Staying Alive: in praise of survival games

Sometimes, the "trying not to die" element of a video game is the best part.

The Bush Tucker Man was a hero of mine as a kid. There he was surviving in the wilds of Australia, arguably the most hostile place in the world, crawling with poisonous spiders, giant mutant pigs, armies of vicious bandits and bitter cricketers.

It was The Bush Tucker Man that came to mind most strongly when I first started to play STALKER: Shadows of Chernobyl. There was a story to STALKER, there was a plot, but for me it was always about roaming the countryside, such as it was, nosing around and trying not to die. The AI system that governed wandering monsters and characters would mean that something interesting could happen organically, such as a bandit raid on a neutral group of Stalkers, or mobs of mutants might wander into each other. Periodically radioactive storms called blowouts would force everybody into cover and bring more mutants out of their holes. The day and night cycle also changed the game, being out at night, often without anything better than very grainy night vision gear, or worse just a torch, was rarely a good plan.

STALKER was a game that carried two significant problems from the get go. Firstly the developers fell quite a way short of their own lofty ambitions with the game. They had wanted a huge area for the player to romp around in at leisure, instead they had to settle for a succession of quite modest areas with each fenced in and connected via entry and exit points. Secondly the game was quite a trammelled experience, with rumours circulating that the publishers had demanded that it be softened in order to be commercially viable. Whether these rumours were true or not didn’t really matter because the game was not difficult to mod and the systems to make it as unforgiving and bleak as it really should have been were easily tailored for just this set up. The vanilla build of STALKER fell a long way short of its potential, but with a customised build the game became a cult classic.

When modified by players the STALKER series really came to life as wilderness survival games. The routine of searching bodies, checking weapons for rounds in the magazines, looting what could be sold, stashing what could be used, munching what could be munched, became more rewarding than bumbling around through the story.

In many ways the spiritual successor to the survivalist side of STALKER is the Arma mod Day Z. This is perhaps the definitive hardcore survival game by virtue of the fact that your prey is the most dangerous creature of all, Arma players. Existing now for both Arma 2 and Arma 3 this game sees the players confronting the threats of zombies, starvation and dehydration, all while in effect taking part in a colossal persistent death match game. Some people will tell you that Day Z isn’t a colossal death match, but they are probably only saying that so they can lure you out into the open in order to kill you and steal everything you own.

Mainstream games developers have never really embraced wilderness survival as a game mechanic. It was hinted at in the recent Tomb Raider, but after one meal of venison young Lara was good to go for the rest of the story. Fallout: New Vegas was one exception as this contained an optional hardcore mode, which included requirements for food and water, the consumption of which would almost always lead to an increased level of radiation in the character which would then have to be treated. This was a system that really had to be modified before it had any bite to it, but like the STALKER games the newer Fallout games have been easy to mod.

This repurposing of existing games via modifications is perhaps as much a part of the mind-set of the survival game player as the game itself. In much the same way as Ray Mears can change a small patch of forest into a third rate ship of the line with just his pen knife and saliva, games can be changed to suit the player if they are willing to put the effort in.

The lack of mainstream support for survival mechanics in games has not meant that survival games do not exist outside of mods however and indie games have stepped up to fill the breach. Don’t Starve has the player as a castaway style character, trying to stay fed, warm and sane alone in a world that is largely hostile but which can be tamed. Though there are monsters and a certain amount of violence is somewhat inevitable if a predator decides to munch you down, Don’t Starve is a very cerebral game, involving exploration, resource management and planning rather than the ability to stab things with alacrity.

Other indie games such as Sir, You Are Being Hunted and Shelter also deal with the problems of survival in the wilderness. One has you surviving in a very British looking world being pursued by unthinking killing machines dressed in tweed intent on shooting you for no good reason and the other one is about badgers. I think that’s the right way round anyway.

Although this simple idea of avoiding death is almost as old as gaming itself it is the way that survival games approach it that cements their appeal. Survival games are not inherently more difficult than ordinary games, Minecraft for instance is a survival game in many respects but it is not actually difficult to survive in it. What survival games do require however is a level of engagement from the player beyond the simple ability to shoot and dodge; they are a game type that requires planning, patience and improvisation. With this planning comes freedom: the freedom to make choices and the responsibility of dealing with the consequences. The narrative writes itself as the player shapes the game world and their place within it. These are the hallmarks of a more mature type of game, which perhaps is why we have yet to see this style really break into the mainstream yet.

This is okay though, really. Not everything that is good has to be popular, not every style has to become the norm, to be bastardised and absorbed into the next big franchise. Survival games will likely remain a niche, albeit perhaps a bigger one than developers give it credit for.

An abandoned industrial facility in STALKER: Shadows of Chernobyl.

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

Show Hide image

Broken and The Trial: From Sean Bean playing a priest to real life lawyers

A surprisingly involving depiction of a clergyman provides the saintly contrast to the sinner being judged by a real jury.

I was all set to scoff at Broken, Jimmy McGovern’s new series for BBC1 (30 May, 9pm). A drama about a Catholic priest and his impoverished parish in a “major northern city”, it sounded so hilariously McGovern-by-numbers (“Eh, lad, give us the collection bowl – the leccy wants paying”) that on paper it could pass for a spoof. Even funnier, Sean Bean, late of Game of Thrones, was to play the clergyman in question.

Naturally, I adore Bean, who comes from the major northern city that is Sheffield, as I do, and who is so terribly . . . virile (though when I interviewed him in a car park behind King’s Cross Station a few years ago, and a security guard in a high-vis jacket approached us furiously shouting the odds, he ran and hid in his trailer, leaving yours truly to face the music). But let’s face it: he’s not exactly versatile, is he? The idea of him in a cassock, or even just a mud-coloured cardigan, made me laugh out loud.

Settling down to watch the series, however, I soon realised that no scoffing would be taking place. For one thing, Broken is hugely involving, its Dickensian plot (no spoilers here) as plausible as it is macabre. For another, in the present circumstances, its script seems to be rather daring. Not only is Father Michael Kerrigan shown – cover my eyes with the collected works of Richard Dawkins! – to be a good and conscientious priest, but his faith is depicted as a fine and useful thing. If he brings his besieged parishioners solace, he is sure to be carrying vouchers for the food bank as well.

The flashbacks from which he suffers – in which his mammy can be heard calling him a “dirty, filthy beast” and a spiteful old priest is seen applying a cane to his hand – are undoubtedly clichéd. But they are also a device. Forty years on, he is happy to nurse his dying mother, and his love for God is undimmed: two facts that are not, of course, unrelated. How weirdly bold for a television series to set its face against the consensus that denigrates all things Christian as it never would any other faith.

I don’t for a minute buy Anna Friel as Christina, the gobby, broke single mother Kerrigan is determined to help. Even when covered in bruises – a bust-up at the betting shop – Friel manages to look glossy, and she never, ever quits acting (with a capital A), which is a drag. But Bean is such a revelation, I was able to ignore the voice in my head which kept insisting that a Catholic priest as young as he is – in this realm, “young” is a couple of years shy of 60 – would surely be Polish or African (I’m not a Catholic but I am married to one, for which reason I occasionally go to Mass).

He plays Kerrigan, whose overwhelming desire to be kind sometimes makes him cack-handed, with great gentleness, but also with an uninflected ordinariness that is completely convincing. Part of the problem (my problem, at least) with Communion is the lack of rhetorical passion in most priests’ voices, something he captures perfectly. One other thing: Line of Duty fans need to know that Adrian Dunbar – aka Ted Hastings – can also be seen here wearing a dog collar, and that he looks almost as good in it as he does in police uniform.

On Channel 4 The Trial: A Murder in the Family was an experiment in the shape of a murder trial in which the defendant – a university lecturer accused of strangling his estranged wife – and all the witnesses were actors but the lawyers and “jury” were real. Over five consecutive nights (21-25 May, 9pm), I found it pretty tiresome listening to jury members tell the camera what they made of this or that bit of evidence.

Get on with it, I thought, longing again for the return of Peter Moffat’s Silk. But I adored the lawyers, particularly the lead ­defence barrister, John Ryder, QC. What an actor. Sentences left his mouth fully formed, as smooth as they were savage, his charm only just veiling his mighty ruthlessness. Drooling at this performance – which was not, in one sense, a performance at all – I found myself thinking that if more priests came over like barristers, our dying churches might be standing room only.

Rachel Cooke trained as a reporter on The Sunday Times. She is now a writer at The Observer. In the 2006 British Press Awards, she was named Interviewer of the Year.

This article first appeared in the 25 May 2017 issue of the New Statesman, Why Islamic State targets Britain

0800 7318496