s vision for a carefully curated and edited series of event novels — perhaps one per year — fell by the wayside all too rapidly. Soon new novels were appearing monthly rather than yearly, alongside a rebooted comic book. Then they were coming even faster than that; 1997 alone saw a staggering 22 new Star Wars novels. And so the Expanded Universe fell victim to that bane of fan fictions everywhere, a lack of quality control. By the time Han Solo and Princess Leia had gotten married and produced three young Jedi of their own, who were all running around having adventures of their own in their own intertwining series of books, it was reasonable to ask whether it was all becoming much, much too much. A drought had become an indiscriminate tsunami; a trilogy of action movies had turned into All My Children.

Even when it was no better than it ought to have been, however, there was a freewheeling joy to the early Expanded Universe which is poignant to look back upon from the perspective of these latter days of Star Wars, when everything about the franchise is meticulously managed from the top down. The Expanded Universe, by contrast, was a case of by the fans, for the fans. With new movies the stuff of dreams only, they painted every corner of the universe in vivid colors of their own. The Expanded Universe could be cheesy, but it was never cynical. One could argue that it felt more like Star Wars — the original Star Wars of simple summertime fun, the one that didn’t take itself so gosh-darn seriously — than anything that has appeared under the name since 1998.

By a happy accident, a contract between Lucasfilm and Kenner Toys, giving the latter an exclusive monopoly on Star Wars “toys and games,” was allowed to lapse the same year that Heir to the Empire appeared in bookstores. Thus LucasArts, Lucasfilm’s own games division, could get in on the Expanded Universe fun. What had been a bizarre dearth of Star Wars games during the 1980s turned into a 1990s deluge almost comparable to the one taking place in novels. LucasArts released a dozen or so Star Wars games in a broad range of gameplay genres between 1993 and 1998, drawing indiscriminately both from the original movies and from the new tropes and characters of the literary Expanded Universe. Like the books, these games weren’t always or even usually masterpieces, but their unconstrained sense of possibility makes them feel charmingly anomalous in comparison to the corporate-managed, risk-averse, Disneyfied Star Wars of today.

And then, too, LucasArts did produce two games that deserve to be ranked alongside Timothy Zahn’s first trilogy of Star Wars novels as genuine classics in their field. We’ve met one of these already in an earlier article: the “space simulator” TIE Fighter, whose plot had you flying and fighting for Zahn’s more philosophically coherent version of the Empire, with both Darth Vader and Admiral Thrawn featuring in prominent roles. The other, the first-person shooter Jedi Knight, will be our subject for today.


Among other things, Jedi Knight heralded a dawning era of improbably tortured names in games. Its official full name is Star Wars: Jedi Knight — Dark Forces II, a word salad that you can arrange however you like and still have it make just about the same amount of sense. It’s trying to tell us in its roundabout way that Jedi Knight is a sequel to Dark Forces, the first Star Wars-themed shooter released by LucasArts. Just as TIE Fighter and its slightly less refined space-simulator predecessor X-Wing were responses to the Wing Commander phenomenon, Jedi Knight and before it Dark Forces put a Star Wars spin on the first-person-shooter (FPS) craze that was inaugurated by DOOM. So, it’s with Dark Forces that any Jedi Knight story has to begin.

Dark Forces was born in the immediate aftermath of DOOM, when half or more of the studios in the games industry seemed suddenly to be working on a “DOOM clone,” as the nascent FPS genre was known before that acronym was invented. It was in fact one of the first of the breed to be finished, shipping already in February of 1995, barely a year after its inspiration. And yet it was also one of the few to not just match but clearly improve upon id Software’s DOOM engine. Whereas DOOM existed on a single plane, didn’t even allow you to look or aim up or down, LucasArts’s “Jedi” engine could play host to vertiginous environments full of perches and ledges and passages that snaked over and under as well as around one another.

Dark Forces stood out as well for its interest in storytelling, despite inhabiting a genre in which, according to a famous claim once advanced by id’s John Carmack, story was no more important than it was in a porn movie. This game’s plot could easily have been that of an Expanded Universe novel.

Dark Forces begins concurrent to the events of the first Star Wars movie. Its star is Kyle Katarn, a charming rogue of the Han Solo stripe, a mercenary who once worked for the Empire but is now peddling his services to the Rebel Alliance alongside his friend Jan Ors, a space jockey with a knack for swooping in in the nick of time to save him from the various predicaments he gets himself into. The two are hired to steal the blueprints of the Death Star, the same ones that will allow the Rebels to identify the massive battle station’s one vulnerability and destroy it in the film’s bravura climax. Once their role in the run-up to that event has been duly fulfilled, Kyle and Jan then go on to foil an Imperial plot to create a new legion of super soldiers known as Dark Troopers. (This whole plot line can be read as an extended inside joke about how remarkably incompetent the Empire’s everyday Stormtroopers are, throughout this game just as in the movies. If ever there was a gang who couldn’t shoot straight…)

Told through sparsely animated between-mission cut scenes, it’s not a great story by any means, but it serves its purpose of justifying the many changes of scenery and providing some motivation to traverse each succeeding level. Staying true to the Han Solo archetype, Kyle Katarn is even showing signs of developing a conscience by the time it’s over. All of which is to say that, in plot as in its audiovisual aesthetics, Dark Forces feels very much like Star Wars. It provided for its contemporary players an immersive rush that no novel could match; this and the other games of LucasArts were the only places where you could actually see Star Wars on a screen during the mid-1990s.

Unfortunately, Dark Forces is more of its time than timeless.[1]A reworked and remastered version of Dark Forces has recently been released as of this writing; it undoubtedly eases some of the issues I’m about to describe. These comments apply only to the original version of the game. I concur with Wes Fenlon of PC Gamer, who wrote in a retrospective review in 2016 that “I spent more of my Dark Forces playthrough appreciating what it pulled off in 1995 than I did really having fun.” Coming so early in the lifespan of the FPS as it did, its controls are nonstandard and, from the perspective of the modern player at least, rather awkward, lacking even such niceties as mouse-look. In lieu of a save-anywhere system or even save checkpoints, it gives you a limited number of lives with which to complete each level, like one of the arcade quarter-eaters of yore.

Its worst issues, however, are connected to level design, which was still a bit of a black art at this point in time. It’s absurdly easy to get completely lost in its enormous levels, which have no obvious geographical through-line to follow, but are rather built around a tangled collection of lock-and-key puzzles that require lots and lots of criss-crossing and backtracking. Although there is an auto-map, there’s no easy way to project a three-dimensional space like these levels onto its two-dimensional plane; all those ladders and rising and falling passageways quickly turn into an incomprehensible mess on the map. Dark Forces is an ironic case of a game being undone by the very technological affordances that made it stand out; playing it, one gets the sense that the developers have rather outsmarted themselves. When I think back on it now, my main memory is of running around like a rat in a maze, circling back into the same areas again and again, trying to figure out what the hell the game wants me to do next.

Good luck making sense of this bowl of spaghetti…

Nevertheless, Dark Forces was very well-received in its day as the first game to not just copy DOOM‘s technology but to push it forward — and with a Star Wars twist at that. Just two complaints cut through the din of praise, neither of them having anything to do with the level design that so frustrated me. One was the lack of a multiplayer mode, an equivalent to DOOM‘s famed deathmatches. And the other was the fact that Dark Forces never let you fight with a light saber, rather giving the lie to the name of the Jedi engine that powered it. The game barely even mentioned Jedi and The Force and all the rest; like Han Solo, Kyle Katarn was strictly a blaster sort of guy at this juncture. LucasArts resolved to remedy both of these complaints in the sequel.


Jedi Knight actually straddles two trends in 1990s gaming, one of which has remained an evergreen staple of the hobby to this day, the other of which has long since been consigned to the realm of retro kitsch. The former is of course the FPS genre; the later is the craze for “full-motion video,” the insertion of video clips featuring real human actors into games. This “interactive movie” fad was already fast becoming passé when Jedi Knight was released in October of 1997. It was one of the last relatively big-budget, mainstream releases to embrace it.

Having written about so many of these vintage FMV productions in recent years, I’ve developed an odd fascination with the people who starred in them. These were generally either recognizable faces with careers past their prime or, more commonly, fresh-faced strivers looking for their big break, the sort of aspirants who have been waiting tables and dressing up in superhero costumes for the tourists strolling the Hollywood Walk of Fame for time immemorial, waiting for that call from their agent that means their ship has finally come in. Needless to say, for the vast majority of the strivers, a role in a CD-ROM game was as close as they ever came to stardom. Most of them gave up their acting dream at some point, went back home, and embarked on some more sensible career. I don’t see their histories as tragic at all; they rather speak to me of the infinite adaptability of our species, our adroitness at getting on with a Plan B when Plan A doesn’t work out, leaving us only with some amusing stories to share at dinner parties. Such stories certainly aren’t nothing. For what are any of our lives in the end but the sum total of the stories we can share, the experiences we’ve accumulated? All that stuff about “if you can dream it, you can do it” is nonsense; success in any field depends on circumstance and happenstance as much as effort or desire. Nonetheless, “it’s better to try and fail than never to try at all” is a cliché I can get behind.

But I digress. In Jedi Knight, Kyle Katarn is played by a fellow named Jason Court, whose résumé at the time consisted of a few minor television guest appearances, who would “retire” from acting by the end of the decade to become a Napa Valley winemaker. Court isn’t terrible here — a little wooden perhaps, but who wouldn’t be in a situation like this, acting on an empty sound stage whose background will later be painted in on the computer, intoning a script like this one?

Kyle Katarn, right, with his sidekick Jan Ors. It was surely no accident that Jason Court bears a passing resemblance to Mark Hamill — who was ironically himself starring in the Wing Commander games at this time.

Ah, yes… the script. Do you remember me telling you how Timothy Zahn’s early Star Wars novels succeeded by not slavishly echoing the tropes and character beats from the films? Well, this script is the opposite of that. The first words out of any character’s mouth are those of a Light Jedi promising a Dark Jedi that “striking me down” will have unforeseen consequences, just as Obi-Wan Kenobi once said to Darth Vader. What follows is a series of reenactments of beats and entire scenes from the movies in slightly altered contexts, on a budget of about one percent the size. Kyle Katarn, now yanked out of Han Solo’s shoes and thrust into those of Luke Skywalker, turns out to have grown up on a planet bizarrely similar to Tatooine and to have some serious daddy issues to go along with an inherited light saber and undreamt-of potential in The Force. The word “derivative” hardly begins to convey the scale of this game’s debt to its cinematic betters.

For all that, though, it’s hard to really hate the cut scenes. Their saving grace is that of the Expanded Universe as a whole (into whose welcoming canon Kyle Katarn was duly written, appearing in the comics, the novels, even as an action figure of his own): the lack of cynicism, the sense that everything being done is being done out of love even when it’s being done badly. When the Jedi ignited their light sabers during the opening cut scene, it was the first time that distinctive swoosh and buzz had been seen and heard since Return of the Jedi. Even in our jaded present age, we can still sense the makers’ excitement at being allowed to do this, can imagine the audience’s excitement at being witness to it. There are worse things in this world than a community-theater re-creation of Star Wars.

The cut scenes are weirdly divorced from everything else in Jedi Knight. Many FMV productions have this same disjointed quality to them, a sense that the movie clips we watch and the game we play have little to do with one another. Yet seldom is that sense of a right hand that doesn’t know what the left is doing more pronounced than here. The Kyle of the video clips doesn’t even look like the Kyle of the rest of the game; the former has a beard, the latter does not. The divide is made that much more jarring by the aesthetic masterfulness of the game whenever the actors aren’t onscreen. Beginning with that iconic three-dimensional text crawl and John William’s equally iconic score, this game looks, sounds, and plays like an interactive Star Wars movie — whenever, that is, it’s not literally trying to be a Star Wars movie.

Certainly the environments you explore here are pure Star Wars. The action starts in a bar that looks like the Mos Eisley cantina, then sends you scampering off through one of those sprawling indoor complexes that seem to be everywhere in the Star Wars universe, all huge halls with improbably high ceilings and miles of corridors and air shafts connecting them, full of yawning gaps and precarious lifts, gun-metal grays and glittering blacks. Later, you’ll visit the streets and rooftops of a desert town with a vaguely Middle Eastern feel, the halls and courts of a fascistic palace lifted straight out of Triumph of the Will, the crawl-ways and garbage bins of a rattletrap spaceship… all very, very Star Wars, all pulsing with that unmistakable Star Wars soundtrack.

Just as Dark Forces was a direct response to DOOM, in technological terms Jedi Knight was LucasArts’s reply to id’s Quake, which was released about fifteen months before it. DOOM and Dark Forces are what is sometimes called “2.5D games” — superficially 3D, but relying on a lot of cheats and shortcuts, such as pre-rendered sprites standing in for properly 3D-modelled characters and monsters in the world. The Quake engine and the “Sith” engine that powers Jedi Knight are, by contrast, 3D-rendered from top to bottom, taking advantage not only of the faster processors and more expansive memories of the computers of their era but the new hardware-accelerated 3D graphics cards. Not only do they look better for it, but they play better as well; the vertical dimension which LucasArts so consistently emphasized benefits especially. There’s a lot of death-defying leaping and controlled falling in Jedi Knight, just as in Dark Forces, but it feels more natural and satisfying here. Indeed, Jedi Knight in general feels so much more modern than Dark Forces that it’s hard to believe the two games were separated in time by only two and a half years. Gone, for example, are the arcade-like limited lives of Dark Forces, replaced by the ability to save wherever you want whenever you want, a godsend for working adults like yours truly whose bedtime won’t wait for them to finish a level.

If you ask me, though, the area where Jedi Knight improves most upon its predecessor has nothing to do with algorithms or resolutions or frame rates, nor even convenience features like the save system. More than anything, it’s the level design here that is just so, so much better. Jedi Knight’s levels are as enormous as ever, whilst being if anything even more vertiginous than the ones of Dark Forces. And yet they manage to be far less confusing, having the intuitive through-line that the levels of Dark Forces lacked. Very rarely was I more than momentarily stumped about where to go next in Jedi Knight; in Dark Forces, on the other hand, I was confused more or less constantly.

Maybe I should clarify something at this point: when I play an FPS or a Star Wars game, and especially when I play a Star Wars FPS, I’m not looking to labor too hard for my fun. I want a romp; “Easy” mode suits me just fine. You know how in the movies, when Luke and Leia and the gang are running around getting shot at by all those Stormtroopers who can’t seem to hit the broadside of a barn, things just kind of work out for them? A bridge conveniently collapses just after they run across, a rope is hanging conveniently to hand just when they need it, etc. Well, this game does that for you. You go charging through the maelstrom, laser blasts ricocheting every which way, and, lo and behold, there’s the elevator platform you need to climb onto to get away, the closing door you need to dive under, the maintenance tunnel you need to leap into. It’s frantic and nerve-wracking and then suddenly awesome, over and over and over again. It’s incredibly hard in any creative field, whether it happens to be writing or action-game level design, to make the final product feel effortless. In fact, I can promise you that, the more effortless something feels, the more hard work went into it to make it feel that way. My kudos, then, to project leader Justin Chin and the many other hands who contributed to Jedi Knight, for being willing to put in the long, hard hours to make it look easy.

Of those two pieces of fan service that were deemed essential in this sequel — a multiplayer mode and light sabers — I can only speak of the second from direct experience. By their own admission, the developers struggled for some time to find a way of implementing light sabers in a way that felt both authentic and playable. In the end, they opted to zoom back to a Tomb Raider-like third-person, behind-the-back perspective whenever you pull out your trusty laser sword. This approach generated some controversy, first within LucasArts and later among FPS purists in the general public, but it works pretty well in my opinion. Still, I must admit that when I played the game I stuck mostly with guns and other ranged weapons, which run the gamut from blasters to grenades, bazookas to Chewbacca’s crossbow.

The exceptions — the places where I had no choice but to swing a light saber — were the one-on-one duels with other Jedi. These serve as the game’s bosses, coming along every few levels until the climax arrives in the form of a meeting with the ultimate bad guy, the Dark Jedi Jerec whom you’ve been in a race with all along to locate the game’s McGuffin, a mysterious Valley of the Jedi. (Don’t ask; it’s really not worth worrying about.) Like everything else here, these duels feel very, very Star Wars, complete with lots of villainous speechifying beforehand and lots of testing of Kyle’s willpower: “Give in to the Dark Side, Kyle! Use your hatred!” You know the drill. I enjoyed their derivative enthusiasm just as much as I enjoyed the rest of the game.

A Jedi duel in the offing.

Almost more interesting than the light sabers, however, is the decision to implement other types of Force powers, and with them a morality tracker that sees you veering toward either the Dark or the Light Side of the Force as you play. If you go Dark by endangering or indiscriminately killing civilians and showing no mercy to your enemies, you gradually gain access to Force powers that let you deal out impressive amounts of damage without having to lay your hand on a physical weapon. If you go Light by protecting the innocent and sparing your defeated foes, your talents veer more toward the protective and healing arts — which, given the staggering amounts of firepower at your disposal in conventional-weapon form, is probably more useful in the long run. Regardless of which path you go down, you’ll learn to pull guns right out of your enemies’ hands from a distance and to “Force Jump” across gaps you could never otherwise hope to clear. Doing so feels predictably amazing.

Kyle can embrace the Dark Side to some extent. But as usually happens with these sorts of nods toward free will in games with mostly linear plot lines, it just ends up meaning that he foils the plans of the other Dark Jedi for his own selfish purposes rather than for selfless reasons. Cue the existentialist debates…

I’m going to couch a confession inside of my praise at this point: Jedi Knight is the first FPS I’ve attempted whilst writing these histories that I’ve enjoyed enough to play right through to the end. It took me about a week and a half of evenings to finish, the perfect length for a game like this in my book. Obviously, the experience I was looking for may not be the one that other people who play this game have in mind; those people can try turning up the difficulty level, ferreting out every single secret area, killing every single enemy, or doing whatever else they need to in order to find the sort of challenge they’d prefer. They might also want to check out the game’s expansion pack, which caters more to the FPS hardcore by eliminating the community-theater cut scenes and making everything in general a little bit harder. I didn’t bother, having gotten everything I was looking for out of the base game.

That said, I do look forward to playing more games like Jedi Knight as we move on into a slightly more evolved era of the FPS genre as a whole. While I’m never likely to join the hardcore blood-and-guts contingent, action-packed fun like this game offers up is hard for even a reflex-challenged, violence-ambivalent old man like me to resist.


Epilogue: The Universe Shrinks

Students of history like to say that every golden age carries within it the seeds of its demise. That rings especially true when it comes to the heyday of the Expanded Universe: the very popularity of the many new Star Wars novels, comics, and games reportedly did much to convince George Lucas that it might be worth returning to Star Wars himself. And because Lucas was one of the entertainment world’s more noted control freaks, such a return could bode no good for this giddy era of fan ownership.

We can pin the beginning of the end down to a precise date: November 1, 1994, the day on which George Lucas sat down to start writing the scripts for what would become the Star Wars prequels, going so far as to bring in a film crew to commemorate the occasion. “I have beautiful pristine yellow tablets,” he told the camera proudly, waving a stack of empty notebooks in front of its lens. “A nice fresh box of pencils. All I need is an idea.” Four and a half years later, The Phantom Menace would reach theaters, inaugurating for better or for worse — mostly for the latter, many fans would come to believe — the next era of Star Wars as a media phenomenon.

Critics and fans have posited many theories as to why the prequel trilogy turned out to be so dreary, drearier even than clichés about lightning in a bottle and not being able to go home again would lead one to expect. One good reason was the absence in the editing box of Marcia Lucas, whose ability to trim the fat from her ex-husband’s bloated, overly verbose story lines was as sorely missed as her deft way with character moments, the ones dismissed by George as the “dying and crying” scenes. Another was the self-serious insecurity of the middle-aged George Lucas, who wanted the populist adulation that comes from making blockbusters simultaneously with the respect of the art-house cognoscenti, who therefore decided to make the prequels a political parable about “what happens to you if you’ve got a dysfunctional government that’s corrupt and doesn’t work” instead of allowing them to be the “straightforward, wholesome, fun adventure” he had described the first Star Wars movie to be back in 1977. Suffice to say that Lucas displayed none of Timothy Zahn’s ability to touch on more complicated ideas without getting bogged down in them.

But whatever the reasons, dreary the prequels were, and their dreariness seeped into the Expanded Universe, whose fannish masterminds saw the breadth of their creative discretion steadily constricted. A financially troubled West End Games lost the license for its Star Wars tabletop RPG, the Big Bang that had gotten the universe expanding in the first place, in 1999. In 2002, the year that the second of the cinematic prequels was released, Alan Dean Foster, the author of the very first Star Wars novel from 1978, agreed to return to write another one. “It was no fun,” he remembers. The guidance he got from Lucasfilm “was guidance in the sense that you’re in a Catholic school and nuns walk by with rulers.”

And then, eventually, came the sale to Disney, which in its quest to own all of our childhoods turned Star Wars into just another tightly controlled corporate property like any of its others. The Expanded Universe was finally put out of its misery once and for all in 2014, a decade and a half past its golden age. It continues to exist today only in the form of a handful of characters, Grand Admiral Thrawn among them, who have been co-opted by Disney and integrated into the official lore.

The corporate Star Wars of these latter days can leave one longing for the moment when the first film and its iconic characters fall out of copyright and go back to the people permanently. But even if Congress is willing and the creek don’t rise, that won’t occur until 2072, a year I and presumably many of you as well may not get to see. In the meantime, we can still use the best artifacts of the early Expanded Universe as our time machines for traveling back to Star Wars‘s last age of innocent, uncalculating fun.

Where did it all go wrong?



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The books Rocket Jump: Quake and the Golden Age of First-Person Shooters by David L. Craddock, How Star Wars Conquered the Universe by Chris Taylor, and The Secret History of Star Wars by Michael Kaminski. Computer Gaming World of May 1995, October 1996, January 1997, December 1997, and March 1998; PC Zone of May 1997; Retro Gamer 138; Chicago Tribune of May 24 2017.

Online sources include Wes Fenlon’s Dark Forces and Jedi Knight retrospective for PC Gamer. The film George Lucas made to commemorate his first day of writing the Star Wars prequels is available on YouTube.

Jedi Knight is available for digital purchase at GOG.com. Those who want to dive deeper may also find the original and/or remastered version of Dark Forces to be of interest.

Footnotes

Footnotes
1 A reworked and remastered version of Dark Forces has recently been released as of this writing; it undoubtedly eases some of the issues I’m about to describe. These comments apply only to the original version of the game.
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mikemariano
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