Tuesday, January 28, 2014

Papers, Please: Human Rights and the Bureaucratisation of Morality

It's December 18th, 1982.  One week to Christmas.

In the past month, my wife and children have died of starvation (I could not afford to put food on the table), colleagues have been killed in terrorist attacks on the border, and I have just been instructed to start confiscating all Arstotzkan passports.  (My own was confiscated weeks ago.)

Welcome to Papers, Please.  Please have all your documents ready.



An altogether ingenious "Iron Curtain" simulator developed by indie developer Lucas Pope, Papers, Please casts the player as a border agent in a fictional communist nation.  The gameplay mechanics are gratifyingly simple: inspect travel documents of individuals trying to cross the "East Grestian Wall", and Approve or Deny as required by the State.  Sure, the rules might seem arbitrary - one week, Obristanians might be banned after a diplomatic spat, the next, it's all native Arstotzkans, with the central government in deep paranoia mode over a revolutionary movement - but it all comes down to doing your job as efficiently as possible.

Of course, as can already be seen from the description, this is far more than just Pushing Papers: the Video Game.  Rather, as an exercise in controlled futility, it winds up being one of the most remarkably tense, compelling, and at times disturbing narrative experiences of the year.

"Just doing my job" can be sometimes difficult to justify.

It begins with "efficiency": as a border agent, you're paid on commission, required to process (properly, of course) as many travellers as possible, or suffer the consequences of docked pay (for improper processing) or low-yield salary.  Given that you're also trying to save money to feed, shelter, and keep warm your family, this leaves little room to manoeuvre.

Fascinatingly, this focus on efficiency also encourages you to focus on the system of people processing, rather than, well, the people themselves.  Thus, when a wife with forged documents begs to be let through to see her husband, or a weary traveler gets fed up with increasingly obscure visa requirements, you find yourself torn between "just following orders" (where have we heard that before?) and quietly letting a "mistake" slip through here and there.  As you can see from this screenshot of my outcome, you can imagine some of the choices I had to make:



And while the gameplay mechanics never change (just becoming more complex, requiring more shuffling of more paper, and - eventually - the issue of a sidearm "due to the increased threats of violence"), the narrative most definitely evolves.  Thus, in addition to daily moral quandaries like the ones mentioned above, there are also several overarching narratives playing out, in which (if you so choose), you find yourself a bit player.  Maybe it's the smuggler-with-a-heart-of-gold who wins you over (perhaps in the faint hope of gaining his assistance sometime in the near future).  Or perhaps, with revolution in the air, you find yourself strangely compelled by the ghost-masked "Order" member who, should you choose to accept, will begin delivering coded instructions to aid his plans.  Of course, you must also deal with visits from your supervisor and other Important Authorities, kowtowing to the so-called "Will of the Proletariat" lest you wind up in the gulag, or worse.  (The game has some 20 alternate endings on offer.)

Pictured: Not the Best Ending.

But perhaps what is most fascinating about Papers, Please is its subtle but highly sophisticated rumination on dehumanisation: Despite spending most of your time turning human faces and human stories into rote bureaucratisation, it's altogether striking that, at the end of the day, the greatest pangs of regret you feel are for the nameless, faceless spreadsheet that represents the digital "family" you've worked so long to protect.

Never has so little text conjured so stark an image.
The Banality of Evil
Ultimately, Papers, Please is really about what the sociologist Zygmunt Bauman calls the "rationalizing tendency of modern bureaucracy".  In showing the incredible power that rules have to constrain our lives, this little game (it takes all of four hours to experience) demonstrates the extraordinary danger found in (to borrow from Bauman again) the substitution of technical for moral responsibility in our lives.

Now go finish that report!


(And, if interested, Play It Here.  All Purchases Support Charity.  Glory to Arstotzka!)



Thursday, January 9, 2014

Who's that sleeping on your sofa? (The Year in Review 2013)



Hot off the presses, I give you Jeremy Greenberg's Best of 2013.  My entertainment sources were a bit more passive this year, so don't be surprised at the re-weighting of categories.  Without further ado...

FILM:

I never got into Buffy, found Firefly oddly written and poorly acted, and - with the exception of the character of Klara - was disappointed by his run on my favourite comic book.  Still, Joss Whedon sure knocked one out of the park with MUCH ADO ABOUT NOTHING, this year's biggest "small" film.  Made on weekends during the filming of that other, slightly larger project, and intelligently adapted from the Shakespeare play, this "Ado" hits all the right notes: charm, beauty, a bit of magic (just check out that party scene), and great comic relief.  Give Whedon some credit: with a good co-writer, he sure produces some great work!

Another small film with a big heart, Noah Baumbach's FRANCES HA is an Allen-esque "sad" comedy about New York, the romantic spirit, and the dangers of quarter life crises (not necessarily in that order).  Greta Gerwig is the title character (whose name isn't really "Ha", but, well, you'll see), a 27-year-old aspiring dancer (and aspiring adult) with a dreamer's tendency to mishandle relationships, drop golden opportunities, and spend a lot of time crashing on other peoples' couches.  The writing is top-notch, often laugh-out-loud funny, and (refreshingly) never, ever mean-spirited.  Alternately bittersweet and charming, HA is, like its title character, a nice, indie-type friend, who'll be there whenever you just need to cuddle up for an evening.

Speaking of dreamers who spend a lot of time on other peoples' couches, no "Best Of" list is complete without INSIDE LLEWYN DAVIS, the latest from the Coen Brothers.  Like HA before him, the title character is an aspiring creative, here a 1960's folk singer eking (or rather, subsisting) out a living as a Greenwich Village folk singer.  Davis, as played by Oscar Isaac in a revelatory performance (is there a "Best Debut" Oscar out there?), isn't the most likeable of protagonists, but you'll at least feel sorry for him by the end of the film.  Bad relationships, both romantic (Carey Mulligan plays a friend not afraid to call Davis on his bullshit) and creative (Marcus Mumford "appears" as Davis's ex-musical partner) lie at the heart of his problems, and by the time Davis takes the stage for just-one-more set, you'll have a hard time not feeling for the guy.


Changing direction for a moment, Lake Bell's undeniably charming, very funny IN A WORLD... is about a young creative-type crashing at other people's apartments as she struggles to make it in a highly competitive world.  Okay, I lied: entry four on our list also revisits the Theme-of-2013, this time with a very likeable hero(ine) competing in the man's world of voice acting.  Bell's gigs run the gamut from dubbing kids' cartoons to coaching Eva Longoria on her cockney accent, but - until now - she's never had a shot at the big time.  Here, it manifests as the new "Amazon Games" gig, and a chance to deliver that famous, eponymous, movie trailer phrase.  A pair of romantic subplots, one featuring an excellent and very low-key Rob Corddry as a husband in a faltering marriage, also offer up some lightly comic moments, and contribute to the general, all 'round good feeling that permeates this film.

Finally, in the "it's amazing these movies still manage to get made" category, comes part three in the ongoing "Sunrise Trilogy", BEFORE MIDNIGHT.  If you haven't seen the earlier films, made 10 and 20 years ago, go do so now(!), as they're among the very best romantic films you'll ever see.  This third entry picks up with Celine (Julie Delpy) and Jesse (Ethan Hawke) slightly longer in the tooth, but no less beautiful, in love, and talking up a storm.  And where Entry Two ("SUNSET") was notable for occurring in real-time, just check out that extended single-take near the beginning of this film.  This is a series that thrives on witty, intelligent dialogue (often improvised), and after spending another couple hours with this wonderful film couple, I can't wait for the next entry.  See you in ten years?

VIDEO GAMES:

They're calling this the year of the indie, and with titles like GONE HOME, it's easy to see why.  More an interactive short story than a proper "game", HOME puts players in the shoes of a young woman returned from abroad to an unexpectedly empty family home.  Players are completely free to explore the house at their own pace and discretion, rummaging through drawers, unsealing letters, listening to a teen girl's mix tapes, etc. and getting a hauntingly fascinating look into the lives of your fictional family.  Without spoiling any further, all I can promise is a healthy dose of goosebumps.  Oh, and the voice acting is among the best you'll ever hear.


Finally, while technically not a game, I just couldn't resist one more opportunity to celebrate THE DROWNED MAN. You can read more about this immersive theatrical experience here, but in its open world, compelling non-player-characters, and freedom to rummage about (drawers, letters, as above), it's the closest you'll ever get to visiting a fictional world (outside the digital realm).

CAN-CON BONUS x 3 C-C-C-C-COMBO!
Also part of our annual tradition, some shout-outs to the best Canadian content produced this past year.

THIS IS THE END is outrageously funny, not for the faint of heart, and certainly not for the easily offended.  I haven't laughed so hard in quite a long time.

STORIES WE TELL had its Canadian debut last year, easily topping my previous Best of list.  Since its 2013 American release has put it in the running for this year's Oscars, let's take a look back at what makes it so great.

GUACAMELEE! from tiny Toronto studio Drinkbox Games has been topping all the video game charts, from annual "best of"s, to all-time "greatest indie" accolades.  Check it out!