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

Lady Macbeth.
Show Hide image

Lady Macbeth: the story Stalin hated reaches the movie screen

Lady Macbeth grows less psychologically plausible the higher the body count rises.

Lady Macbeth (15), dir: William Oldroyd

Lady Macbeth of the Mtsensk District, Nikolai Leskov’s novel about a bored, oppressed and bloodthirsty young woman, was adapted for the opera by Shoskatovich. Two years after its premiere in 1934, it had a terrible review, allegedly by Stalin himself, in Pravda. The new film version, Lady Macbeth, is set in 1865 (the year the novel was published) and feels resolutely anti-operatic in flavour, with its austere visuals and no-nonsense camerawork: static medium shots for dramatic effect or irony, hand-held wobbles to accompany special moments of impetuousness. The extraordinary disc-faced actor Florence Pugh has her hair scraped back into plaits and buns – all the put-upon teenage brides are wearing them this season – and the film feels scraped back, too. But it features certain behaviour (murder) that would feel more at home, and not so riskily close to comedy, in the hothouse of opera, rather than on and around the stark moors of low-budget British cinema.

Pugh plays Katherine, who is first seen reacting with surprise to a booming singing voice at her wedding ceremony. Unfortunately for her, it’s her husband, Alexander (Paul Hilton). On the plus side, there won’t be much cause for crooning in their house, no power ballads in the shower or anything like that. The tone is set early on. He orders her to remove her nightdress. Then he climbs into bed alone. It’s not clear whether she is expected to follow, and a cut leaves the matter unresolved.

Alexander defers to his grizzled father, Boris (played by Christopher Fairbank), who purchased Katherine in a two-for-one deal with a plot of land in north-east England, on important matters such as whether she can be allowed to go to sleep before him. So it isn’t much of a loss when he is called away on business (“There’s been an explosion at the colliery!”). Ordered to stay in the house, she dozes in her crinoline, looking like an upside-down toadstool, until one day she is awakened, literally and figuratively, by the sound of the rough-and-ready groomsman Sebastian (Cosmo Jarvis) sexually humiliating the maid, Anna (Naomi Ackie). Katherine leaps to her rescue and gives Sebastian the most almighty shove. Pugh’s acting is exceptional; fascination, disgust and desire, as well as shock at her own strength, are all tangled up in her expression.

When Sebastian later forces his way into Katherine’s room, you want to warn them that these things don’t end well. Haven’t they seen Miss Julie? Read Lady Chatterley’s Lover? Thérèse Raquin? Well, no, because these haven’t been written yet. But the point stands: there’ll be tears before bedtime – at least if these two can lay off the hot, panting sex for more than 30 seconds.

The film’s director, William Oldroyd, and the screenwriter, Alice Birch, play a teasing game with our sympathies, sending the struggling Katherine off on a quest for independence, the stepping stones to which take the form of acts of steeply escalating cruelty. The shifting power dynamic in the house is at its most complex before the first drop of blood is spilled. Indeed, none of the deaths is as affecting as the moment when Katherine allows her excessive consumption of wine to be blamed on Anna, whose lowly status as a servant, and a dark-skinned one at that, places her below even her bullied mistress on the social scale.

There is fraught politics in the almost-love-triangle between these women and Sebastian. It doesn’t hurt that Jarvis, an Anglo-Armenian musician and actor, looks black, hinting at a racial kinship between groomsman and maid – as well as the social one – from which Katherine can only be excluded. Tension is repeatedly set up only to be resolved almost instantly. Will Alexander return home from business? Oh look, here he is. Will this latest ghastly murder be concealed? Oh look, the killer’s confessed. But the actors are good enough to convince even when the plot doesn’t. A larger problem is that Lady Macbeth grows less psychologically plausible the higher the body count rises. Katherine begins the film as a feminist avenger and ends it as a junior version of Serial Mom, her insouciance now something close to tawdry camp. 

“Lady Macbeth” is released 28 April

Ryan Gilbey is the New Statesman's film critic. He is also the author of It Don't Worry Me (Faber), about 1970s US cinema, and a study of Groundhog Day in the "Modern Classics" series (BFI Publishing). He was named reviewer of the year in the 2007 Press Gazette awards.

This article first appeared in the 20 April 2017 issue of the New Statesman, May's gamble

0800 7318496