Often, the history of Video Gaming has been a pursuit of the bigger
and better – titles with groundbreaking graphics or gameplay are
those that are remembered, and all else is forgotten. Increasingly,
however, recent appraisals have made room in the pantheon for the
'also-rans', the flawed games that nevertheless offer some unique or
innovative elements despite themselves. Deadly Premonition is
one such game, whose highly polarized reception may be seen as an
example of the difference between the 'ludic' and narrative
approaches to examining games.
Deadly
Premonition
was released for the Xbox 360 in February of 2010, and was
distributed by Ignition Entertainment in North America. In Japan, the
game was launched under the title Red
Seeds Profile.
The primary public figure behind the title has been Hidetaka
Suehiro, who
often goes by the moniker 'SWERY”, and the game was developed by
Access Games. Suehiro
has himself worked on a number of titles in a variety of roles,
including the later release of Ace Combat on the PSPi,
but Deadly Premonition was his second stint as Game Director. His
first directorial role was on the Playstation
2
game Spy Fiction
(Access
Games, 2003), which was lauded for its unique stealth mechanics, but
generally panned for its poor technical performanceii
– the latter a recurring theme with Deadly
Premonition.
For
the most part, Deadly
Premonition plays
as a horror game in the same vein as Resident
Evil
or Silent Hill,
where the player must solve puzzles and defeat an otherworldly
bestiary while working through disturbing and frightening situations.
Additionally, the game integrates some mechanics from adventure and
open-world titles. When not on missions, the player is free to pursue
side-quests, converse with secondary characters and explore the
environment. The plot revolves around FBI Agent Francis York Morgan,
the player character, who arrives in the rural town of Greensvale in
order to investigate the recent murder of a young woman.
Originally
released for the price of $19.99iii,
Deadly Premonition
was
situated
as a 'budget' title that received outside the large publishers. The
game likely would have languished at the fringes of gaming community,
had it not been for the
unusually polarized critical reception, which eventually attracted
significant attention. Many review outlets were quick to dismiss the
game based on its technical shortcomings, especially in contrast with
comparable titles on the Xbox 360.
A representative
review can be found from IGN, whose critic awarded the game a score
of 2 / 10iv.
The review tears the game for its poor graphics, described as being
more comparable to those of the previous-generation Playstation
2,
and the sub-par, repetitive audiov.
Of particular importance to many reviewers was the title's control
scheme, which
used the right analog stick for both movement and direction, in
contrast with many other games which split the two functions between
either stick. A Gamespot reviewer described this arrangement as
working “with all the grace of an Abrams tank”vi.
Improbably,
there existed another school of thought about Deadly
Premonition.
Critic Jim Sterling, writing on Destructoid.com, gave the game a
glowing review, awarding a score of 10 / 10vii.
GameCritics.com featured an eleven page article defending the gameviii
– especially unusual considering that the site's original review
was highly negativeix.
This
second approach to the game fully accepted the criticisms of the
title's technical attributes; in his extended piece, Daniel
Weissenberger even admits that Deadly
Premonition's
gameplay was “largely abominable and dated”x.
Yet, the
same critic argued
that the game's highly unconventional story and writing, and it's
unique manner of delivering narrative, was sufficient to outweigh its
glaring technical flawsxi.
A
key element of the game's narrative is its American inspiration.
Specifically, nearly every reviewer was conscious of the fact that
Deadly Premonition
is an extended homage to David Lynch's early 1990's television show
Twin Peaks.
The short-lived television series featured an FBI agent investigating
a murder in small-town America, a setting that is shared with the
game, as is the focus on surrealist narratives. That said, Deadly
Premonition
is not merely 'Twin Peaks the Game'; indeed, Suehiro decided
scrap the game's plot and characters at one point in development when
it appeared the similarity to Twin
Peaks
was too greatxii.
The
use of Twin Peaks
does, however, provide another example of the ability of Japanese
developers to effectively assimilate and comment upon American
cultural artifacts. Unlike western games, whose references to
Japanese culture have been infrequent and rarely overt, Japanese
games have often situated their narratives in a western context. By
using an American setting, as in Resident
Evil or
Metal Gear Solid,
Japanese studios keep overseas audiences at ease in familiar
environments and forestall major 'culture shock'. This would prove
particularly important for Deadly
Premonition,
whose North American sales vastly outnumbered domestic figuresxiii.
In
addition it its unique premise, Deadly
Premonition
also employed a number of unorthodox strategies for conveying its
narrative. Most notable among these is the unusual portrayal of the
main character. Agent York is a highly unhinged individual, who uses
his morning coffee for divination and frequently speaks aloud to his
alternate personality, whom he calls Zach.
The effect of the latter is of particular interest, as the constantly
one-sided dialogue makes it appear as if York is speaking directly to
the playerxiv,
introducing an awareness of the character's motivations and feelings.
In addition, the game makes
an effort to break many horror game tropes related to ambiance.
Although the game has its solemn moments, just as often the game may
interrupt the murder investigation with an upbeat saxophone track, or
have the main character crack inappropriate jokes during an autopsy.
Unlike many other horror titles, Deadly
Premonition feels
no compunction to treat grotesque or disturbing content with high
level of 'seriousness'. Equally unconventional is the use of
open-world mechanics, which allows the
player considerable freedom to explore the town. While such methods
have seen some use in game such as Dead
Rising,
the use of cars in Deadly
Premonition
more closely resembles titles such as Grand
Theft Auto.
Non-Player Characters move in the town according to their own
schedules, which positions the character as an observer inside
a dynamic
world, rather than
retaining
a static environment.
Considering
the vast difference between appraisals of the Deadly
Premonition's
lacklustre technical aspects and its unique narrative, the
disagreement between reviewers might be cast as the layman's
equivalent of the Ludology vs. Narratology debate alluded
to in James Newman's Videogamesxv.
If
examined from a Ludic perspective, the game has very little of
interest, as its ability to foster play is undermined by the
difficulty presented to the user by its technical flaws – hence the
low review scores. If considered from a Narratological point of view,
the game's unconventional storytelling comes to the forefront, and
the clunky gameplay might be considered an acceptable cost for a
unique narrative. It appears as though Suehiro
himself
was leaning toward the narrative interpretation during development;
an early build of the game contained no combat at all, but was
subject to modification after Access was told by a
publisher that a game without gunplay would not sell in the North
American marketxvi.
A
final element of Deadly
Premonition's
reception is its arguable status as a 'cult' game. As a budget title,
Deadly Premonition
was unlikely to become a commercial success; indeed, the game has
only sold about a quarter-million copies worldwide since its
releasexvii,
a pittance in the console market. Yet the game has an online presence
far outstripping its modest sales. For example, the title was one of
only three games selected for a full-length 'endurance run' by gaming
site Giant Bombxviii.
Enthusiastic attention from the fans who did buy the game has lead to
a PS3 'Director's Cut' edition, and an upcoming release on PC through
Valve's Steam platform – the latter being of particular note, as it
required fan voting to 'greenlight' the project. Deadly
Premonition may
be seen as an example of 'B' game production, in the same sense as a
'B' movie. The game's antiquated graphics
show just how far the development was from the resources and cash
available to 'triple-A' titles, yet it demonstrates a unique
narrative approach that would be unlikely to be accepted by large,
mainstream publishers.
Highly
imperfect even according to its admirers, Deadly
Premonition
is regardless an example of the creativity possible within the
Japanese game industry and a demonstration of the wide gulf between
the schools of thought within the incipient discipline of video
game studies.
i“Hidetaka
Suehiro (Person)”, GiantBomb, Accessed Oct 7, 2013,
http://www.giantbomb.com/hidetaka-suehiro/3040-97866/
iiPhilip
Kollar, “The Sinner's Sandwich: Deadly Premonition's creator on
making a good bad game”, Polygon, February 12, 2013, Accessed
October 7, 2013,
http://www.polygon.com/features/2013/2/12/3977154/the-sinners-sandwich-deadly-premonitions-creator-on-making-a-good-bad
iiiJim
Sterling, “Review: Deadly Premonition”, Destructoid, February
27, 2010, Accessed October 7, 2013,
http://www.destructoid.com/review-deadly-premonition-165168.phtml
ivErik
Brudvig, “Deadly Premonition Review”, IGN, February 22, 2013,
Accessed October 7, 2013,
http://ca.ign.com/articles/2010/02/23/deadly-premonition-review
vErik
Brudvig, “Deadly Premonition Review”
viKevin
VanOrd, “Deadly Premonition Review”, Gamespot, Accessed October
9, 2013
http://www.gamespot.com/reviews/deadly-premonition-review/1900-6258973/
viiJim
Sterling, “Review: Deadly Premonition”
viiiDaniel
Weissenberger, “Deadly Premonition is the Game of the Year”,
Gamecritics.com, July 1, 2010, Accessed October 7, 2013,
http://www.gamecritics.com/daniel-weissenberger/deadly-premonition-is-the-game-of-the-year-part-1.
1
ixSparky
Clarkson, “My Coffee Warned Me About It”, Review of Deadly
Premonition, Gamecritics.com, March 14, 2010, Accessed October 7,
2013,
http://www.gamecritics.com/sparky-clarkson/deadly-premonition-review
xDaniel
Weissenberger, “Deadly Premonition is the Game of the Year”, 1
xiibid
xiiPhilip
Kollar, “The Sinner's Sandwich: Deadly Premonition's creator on
making a good bad game”
xiiiOnly
5,648 copies were sold in Japan to October 2013, compared with
~250,000 total copies sold worldwide; “Deadly Premonition”,
VGchartz, Accessed Oct 8, 2013,
http://www.vgchartz.com/game/40628/deadly-premonition/Japan/,
http://www.vgchartz.com/game/41606/deadly-premonition/Japan/
xivDaniel
Weissenberger, “Deadly Premonition is the Game of the Year”, 5
xvJames
Newman, Videogames,
(Routledge, 2013), Kindle
Edition, 92
xviPhilip
Kollar, “The Sinner's Sandwich: Deadly Premonition's creator on
making a good bad game”
xviiFigures
are for the original Xbox 360 release; “Deadly Premonition”,
VGchartz, Accessed Oct 8, 2013
http://www.vgchartz.com/game/40628/deadly-premonition/
xviiiPhilip
Kollar, “The Sinner's Sandwich: Deadly Premonition's creator on
making a good bad game”
Works Cited
Brudvig, Erik. “Deadly Premonition Review”, IGN, February 22, 2013, Accessed October 7, 2013, http://ca.ign.com/articles/2010/02/23/deadly-premonition-review
Clarkson,
Sparky. “My Coffee Warned Me About It”, Review of Deadly
Premonition, Gamecritics.com, March 14, 2010, Accessed October 7,
2013,
http://www.gamecritics.com/sparky-clarkson/deadly-premonition-review
Kollar,
Philip. “The Sinner's Sandwich: Deadly Premonition's creator on
making a good bad game”, Polygon, February 12, 2013, Accessed
October 7, 2013,
http://www.polygon.com/features/2013/2/12/3977154/the-sinners-sandwich-deadly-premonitions-creator-on-making-a-good-bad
Newman,
James. Videogames,
Routledge, 2013, Kindle
Edition
Sterling,
Jim. “Review: Deadly Premonition”, Destructoid, February 27,
2010, Accessed October 7, 2013,
http://www.destructoid.com/review-deadly-premonition-165168.phtml
VanOrd,
Kevin. “Deadly Premonition Review”, Gamespot, Accessed October 9,
2013
http://www.gamespot.com/reviews/deadly-premonition-review/1900-6258973/
Weissenberger,
Daniel. “Deadly Premonition is the Game of the Year”,
Gamecritics.com, July 1, 2010, Accessed October 7, 2013,
http://www.gamecritics.com/daniel-weissenberger/deadly-premonition-is-the-game-of-the-year-part-1.
“Hidetaka
Suehiro (Person)”, GiantBomb, Accessed Oct 7, 2013,
http://www.giantbomb.com/hidetaka-suehiro/3040-97866/
“Deadly
Premonition”, VGchartz, Accessed Oct 8, 2013
http://www.vgchartz.com/game/40628/deadly-premonition/
“Deadly
Premonition”, VGchartz, Accessed Oct 8, 2013
http://www.vgchartz.com/game/41606/deadly-premonition
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