Something I’ve picked up on with my gaming preference is stories that don’t simply focus on one “mood” for the game, but alter it to fit the situation. Players get a relaxed time exploring or diving into combat, and the world is inviting and colorful, but when the story builds, it puts brutal tests of character in front of the heroes.
Some examples of generally-great games that might fail this test:
- Silent Hill 2: A game well-known for plumbing the depths of the human psyche. But it’s missing any real moments of levity, leading players to pretty much be on guard the whole time.
- Monkey Island: Undoubtedly a funny game. But since it breaks the fourth wall so much, and revels in its own illogical deus ex machinas to fit the “hero cannot die” tropes, it’s never going to make the situation feel tense or at risk even when it tries to (and Telltale did try).
- Call of Duty: Though a dudebro series, one can’t deny the series has occasionally had some great storyline twists. Many of us may not remember them years later though, because as cool as characters like Captain Price are in the moment, they don’t form a lasting impression as someone “complete” with flaws and weaknesses, in part because the storyline is often rushing you forward with action rather than poignance.
- GTA: As a crime drama, pretty much everything is falling apart all the time in GTA, whether it’s the plan, the heroes’ relationship, or the entire city. There’s moments of humor for sure, but little in the game makes you feel “awesome” or heroic, like your violence is achieving something.
Some games that prevail:
- The Walking Dead: While it is a serious game like Silent Hill, it’s more often going to have meaningful, positive and tender moments to settle from the horrors the characters are going through, as well as allowing players to creatively express themselves even if that means having Lee say something boisterous or silly to the other survivors.
- Yakuza: Sort of the posterchild for these emotional oscillations even within individual side quests. One might start through a silly situation where a man is throwing snow cones in the air, and end with using diaper fabric to simulate a snowstorm - so that a terminal cancer patient has a perfect sendoff in her final hours.
- Final Fantasy: Thinking of the one I’ve played the most, XIV, but plenty of the others have had the heroes cross-dress to get back their taken party member, perform in plays for children, before having to dive into hell and confront their dark past, or consider ending an entire civilization to save the world.
- Ace Attorney: The passion for murder tends to run hot. But, Ace Attorney is good at introducing ridiculous characters that tend to soften the blow. They may take premises as simple as security guards or journalists, and find every way they can to exaggerate their appearance and mannerisms. On the other end, the emotions behind proving the state and prosecution wrong about your innocent defendant are always worthwhile. Even when you do your best, the game delivers some poignant and well-written sad endings as well as many good ones.
- Metal Gear Solid: Though diving hard into the “Tacti-cool”, strategic warfare theme, MGS has always leaned hard into silly and highly characterized moments that have made the hard-hitting ones more impactful, as a result winning it lifetime fans.
- Borderlands: Thought I’d throw another Western developer on here. I haven’t played many of the others, but Borderlands 2 at least mastered the idea of having characters be flippant and silly 80% of the time, but getting you to really care when the jokes drop. A certain few moments around Handsome Jack come to mind in particular.
I’ve definitely seen that Japanese developers are often better at this form of emotional openness, but this is something that I’ve wanted to explore a bit more as a prompt; whether people agree this is a good goal for story/theme development, what causes some publishers to stumble in this approach, and especially what indie games people aren’t aware of that pull this off particularly well.
As opposed to eastern culture/media, where the average shonen protagonist will punch the villain enough to convince them to join the good team? Like, you are oversimplifying so much, I don’t even know where to begin. I’m also a bit confused by your point because you lament western characters only beating evil guys to a pulp, then contrast them to an eastern character doing the same.
If your point is that characters in western media don’t display emotions, there are tons of western movies that do exactly that. You won’t find them in generic action movies, but that’s true for pretty much any media around the globe, including eastern ones.
Rambo (the first one, the only good one) has Stallone crying his heart out at the end of the movie. Stand by me has the characters face their insecurities and inner demons throughout the entire movie. Lord of the Rings, Interstellar, Lawrence of Arabia, Saving Private Ryan, Silence (western movie based on Japanese book, maybe this is cheating?). Automata’s entire point is to challenge toxic masculinity.
I could also mention animated films such as How to train your dragon, Tarzan, Puss in Boots Last Wish, Wall-E, Treasure Planet, Finding Nemo, Wild Robot or Emperor’s new Groove, which all have either human male individuals, or male-coded characters that happen to be animals/robots/aliens (IF your point was that male characters are often too macho and emotionless; if you were complaining about characters of any gender doing it, then the list expands).
If your point is that there’s no moral ambiguity in western media, half the above examples still stand. Rambo beat countless (evil) cops, but he’s not seen as a hero for doing so, and he’s a broken man by the end of the movie. Lord of the Rings is choke full of morally ambiguous or conflicted characters, although the most prominent and a fan favourite is Boromir of Gondor. Interstellar has the main character abandon his family to save humanity, and the movie doesn’t explicitly condemn nor praise him for his actions. Saving Private Ryan has the characters conflicted on what to do with a captured german soldier within enemy territory, and the consequences of their choice. There’s the entirety of the Goodfather series following an explicitly evil, but charismatic set of characters.
As for videogames, moral ambiguity was the entire point of TLOU2, although many people disliked that one for various reasons. Styx 1 (haven’t played the second one yet) has you play a character which does good for the wrong reasons, and bad for the good ones. Life is Strange 1 and 2 (haven’t played the rest of the series yet) has lots of morally ambiguous characters, often including the main cast. A Plague Tale, especially the second one, weights on how violence can ruin a person, even if they are forced to commit it for their loved ones.
I’m just mentioning titles off the top of my head, and I’m probably forgetting a lot which could further my point. Point is, I wholeheartedly refuse this idea of eastern media being the only ones capable of displaying emotions or moral ambiguity.
The only real lesson here might be that both Western media as a whole, and the Eastern anime industry, have regressed a lot. Rambo in particular is marked by tragedy with the way sequels warped him into a false image of raw masculinity. Many anime authors have even said as much. But the Eastern gaming scene appears to still have some very dedicated auteurs.
It’s even sort of harmed the feminist movement for Western media to be so simple - often showing women as unemotional, infallible badasses to try to “equal the score”, ultimately just causing people to hate them and even misconstrue women as being the issue with those movies.
But I’m also glad to get more examples of poignant Western media; I felt upset that I could only think of Eastern examples, when I know there are some great ones made more locally.
I felt it went without saying that this was referring to mainstream media because… video games. With an emphasis on action because… video games.
Which, to use one of your examples, let’s look at (ugh) Rambo. The first one IS a pretty interesting character study into a man with extreme PTSD who can’t stop fighting his war (which is plenty of tropes). Which is why it is so telling that once they shifted fully into the action side, almost all of that went away outside of cheap drama over the naive pseudo-daughter… getting sold into slavery and raped to death.
But you’ll also note that the example I brought to the table was Dust: An Elysian Tale. Which is an American (I thought Canadian but wikipedia suggests no) studio. And OP mentions The Walking Dead and Borderlands which are similarly Western. Nobody was implying exclusivity outside of you.
But let’s look at two of the more interesting examples you brought up.
The Last Of Us 2… kind of is emblematic of video games’ (West and East) problem with masculinity. TLOU1 has two particularly strong emotional beats and both involve a Man losing his daughter. TLOU2 is MUCH better in that it actually allowed people to be characters other than “Sad Dad” but it is incredibly telling how much of the game revolves around the second of the strong emotional beats from 1. Ellie is driven by her conflicted feelings over Joel taking away her agency to protect her and Abby is driven by… Joel taking away her entire family. And… I think it speaks a lot to Druckmann and Naughty Dog that the character who has the strongest parental narrative is the very masculine woman who angered the internet for obvious reasons. And that is kind of supported by the mess that is the Uncharted series as well.
As for your critique of (generally shonen) anime? Let’s look at the ur example of Dragon Ball Z (also DB but it is less fun). Vegeta. Homie destroyed at least one entire planet (its cool, it was filler and he obviously never did that when he was rolling with Nappa), allowed Nappa to destroy an entire city, murdered Nappa, probably murdered a bunch of Namekians (too lazy to check), definitely murdered a lot more people when he went Majin, and is Goku’s best friend because Krillin is too busy tapping dat ass. Except… not really. Because if you actually go back to DB, the vast majority of The Z Fighters are kind of just rivals that Goku respected and occasionally teamed up with. Outside of Krillin and MAYBE Yamcha, they weren’t his friends. And that is where Vegeta was too up until he went Majin. It was only after that when he acknowledged that he cared about something more than power (Bulma and Trunks) and that, even after his eyes were opened by Frieza, he was a monster. And while Super brushes over a lot of that because it is meant to be a direct sequel to DB, that characterization is still there.
Which is similarly something that a lot of people clown on Yakuza/LAD for. Yeah, Kiryu and Ichiban and even Yagami end up teaming up with a lot of people they beat on a few dozen times. But, by and large, it is not a 'you are my best friend" and more “I respect you and now understand why you did those evil things… but things aren’t over between us”. And then you have the inverse with Ryuji who is pretty unrepentantly “evil” to the end… but it is also impossible to view him and Kiryu as anything other than friends as they fight to the death because that is the only way they know how to communicate.
Slip of the tongue. I likewise reject the idea of eastern writers being “usually” better at writing emotions and/or moral ambiguity, or doing it more frequently. There are countless good and bad stories on both sides.
Most of the examples I mentioned were mainstream movies and videogames that sold millions of tickets/copies. Or at least as much mainstream as Kamen Rider and Yakuza. There are tons of examples of well-written human drama.
I also fail to understand why action = video games. There are tons of successful games where action is not the main focus, or sometimes it’s not even present at all. I enjoyed the cozy vibes of Life is Strange, for example.
Brushing off the first Rambo movie because of subpar sequels, and then using Dragonball (a series that had nowhere to go after Frieza and yet still gets milked with subpar sequels to this day) as a talking point is just nonsensical.
Mentioning Vegeta as a good example of moral ambiguity is hilarious because he is probably one of the worst written characters of all time, who single-handedly ruins the characterization of the entirety of the main cast.
The dude committed genocide or attempted one at least once per narrative arc and everybody was okay with spending their time with him for literally no reason. If I had two bullets and was standing in a room with Vegeta and Hitler, the safest option for Earth as a whole would be to shoot Vegeta twice. There is “respecting” another person, and there is “brushing off crimes against humanity because that character is cool”.
By the way, I don’t want to imply that eastern (Japanese? I don’t think you mentioned other media outside of Japan) writers are worse than western ones. I loved the first Yakuza game (the second one was very dumb and killed my interest in the series; maybe I’m missing out). Metal Gear Solid and Xenogears are, to this day, two of my favourite games ever. I went to the cinema twice in a row to watch Godzilla Minus One. I could also mention Oldboy for something outside of Japan, or Red Cliff, and those are both very much mainstream as well, and action too.