Popular Culture Review Vol. 25, No. 2, Summer 2014 | Page 56

52 2014. The game, with its simple shapes and forms, seeks to connect players to the journey of this one family through treatment, suffering, and hope. As Ryan Green describes on the game’s website, “It is a video game composed of pain and hope. It is a story of my son. It is a script written day by day. It is life that moves us space by space propelled by a mystery we call grace” (n.p.). The game does not have huge action set pieces or deep thematic plot elements. Instead, the player, controlling the parents, is responsible for the daily care of Joel. This can mean something as simple as holding him during chemotherapy treatments. The game itself, as it is unfolding during development, seeks to use the video game medium, as opposed to autobiography or documentary, to tell one personal and human story. The video game form allows for the player to have direct investment in the characters and story due to actions he or she performs. The experience of the game derives solely from its ability to share the experience of one family seeking to save the life of one child. The second example. This War o f Mine, is completely different in storyline, while sharing the idea of a deeply intimate experience of what it means to be human under the most trying of circumstances. This game, also in development, appears poised for release in the latter part of 2014 or perhaps the first quarter of 2015. On the official website for the game, the premise is simply described as “a group of citizens trying to survive in a besieged city” (www.l lbitstudios.com). The gamer has to make decisions that affect the entire group of survivors, including whether or not and where to scavenge for supplies, and whether or not to allow a new member into the group, or to leave that individual to fend for him or herself Survivors die from lack of simple medicines, as they would in real life. The screencaps of the game on 11 Bit Studios’s website speak to the horror of war as waged upon everyday citizens. Dazed survivors, some seriously injured, try to eke out survival in the bumt-out husks of buildings. The gamer is thus thrown into a different world than that found in many war-based video game titles. He or she is not a super soldier who dispatches the enemy left and right. Instead, the gamer is a survivor, barely holding on, who must make life or death decisions that cannot be taken back. Stories of war in faraway places permeate Western news outlets. This game personalizes those accounts and asks the gamer, especially the gamer far removed from war, to consider the human faces behind all of those news stories. The video game genre, as technology expands, continues to find innovative new inroads in the creation of narratives, from big-budget AAA titles, to small, personally felt, independent games. As video game developers continue to create involved, immersive, and expansive narratives, “text” expands to incorporate the digital as well as the written. What if great stories could just be that — great stories — without the politics and power plays between various branches of academic study? Professors of English might team up, for example, with professors of Computer Science or Game Design. A resulting course could explore video games from two critical fronts: their narratological importance and the technological skills needed to create them. Such a collaboration, alone, might ensure that video game designers and developers enter the creative world