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Gaming’s greatest moment

I don’t think of myself as a casual gamer. It’s true that I’ve played relatively few games. But I’ve been around long enough to see games develop from nothing, and the games I have played, I’ve given real commitment and attention to. So I reckon that gives me as much right as anyone to talk about my greatest moments.

Everyone has their faves, and here are a few of mine. Despatching the last space invader as it beetled frantically across the screen. Destroying the Death Star in the cockpit version of Star Wars with Alec Guinness’ voice in my head. Felling my best mate with a crisp, perfectly timed uppercut in Way of the Exploding Fist, shoulder to shoulder at the Spectrum keyboard. Cruising Vice City in an ice-white Infernus to the sounds of Mr Mister. Emerging from the tunnels in Oblivion and surveying the landscape of Tamriel for the first time. To name just a few.

Some of these are like much-loved golden oldies that have personal significance but can’t really be critically justified. But if I had to choose one moment that objectively delivers, it would be John Marston riding into Mexico in Red Dead Redemption, accompanied by José Gonzalez’ song ‘Far Away’.

It’s hard to overstate the impact of this scene when you first play it. The vast bulk of the game is scored only by snippets of dynamically mixed ambient music that heighten the quietness rather than break it. Gonzales’ bare-bones finger-picking figure could hardly be more modest, but the moment it starts up, out of nowhere and apropos of nothing, is genuinely hair-raising. When the vocal comes in, the effect is transfixing.

Wandering star

Now, some might object that, compared to the examples I cited earlier, this moment is sorely lacking in agency. In fact, it’s arguably only one step up from a QuickTime event. All you have to do is move the left stick up and guide Marston along the trail – quite literally ‘pushing forward through the night’, as the lyric says.

It’s interesting that Rockstar chose to introduce the song over a passage of play where so little seems to be happening. But the level of agency is exactly right for the mood. After all, the downbeat, emergent parts of Rockstar games have always been the most compelling. Missions are linear and artificial, alternating abruptly between complete freedom and passive spectacle, or between human drama and ludicrous ultraviolence. It’s a big challenge to your suspension of disbelief, and primarily serves to shove the ‘gaminess’ of the game in your face.

Things improve when you’re not on a mission, although the ‘go anywhere, do anything’ premise turns out to be more like ‘go anywhere, do a few things’. And the more things you try to do, the more empty the game world can feel. But just wandering around, whether on foot, horse or car, is almost perfect: simple and immersive enough to dissolve the barrier between you and your character, but with enough detail to be utterly convincing.

Existential angst

If you want, you can spend your off-mission time gambling, buying clothes or engaged in mischievous mayhem. But the getting, spending and killing soon starts to feel empty. There’s a hollowness and pointlessness that goes deeper than the amorality of the narrative. ‘Is this all you want?’ the game insinuates. (Not for nothing did Vice City allude to the story of Tony Montana in Scarface, for whom too much just wasn’t enough.)

And even when the game has been rinsed to 100%, with every garment bought, every kingpin toppled, every weapon owned, every storyline exhausted and a cash pile in the millions, your character will still be there, alone with themselves once more. And there will be nothing left to do but jack another car, or mount another steed, and ride on.

Rockstar’s games make their most profound points not in their plots, or even in their much-vaunted cultural critiques, but in the gaps between them.  Whether in present-day LA, the Old West or anywhere else, they embody an existential ache that has always been here, will always be here, at the heart of our society. The road, and the player’s relationship with it, symbolises this unchanging, unavoidable truth. The point cuts all the more deeply for being made symbolically, through the gameplay itself – rather than via crass, bolted-on ‘satire’ like GTA’s talk stations.

As a character, John Marston embodies this melancholy mindset perfectly. A man of few words, he likes very few of the people he meets in the game, finding even his own family irksome, and seems happiest when hunting or just riding alone. This being a videogame, he does have a mission – to save his family – but he wears it more like an obligation, or a curse. He can never shed the weight of his past, and as he wearily ticks off his assigned tasks, his arc seems more like a destiny than a quest. Wherever he goes, there he is – but he rides forward anyway. We can imagine him quoting Beckett’s Unnamable: ‘I can’t go on, I’ll go on.’

Step in front of a runaway train

It’s a big ask for any song to capture such a subtle mood, but ‘Far Way’ does so effortlesly, and with the most basic elements. The lyrics fit the landscape and texture of the scene so perfectly that it’s hard to believe the song wasn’t written especially for it – but it wasn’t, as far as I can tell.

As Gonzalez’ melody paces restlessly up and down a dry, unchanging minor seventh, it echoes Marston’s own criss-crossing of the desert during the game – running over the same old ground, finding the same old fear.As we listen, we start to see the mechanics of the game in a whole new light. Optional missions in Rockstar games can seem like pointless ‘fetch and carry’ schleps. But through the lens of this song, all Marston’s travels appear meditative and cathartic; necessary duties on the road to redemption.

The verses are carried by Gonzalez and his guitar alone; only in the chorus and brief break is the arrangement filled out with Gonzales’ own harmonies and (possibly) a second acoustic. As Marston is alone in the game, so Gonzalez is alone in his song – unless talking to himself, as Marston also does from time to time.

The unnamed ‘it’ that is ‘so far away’ is, most obviously, the redemption that Marston is seeking, and his reunion with his family. But this line also evokes the physical space and distance of the West – something that the game never quite lets you forget, even when it’s letting you sleep through a stagecoach ride. RDR was criticised for having a world that was ultimately just too empty, but that was the price of the contemplative mood evoked by its sweeping panoramas and daunting distances. If nothing else, it made you think about the pre-motor car era when pretty much everything was far away.

Compromised by context

Is it perfect? Absolutely not – but the reasons lie outside the scene itself. The prelude to this passage of play is a mission where Marston must defend a raft floating down the Rio Grande from about 50 gun-toting, dynamite-lobbing Mexican bandits. In game-design terms, it’s entirely logical (if traditional) that Marston’s move south of the border is marked by a challenging ‘boss’ mission, so that reaching the next ‘level’ feels like a hard-won achievement. Emotionally, though, the effect is unfortunate, serving to foreground the most blatantly artificial and frenziedly violent aspects of the game (and gaming) right before the poignant entry to Mexico. This discord is even harsher if, like me, you need a few attempts to pass the mission. By the same token, it feels deflating to return to the standard rhythm of the game once the song ends – but that’s really a testament to just how good this moment is, rather than a criticism.

I know that my choice isn’t particularly original, and that plenty of other gamers might choose the same scene. But, in a way, that’s the point. Rockstar went for a simple, powerful gesture that would communicate with everyone who played it – and they pulled it off. As I hope i’ve argued, it’s a masterful scene, a pinnacle of achievement in videogames and a decisive blow in the endless debate about whether games can aspire to be art.

Comments (10)

  1. So true – although the later moment using Jamie Lidell’s ‘Compass’ possibly pips it for me, only by way of being such a fantastic song. (No offence Jose).

    It’s funny you say it’s “arguably only one step up from a QuickTime event” – because other moments I’d count as gaming’s best are barely gaming, too.

    For reference, see the entirety of Telltale’s The Walking Dead, which is only a game in the loosest sense of the word, but probably the single most moving experience I’ve had on a games console.

  2. Thanks for the comment.

    Another ‘in between’ moment I really liked was in Heavy Rain, when Ethan is watching Shaun do his homework. You’re not ‘doing’ anything and there is no dialogue – you just have to wait there for a while – but there’s a real feeling of intimacy about it. I thought that was much more effective than the attempts to create high drama elsewhere in the game, many of which were utterly ludicrous.

    I also found Braid very moving, but it didn’t really come down to a single moment, more the overall atmosphere. I would say the ending, but I was actually a bit disappointed by that until I came to terms with what it was trying to achieve.

    I’ve been intrigued by The Walking Dead and I might check it out.

  3. Do, you won’t regret it.

    I forgot Braid – and I agree, I’m not sure what it really was about that. Just the feel overall. A good example of a true game-y game that achieves that sort of standard.

  4. I stopped playing games a while ago because they cut into my productivity. But lately I’ve gotten better at time management, so I may get into a game once again.

    I have a younger brother (21) that has both a ps3 and an Xbox. When I visited him a few months ago I was taken back by the complexity of games today. They are like “playing a movie”. From the Uncharted series to Assassins Creed, I could literally sit there for hours and watch the game as if it were a show.

    In fact, I recently did just that. I watched several hours of Last of Us on YouTube. I got satisfaction from watching someone else play the game. When I was young, my friends and I would fight over the controller. That’s changed.

    Great write up. I like the deep thought you put into it. Not many people would put such thought into a game. As games become more immersive, the more they will fire up the cognitive energy in our heads.

  5. Thanks for commenting. Games certainly have reached the point where their production values are comparable to movies, but I still think they fall short in many other respects.

    As I argue in the post, the core mechanics of gaming as they stand aren’t really conducive to narrative – retrying challenges over and over, recovering from damage, correcting mistakes and so on. If games are going to rise above the level of the B-movie, there needs to be a way for human morals and emotions to be built into the actual mechanics of the game, without those mechanics becoming overly frustrating or downright dull.

    Arguably, the Mass Effect series has come closest to achieving this, with its ‘conversation wheel’ mechanic and in-game decisions that have genuinely weighty consequences. But even there, as soon as you take your decision, you’re pitched back into a linear cover-shooting battle where Shepherd can recover from being shot by crouching behind a crate, obliging you to do some hasty disbelief-suspension. That being sci-fi, there’s always some pseudoscientific mumbo-jumbo that can be used to justify the mechanic in terms of the game universe, but that still distances it from life as we live it.

    We’ve certainly come a long way, but in another sense we’ve still got a long way to go – always assuming, of course, that we actually *want* games to be exactly like films.

  6. Hey Tom! Delighted to discover that you’re a gamer too! Did you play Final Fantasy VII? There’s a moment where Cloud comes down the stairs on a motorbike that’s just so powerful. Also, when Zero shows up in Megaman X after you’ve been fighting the undefeatable mini-boss on the first stage. Also, Batman’s hallucinations in Arkham Asylum. Modern Warfare 2 giving you the option of killing innocent civilians as a double-agent. The Black Mesa train journey at the beginning of Half Life (and really, the entire introduction, immersing you into the world.)

    Ahh, I could go on about this for hours. Have you played the Uncharted, Mass Effect and Dragon Age series? Lots of epic moments in all of those, too.

  7. I’m in the middle of this game now, and I just got to the Mexico scene a couple of nights ago. And man, I haven’t been able to stop thinking about it yet, it’s so powerful. And the abandonment Marston must feel as he watches Irish ride off and be rid of him…it’s palpable even in a video game. And then as I climbed onto my horse and slowly began the long, lonely ride to…well…anywhere, this equally lonely song floats into the scene. It was a PERFECT gaming moment, and as one YouTube commenter said, “I’d play through the whole campaign again just to get to that one scene.”

  8. Considering what a slog the single-player campaign is, it’s a big tribute that people will consider playing it again to experience this moment. I would love to play it again, but it wouldn’t have the same feeling of the unknown – I’d be thinking, ‘Oh yeah, now I just ride down this hill and that’s where my riverside shack is…’

    Thanks for commenting.

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