Get good or get beaten: in praise of brutally hard games

In games like <em>DayZ, Dark Souls</em> and <em>XCOM</em>, there's an enormous sense of accomplishment involved in just not freezing to death or managing to stand up. Is it time for a hard games renaissance?

Some games are incredibly polite. If I’m running from the police in Bioshock: Infinite or I’m about to carry out some wanton imperialism in Call of Duty, and I just stop before a new fight starts nothing will change. The world will wait. In Skyrim if I decide I want to take my time and smell the flowers a bit before confronting the dragon that wants to burninate the countryside then he’ll wait. He won’t get bored and end the world while I’m cheerfully shouting fire at goats on a mountainside.

But not every game will stop the world for you. Indeed there are some games out there that, all things considered, don’t really seem to want to be your friend at all. In this era where games so often seem mollified in pursuit of universal appeal, or are simply so formulaic that gameplay is an afterthought, it is these mean, unwelcoming games that really tap into what playing a game should be all about.

One of the greatest examples of this is Dark Souls. This is a game that sneaked under the radar for a lot of players because, well, it’s not an easy sell. It’s the Nelson Muntz of video games. Players are confronted with a benighted, broken world, oozing with a sense of hostility. Everything here resents you, even the art style. You are small, you are gaunt and you are filthy. At the start of the game you struggle under the weight of your own weapons. The enemies don’t and most of them, and indeed the weapons they wield, are bigger than you.

My first experience with the game was a humbling one. Starting out, getting to grips with the controls, failing to do so, and then being killed, often. The bosses, the traps, even the regular bad guys, approach them casually and die. There’s an unwritten rule of games design, the scrunty little enemies, the skeletons, the zombies, the first level boss, they aren’t supposed to be hard. They aren’t meant to win. Apparently nobody explained this to the developers of Dark Souls.

Dark Souls was every bit the bully. It would not just find brutish and ruthless ways to win. It would seem pleased with itself for doing it. It would put me back where I started from and bring all the enemies back just because I zigged when I meant to zag and a dragon ate my face.

A strange thing happens with a game like that, you hate it, but you respect it, you want to master it, you want to beat it. Beating a game used to be difficult. For years, in keeping with their coin operated arcade heritage, games were not meant to be beaten. You got as far as you could, you ran out of lives, and you tried again. Dark Souls does not confront the player with a Game Over screen, but it feels no compunction about slapping you back down every time you try to stand back up.

Cruel and unusual punishment is not the preserve of nightmarish Japanese imports; there have been recent developments in western gaming also towards tougher games too.

The recent XCOM remake caused a stir because in a marketplace full of games where your team is largely invincible outside the perilous world of the cut-scene, it brought permanent character death and an ironman mode. Ironman play-throughs for games are something that plenty of people attempt, no reloading a save if something goes wrong and if you die, game over; but it is very rare to see it actually coded into the game in this way. By placing it there, in plain sight, XCOM was extending a challenge. Dangling it there to see who had the moxie.

XCOM is an interesting idea, a turn-based squad combat game wrapped in a flexible narrative about an alien invasion. The combat compares more closely to board games than similar video games. Even a quarter century ago games like Rebelstar Raiders and Laser Squad, from which the modern XCOM can trace a direct ancestry, were more nuanced in many ways, featuring more complex systems even back on a 48k Spectrum. The modern form is unencumbered, faster, and for the characters involved often deadlier. Where the complexity of earlier XCOM and other turn based strategy games allowed a player to outfox the AI, in the simple mechanics of the new XCOM there are fewer places to hide.

What XCOM brings to the table is a game where you can see characters created, levelled up, trained, customised, and ultimately killed over the course of the story. Every loss will be felt to a greater or lesser extent and unlike even Dark Souls; too much failure will lose you the game. A campaign of play lasting many hours may have to be binned and restarted.

In the grand scheme of things however it is impossible to talk about games that hate the player without referring to the Arma series and its phenomenally popular zombie survival spinoff, DayZ.

The Arma series is an infantry combat simulator developed alongside the Virtual Battle Space software which various militaries around the world use for training. It has always been, in its own right, a very challenging game and the latest iteration, currently in alpha, shows that this has not changed. The difficulty in Arma 2: Operation Arrowhead, the most recent finished version, is mitigated by a forgiving desert landscape in which enemies are easy to spot and a setting where you employ state of the art military gear against rebels and insurgents who are outgunned in all areas. You feel protected, superior.

However what happens to that difficulty level when Arma 2 becomes a persistent multiplayer zombie game? When you are washed up on a beach at an unknown location armed with a pistol, a small amount of supplies and a fistful of signal flares? When death for your character is permanent, when anybody you meet could murder you on the spot on the off chance you’ve got something to eat, when any supplies and weapons have to be searched for in zombie infested buildings, and you can freeze to death, and you can bleed to death, and the nights so dark you can’t see ten metres in front of you.

What you get is probably the most systemically difficult game ever made. Not in a cheap way but in the way you are always under threat, danger is always there in the game, and even when you do get a moment of calm you’re just getting nearer to death by starvation or cold. This could just be a miserable experience and in some ways it is, but at the same time the difficulty sweetens the victories. Successfully finding the North Star in the realistically mapped night sky and navigating to somewhere you actually wanted to go across the huge map feels like an accomplishment, creeping past a few zombies to search a building carries more of a concentrated buzz than an entire Splinter Cell game, finding a fresh corpse potentially laden with supplies is like being a kid right before Christmas. Until it turns out that somebody with a hunting rifle has been lying in a hedge two hundred metres away, watching the body, waiting for somebody to take the bait. And then you get to start over again.

Not every game needs to be so brutal, but it is good that such games exist. Games that test players, that demand their players either get good or get beaten, these are good things, they improve us.

With DayZ, Dark Souls and XCOM all proving to be popular because of, rather than in spite of, their difficulty level it begs the question if hard games could be due for a comeback.
 

In Dark Souls, even the art style seems to resent you.

Phil Hartup is a freelance journalist with an interest in video gaming and culture

ED THOMPSON / LUZ / EYEVINE
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"We’ve got things in common": why one of the EDL's original members quit

An early supporter of the group, painter-decorator Darren Carroll has had death threats since he left. But why did he change his mind about the English Defence League?

Darren Carroll is a slight man with bright blue eyes and an urgent need for redemption. A painter-decorator in his fifties, he has lived in Luton his whole life. He was one of the original members of the English Defence League (EDL), the far-right street movement founded by Carroll’s nephew Tommy Robinson.

Recently, things haven’t been easy. Four months before our meeting at a café near Luton Airport Parkway Station, Carroll had a minor stroke that affected his speech and vision. It was the delayed fallout from an attack in a pub across the road, his local. A stranger, who seemed to know a lot about him, started a conversation. “He showed me his arm. It was tattooed. There was a little bit of white skin left on the whole sleeve,” says Carroll. “He said, ‘Look at that.’ I said, ‘What?’ He said, ‘White is right.’ I said, ‘Nah, mate, I know exactly where you’re coming from. There’s nothing wrong with being white but there’s nothing right with it.’”

The man pretended to leave the pub, then walked back in and hit Carroll hard on the back of the head with his forearm. Afterwards, Carroll suffered persistent headaches. It caused a blood clot that set off the stroke. When we met, he had mostly recovered but was still unable to work.

It was not the first attack. Carroll has also had his front door kicked in. He and his children have received death threats. “This is since speaking up,” he says. “Not leaving – that’s different.”

Carroll looks uncomfortable when we discuss the early days of the EDL. “It was an organic thing,” he says. “Lots of people were involved at the very beginning for different reasons. Personally, I was not happy with the way the town was being run on a political level. Looking back, I was disenfranchised from mainstream politics.”

Luton has the dubious distinction of being a centre of both far-right and Islamist extremism. The EDL began here in 2009, in response to a demonstration organised by Anjem Choudary’s now banned extremist group al-Muhajiroun, which in turn was a reaction against an army regiment marching in Luton.

A counterprotest led to arrests and the EDL was born, with sometimes violent neo-fascist street protests spreading across the country. Robinson insisted from the outset that the EDL was not racist, but only “against the rise of radical Islam”. Carroll says it was local difficulties, rather than national issues such as immigration, that unsettled and motivated him – and he didn’t articulate the core problem as racism against white people, not even to himself. The EDL has never had a formal membership, but the think tank Demos estimated that there were between 25,000 and 35,000 active members in 2011, a loose coalition of football hooligans and far-right activists. Today, the numbers are much reduced.

Carroll’s family was closely involved and it was a while before he realised that the EDL was an extremist, racist group. He describes being at a demo in Birmingham soon after the first protest. “I looked at the other lads there and I didn’t like them. They didn’t smell right for me, as far as integrity goes. I thought, ‘I don’t want this.’” Carroll’s parents are Irish and he considers himself the child of immigrants.

It took several months for him to extricate himself from the group and stop attending demonstrations. “It’s a relationship breaker, so you’ve got to accept that things are broken for ever.” On building sites, he was known as the EDL guy. Work dried up.

Amid attempts to coerce him back into the movement, and concerned about damaging his family relationships, Carroll stayed silent for another year and a half, only starting to speak up a few years after he left the EDL. This triggered a new wave of threats. He reeled off a list of incidents: slashed tyres, smashed windows. “Last week, I got one on Facebook [saying] that I’m a ginger Muslim and I’m gonna get shot. That was someone I know privately, which I don’t take as a threat. Their particular problem seems to be that I’m on record saying I’d have a cup of tea in a mosque and sit down and talk to people.”

Carroll did so after seeing a Facebook post by a local activist, Dawood Masood. Masood had shared a video of an imam in Leicester speaking about terrorist violence, with a message saying that any EDL members were welcome to get in touch. Carroll met him and others from the Muslim community and they discussed ways to make Luton better. He told them that he wasn’t interested in religion, but invited them to what he considers his church: Luton Town FC.

“I had the idea it’s about setting precedents, because you never know who or what that affects,” he says. “I just thought, if I’m seen going to the football with them, it’s going to break a big piece of ice.”

As the EDL evolved largely from a football subculture, this was a bold step. They went to the match. “He’s Luton born and bred and he certainly don’t need his hand held. But I made him as comfortable as possible. Luton scored and he’s jumping up and down, loving it. At that point, I thought: ‘This is really Luton harmony. He’s cheering for the same thing and I’m cheering for the same thing. We’re both happy together at this moment in time. We’ve got things in common.’”

They have been to many matches since, Masood bringing his kids, Carroll his grandkids. Carroll has had a few threatening calls but remains undeterred. “The working-class Muslim lads are working-class Muslim lads. They’ve got all the same problems and social issues as us white, working-class people. It’s not just me or us. It’s everyone.” 

Samira Shackle is a freelance journalist, who tweets @samirashackle. She was formerly a staff writer for the New Statesman.

This article first appeared in the 01 December 2016 issue of the New Statesman, Age of outrage