Sunday, April 21, 2013

Super Nerd Sunday Presents: Of Orcs and Men and Small Stories!



Of Orcs and Men took me nearly a year to finish, from the day I purchased it to the day the end credits rolled.  It was, all things considered, an uneven, ambitious and tremendously original concept, undeveloped and haphazardly executed with the best of intentions and some pretty keen design insight on display.  And unlike the affable Space Pirates and Zombies, another game that has kept me preoccupied for over a year of my life (nearly the entire span of my time in New York, in fact) when I abandoned of Orcs and Men it was not because I felt frustrated or stonewalled by the game.  Rather, I just didn’t feel like I had time to give Of Orcs and Men my full attention.

Because even thought Of Orcs and Men is a relatively short game (especially by RPG standards) and it has a brief, limited character development system, with a set of skills that you’ll be tired of relatively quickly, many of which you’ll ignore, it remains a serviceable, even well crafted piece of storytelling in games.  Fundamentally a tale of redemption and friendship (granted a tentative, strange friendship), there’s something very basic about the almost rote twists in Of Orcs and Men that form a compelling narrative, all the more engrossing for the moments in the game where a plot twist is telegraphed or a character has a sudden change of heart for the sake of advancing the story.  Despite seeing each betrayal coming, and watching revolution and death unfold in the landscape of Of Orcs and Men, I was compelled to continue clicking, reading, listening, and watching.  And when the game reached its climactic scene and Arkhail threw the emperor-regent from a tower in a starkly beautiful cutscene that showcased everything Of Orcs and Men did well?  I felt like I’d accomplished something.

It’s the resolution of a hero’s journey in miniature, cast as an anti-hero’s quest for revenge.  But within this mini-story, this microcosm of the fantasy universe, something wonderful unfolds: a personal journey, as much about the things unseen as the things seen.  Arkhail and Styx are party to many more dramatic, world and life changing events outside of the context of the game than within its framework.  Arkhail loses his wife and son at the battle that effective issues the start of the war between orcs and humans that sits at the heart of the game, and Styx is purportedly an orc shaman whose drive for power turns on him, twisting his body into its new shape and birthing the race of goblins from him.  This is the sort of shit you’d usually see in video games, but instead of getting an opportunity to experience these epic events, Of Orcs and Men’s journey centers on a small, peripheral mission to assassinate the human Emperor.  Sure, the stakes are high, but the arc of each character involved is miniscule, and the grandeur of the places you visit and battles you fight is thoroughly middling.  An “epic battle” in Of Orcs and Men consists of you and your goblin buddy fighting six humans and two orc slaves – hardly the sort of awe inspiring affair you’d see in the climactic moments of Dragon Age or Mass Effect.

But in this low-key approach to high fantasy, there’s strength.  Because while Of Orcs and Men doesn’t really have arcs for its characters, or really present us with the spectacle many RPGs have made us accustomed to, it does tell a story and develop a relationship between two characters.  And it does so handily, doling out information, allowing players to guide the course of the relationship and reinforcing the growth of that relationship between gameplay.  If you don’t get a good sense of how to make Styx and Arkhail work well together, Of Orcs and Men is going to be an unpleasant affair, but if you work out how they can fit together, the game itself explodes into conceptual fulfillment.  It’s a high concept move for relatively little reward, but it’s certainly there.

Of Orcs and Men is, in a sense, a more nuanced version of Dragon Age 2, another game preoccupied with small stories and a concern for eschewing high fantasy.  Of course, where DA2 shines (world building) Of Orcs and Men flops.  The setting of Of Orcs and Men is hardly fleshed out, and even when Elves and Dwarves are introduced into the mix in the fourth act, it’s not to any real effect, in or out of gameplay: they’re simply reskinned humans, they could’ve been anyone, and while their artistic style hints at certain cultural and physical qualities, there’s really nothing behind it.  Likewise, the political system and the nature of both magic and religion in Of Orcs and Men seems to shift from moment to moment, as needed.  Its strongest point comes through in its dedication to building up an orc culture replete with a rich history and rules and regulations that exist in a sort of extralegal system that all orcs adhere to.  It’s a neat twist, but it’s not quite enough.

But there’s nobility in the attempt, and even if Of Orcs and Men fails in so many ways, its relatively small scope and low budget make it an underdog in my mind.  It’s far from perfect, to be sure, but there’s something there to love, if you give it time, have patience, and can look past a limited, dead-end riddled skill-tree and leveling system.

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