My love of detective fiction is well documented: I've spent
years of my life looking at the form, its tropes, its evolution, and its
capacity to reflect on the society that it, through its investigations, seeks to
instigate in various fashions. I've
written here, on occasion, about just how lamentable it is that video games
don't appropriate more of the tropes of detective fiction or make more games
that play on notions or structures prominently featured within the genre more
often. What exacerbates the paucity of
detective-y games is just how bad "noir"-ish games are. These are games that thematically associate
themselves with the literary pallet that is often used to compose detective
fiction, usually featuring qualities like a focus on moral gray areas or
criminal enterprises as prominent plot points, but don't necessarily engage
with concepts like "investigation," or make prominent use of the
locative power politics that detective fiction traditionally relies upon in its
construction of character and narrative.
These games, objects like Kane and
Lynch, Call of Cthulhu, and Metro: Last Light, use elements of noir
in constructing their worlds, but lack even the most basic nods to noir's
granddaddy, the detective story, in the construction of their gameplay, and suffer
doubly as a result. Even games that
utilize the noir pallet effectively, titles like the Bioshock series and Gunpoint,
often do so in a manner which dissociates play from the themes of detective fiction
(though Gunpoint gets major points
for actualizing the locative acquisition trope that Raymond Chandler's Marlowe
uses to navigate potentially hostile or foreign spaces in its hacking gameplay). As such, noir games that let you play as, in
some manner, a detective are rare. Even
games like Condemned, which are
ostensibly about solving crimes, devolve into rough hewn combat sims that
partition gameplay elements away from one another. So a game like The Wolf Among Us is rare.
I know it's a bit silly to be writing this now, four
episodes into The Wolf Among Us,
after people have probably jumped on the Telltale train if they wanted to even
a little in the wake of Wolf's
incredibly positive reception, but I don't care. I just discovered Wolf on sale and, as such, finally got a chance to play it, so I'm
going to talk about it.
I've been a long time fan of Willingham's Fable series, so it already took quite a
bit of effort for me to hold off from buying Wolf at the meager $25 price it originally came out for, but now,
one episode in, I can see that I should've bought it, played it, and written
about it months ago. So I won't go all
"review-y" on Wolf - I
don't think anyone needs that right now, the consensus is in, this is a fucking
fantastic game, we all get it - but I do want to talk about what it does that
no game before it ever really has: it fully realizes detective fiction/noir as
a genre in an interactive narrative context.
It's the first real Chandler-esque video game.
Credit for this is due, in large part, to the fact the
game's plot centers on investigating crimes (!) with damsels in distress and
femme fatales (!!) and brutal combat that focus not on how empowered and tough
you are, but on how vulnerable you can be (!!!) - these are all well travelled
aspects of detective fiction. You're
also navigating foreign spaces, familiarizing yourself with their component
parts and then utilizing that knowledge to uncover new information about
crimes, all the while doing so without a real safe space of your own to return
to (as evinced by both Colin the Pig's presence in your apartment and, spoiler
alert, the placement of the various heads on your literal doorstep in Act
1). Chandler would be proud of just how
thoroughly Willingham's Bigby has been realized, not as myth made flesh, but as
flesh made myth, a person who feels real, who is forced to inhabit the spaces
contained within detective fiction, who is forced to make the decisions we normally
passively witness Marlowe making. We are
not writing our own detective story here, we're inhabiting it, deciding who we
want to be: Sam Spade, Lew Archer, or Easy Rawlins, these archetypes are all on
display, ready to be mixed together, so that sympathy might be mixed with hard-nosed
beatings and taciturn silence.
But all of this pales to the notion of investigation, and
how it's realized within games. As an
adventure game The Wolf Among Us, by
merit of genre, exists in a space where click-able objects are highlighted, a
convention which usually removes all tension from the investigatory
process. But, unlike games where we're
asked to follow the dotted line on the mini-map or languish in obscurity, or
approach the brightly colored object lest we listen to our talking head
characters prattle on endlessly, these objects, and the information garnered
from them, becomes part of an investigation we're asked to piece together. We're guided a bit, shown what Bigby chooses
to focus on as he looks at clues, given information that we might not have
otherwise based on what Bigby smells (a crucial aspect of the Fable comics wonderfully translated in
the game), but we're never forced to utilize particular evidence, or even
discover it. You can abandon crime
scenes or investigate thoroughly, draw conclusions of your own volition,
conclusions that may very well be wrong.
You're forced to choose which suspect to pursue, which suspect to
question and how.
The end result is a game that makes you feel less like
you're following a series of leads, and more like you're actively participating
in an investigation. In The Wolf Among Us, I've had the distinct
feeling that I could be doing something wrong (or that I simply am doing
something wrong) more than once. I've
been moving through the city on hunches, using my best judgment to determine
where to go next, picking suspects based on where I think they'll be eventually
lead me. I get the distinct impression
that I'm actually engaged in something adjacent to detective work, or at least
the sort of detective work narrative fiction has imposed on to our
conceptualization of police and police investigation. I feel like I'm writing my own detective
story, which is exactly what Telltale seems to want: not to tell a story, but
to allow you to inhabit one.
I cannot separate who I am and what my experiences, both
with the Fable universe and with
detective fiction as a genre, from my experiences playing The Wolf Among Us. I cannot
say that I'd be quite so affected by this game if I hadn't spent years of my life
invested in its component parts, because that scenario is impossible for me to
imagine. What I can say is that I am an
exacting critic when it comes to detective fiction, a real son of a bitch. I hunt for flaws, even tiny flaws, in every
element. I call procedural bullshit on
movies that disregard trade craft for cheap thrills and the service of plot. I cuss out bad short story writers who pull
together mysteries out of intended outcomes, rather than allowing their stories
to emerge as whole cloth creations imbued with a sense of both their
surroundings and characters. I've little
patience for those who wish to wear the trappings of noir without investing
themselves in the traditions that the genre has been built upon (troubling
power and racial politics and all). And
as a loud, opinionated dickhead who isn't afraid to call bullshit, I am
especially unafraid where noir and detective fiction are concerned. I do not simply feel like I can criticize
detective fiction if I want to: I go out of my way to do so. I look for the seams in these objects, I pick
at them mercilessly.
So when I say I have no problems with The Wolf Among Us, I want you to understand just how high a praise
that is. This is the most detective
fiction-y game that I've ever played, the most noir-y noir game that has ever
darkened a doorway. I mean that in all
the best ways, and none of the bad ones.
Well, almost none of them, anyway.
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