The Metaphysics of Retro/Grade
Posted: Tue Oct 22, 2013 11:27 am
Hi Infinitap folks, it is interesting to note that while Matt provided Retro/Grade's storyline descriptions (and the main protagonist himself) with a whimsical, tongue-in-cheek air, he also injected an undercurrent of darkness and depth within the music, plot, and visual aesthetics of the game that is far more sophisticated than any of the trite "You-can-be-a-rock-star!" themes that pervade most other music rhythm games. I think it would be interesting to have a discussion regarding how the unusual plot and reversal mechanics in Retro/Grade reflects upon the tone of the game and its overall philosophical message. Here are my own impressions.
In Rick Rocket, Matt has created a character that is so ridiculously skilled he can defeat an entire armada while head-bobbing to a backwards-playing radio (and never be hit by one bullet!), and yet he is destined to both atone for and perpetually repeat his mindless mistakes in a Sysyphusian cycle of infinite recurrence that might even make Friedrich Nietzsche reconsider his stance on fate as something to be unreservedly loved. Retro/Grade's dark themes are intensified by the way the game channels the spooky feeling from the early 1980's, with it's pervasive moog synthesizers and black-screen neon CGI effects which informed many of my childhood preconceptions of death (some of those animations on Sesame Street were terrifying!). While I find the game to be quite frightening for these reasons, I think there's an important moral lesson embedded within Rick Rocket's Quixotian downfall. From early on in playing Retro/Grade, one notices that the game has been designed by Matt in such a way as to require the player's constant focus on Rick Rocket's ship almost 100% of the time. With perhaps the Octobot being the only exception, there is rarely a reason (in terms of gameplay) for the player to do any more than glimpse at Rick Rocket's distant enemy targets, and never with more than the corner of his/her eye. Nevertheless, Matt took the time to painstakingly craft beautifully detailed movements for each of the enemy ships, some of whom spin gracefully between shots in an almost gleeful manner before being destroyed by Rick in equally glorious exploding animations. This beauty largely escapes the player's own perception much in the way it escapes Rick's. (On another level, I think the game itself may have been overlooked by many would-be players for this same reason: much of the game's meticulous beauty lies underneath the level of conscious perception.) Highlighting this loss, the unique backwards time mechanic in the game works so that the ships perform their tragic dances AFTER they are destroyed by Rick, taking on an almost ghostlike quality, like afterimages in the mind.
There is a fundamental tragedy that underlies our failure to appreciate the beauty that surrounds us, and this is tied to the consequences of our mistakes- none of which is more tragic than how it dooms us to repeat them. In Braid-like fashion, the enemy that appears to be the most aggressive, the Octobot, is actually fleeing for its life when perceived in forward-time, feverishly traveling in and out of abandoned buildings through hastily-opened shutter-doors. When seen in reverse, the closing of the shutter-doors engenders a creepy feeling of claustrophobia in the player, as though the Octobot is trying to trap Rick by shutting corridors behind him- the opposite is in fact the case. While the plot of the game suggests that the Exnorian Armada are "invaders," Matt has left off most the plot details to give an air of mystery as to what is really going on here- we have no idea as to what the Exnorians' motives are. Clearly Rick's society doesn't seem clear of all guilt: why do they have factories producing "Soylent Cuisine" (which may or may not have some sinister ingredients...)? Why does the planet Quoob wants to destroy that hypersphere just because it doesn't have angles? Truly, it is ambiguous at best who the real villain is in this game, highlighted by the fact that Rick's actions ultimately doom the entire universe.
But if Rick is the villain, his crime is not that of malevolence nor apathy, but one far more familiar to those of us who wish to make a positive in the world despite our vices. It is the crime of unawareness, and of thoughtlessness. But those of us who commit such "crimes" (i.e. all of us) are not beyond redemption: with newfound understanding always comes a chance for reform and atonement. Rick Rocket is no exception, and thus Retro/Grade is just as much a game about creation and connection as it is about destruction and dissolution. Rick Rocket's ultimate objective in the game is one of unification- "saving the universe" requires Rick to focus his efforts to restore the lives of his enemies to save the lives of his friends, and he takes on this assignment with as much focused aplomb as he did his initial campaign of annihilation. Actually moreso: each chapter plot humorously reminds us how apathetic and self-centered Rick was throughout his initial campaign, destroying the Exnorians to save his personal property investments or in one case, merely to vent his anger that he was unable to find a cup of his favorite coffee. Rick is certainly no altruist. He only gains true purpose and altruistic intent in Chapter 10 (i.e. Retro/Grade's first level), when he takes on his final mission that is the subject of the game, to undo all the damage he caused in forward-time. The gameplay integrates this theme in a fundamental way: nearly every button press in the game represents an abiogenetic miracle, conjuring up a formerly destroyed enemy ship from out of utter oblivion. The battle with the bosses have a similar dynamic but a greater level of intimacy, as Rick patiently takes back each of his laser blasts in a stepwise, doctorly fashion, surgically reassembling these destroyed giants, piece-by-piece.
There's something fulfilling about that dynamic. Perhaps it reflects a fundamental truth of the universe, at least as far as our minds might perceive it: there is no external conflict between good and evil- the challenge lies within ourselves, to maintain a calm balance even while resisting the chaos created by our constantly chattering minds, to resist our urge to project our fears and insecurities on others and the rest of the seemingly foreign universe. Achieving the flawless "Astro Admiral" achievement in Retro/Grade, particularly on the highest difficulty levels, requires the player to enter into almost a meditative state, to maintain a sustained, trance-like calmness amid the bright and colorful bullet hell happening all over the screen. I think that as fun as Retro/Grade is as a game, playing it (in moderation!) can also be useful practice in improving focused awareness, our ability to maintain serenity within the environments overcome with the hundreds of potential distractions that we are faced by every day.
The even greater truth is that there really is no "us" in the first place... the very distinction we make between ourselves and the rest of the universe is merely an illusion. In the game, laser strikes on Rick do not deplete his own health bar: they damage the fabric of space-time itself. Thus, the time reversal anomaly at the beginning of the game comes across to me as sort of an epiphany for Rick and for the player, too: it is a reminder that we must put aside our petty grievances and realize we are all in this together- a strike on Rick is a strike on everyone: friend and supposed enemy. So perhaps Nietzsche and Albert Camus were right after all: like the Greek king Sisyphus who Zeus doomed to spend eternity rolling a rock up a hill, maybe Rick Rocket really is happy despite his seemingly dire fate. He has the opportunity to spend eternity locked in a cycle of restoring balance, and what could be more ultimately fulfilling than that? If only we all had the chance to undo all of our mistakes.... Though in a way, we all do in fact have that opportunity. It starts with the simple realization of what these mistakes are.
I'm certain I left some important thematic elements out in my summary above, so I'd be interested in hearing others' thoughts on what messages Retro/Grade conveyed to them.
David
In Rick Rocket, Matt has created a character that is so ridiculously skilled he can defeat an entire armada while head-bobbing to a backwards-playing radio (and never be hit by one bullet!), and yet he is destined to both atone for and perpetually repeat his mindless mistakes in a Sysyphusian cycle of infinite recurrence that might even make Friedrich Nietzsche reconsider his stance on fate as something to be unreservedly loved. Retro/Grade's dark themes are intensified by the way the game channels the spooky feeling from the early 1980's, with it's pervasive moog synthesizers and black-screen neon CGI effects which informed many of my childhood preconceptions of death (some of those animations on Sesame Street were terrifying!). While I find the game to be quite frightening for these reasons, I think there's an important moral lesson embedded within Rick Rocket's Quixotian downfall. From early on in playing Retro/Grade, one notices that the game has been designed by Matt in such a way as to require the player's constant focus on Rick Rocket's ship almost 100% of the time. With perhaps the Octobot being the only exception, there is rarely a reason (in terms of gameplay) for the player to do any more than glimpse at Rick Rocket's distant enemy targets, and never with more than the corner of his/her eye. Nevertheless, Matt took the time to painstakingly craft beautifully detailed movements for each of the enemy ships, some of whom spin gracefully between shots in an almost gleeful manner before being destroyed by Rick in equally glorious exploding animations. This beauty largely escapes the player's own perception much in the way it escapes Rick's. (On another level, I think the game itself may have been overlooked by many would-be players for this same reason: much of the game's meticulous beauty lies underneath the level of conscious perception.) Highlighting this loss, the unique backwards time mechanic in the game works so that the ships perform their tragic dances AFTER they are destroyed by Rick, taking on an almost ghostlike quality, like afterimages in the mind.
There is a fundamental tragedy that underlies our failure to appreciate the beauty that surrounds us, and this is tied to the consequences of our mistakes- none of which is more tragic than how it dooms us to repeat them. In Braid-like fashion, the enemy that appears to be the most aggressive, the Octobot, is actually fleeing for its life when perceived in forward-time, feverishly traveling in and out of abandoned buildings through hastily-opened shutter-doors. When seen in reverse, the closing of the shutter-doors engenders a creepy feeling of claustrophobia in the player, as though the Octobot is trying to trap Rick by shutting corridors behind him- the opposite is in fact the case. While the plot of the game suggests that the Exnorian Armada are "invaders," Matt has left off most the plot details to give an air of mystery as to what is really going on here- we have no idea as to what the Exnorians' motives are. Clearly Rick's society doesn't seem clear of all guilt: why do they have factories producing "Soylent Cuisine" (which may or may not have some sinister ingredients...)? Why does the planet Quoob wants to destroy that hypersphere just because it doesn't have angles? Truly, it is ambiguous at best who the real villain is in this game, highlighted by the fact that Rick's actions ultimately doom the entire universe.
But if Rick is the villain, his crime is not that of malevolence nor apathy, but one far more familiar to those of us who wish to make a positive in the world despite our vices. It is the crime of unawareness, and of thoughtlessness. But those of us who commit such "crimes" (i.e. all of us) are not beyond redemption: with newfound understanding always comes a chance for reform and atonement. Rick Rocket is no exception, and thus Retro/Grade is just as much a game about creation and connection as it is about destruction and dissolution. Rick Rocket's ultimate objective in the game is one of unification- "saving the universe" requires Rick to focus his efforts to restore the lives of his enemies to save the lives of his friends, and he takes on this assignment with as much focused aplomb as he did his initial campaign of annihilation. Actually moreso: each chapter plot humorously reminds us how apathetic and self-centered Rick was throughout his initial campaign, destroying the Exnorians to save his personal property investments or in one case, merely to vent his anger that he was unable to find a cup of his favorite coffee. Rick is certainly no altruist. He only gains true purpose and altruistic intent in Chapter 10 (i.e. Retro/Grade's first level), when he takes on his final mission that is the subject of the game, to undo all the damage he caused in forward-time. The gameplay integrates this theme in a fundamental way: nearly every button press in the game represents an abiogenetic miracle, conjuring up a formerly destroyed enemy ship from out of utter oblivion. The battle with the bosses have a similar dynamic but a greater level of intimacy, as Rick patiently takes back each of his laser blasts in a stepwise, doctorly fashion, surgically reassembling these destroyed giants, piece-by-piece.
There's something fulfilling about that dynamic. Perhaps it reflects a fundamental truth of the universe, at least as far as our minds might perceive it: there is no external conflict between good and evil- the challenge lies within ourselves, to maintain a calm balance even while resisting the chaos created by our constantly chattering minds, to resist our urge to project our fears and insecurities on others and the rest of the seemingly foreign universe. Achieving the flawless "Astro Admiral" achievement in Retro/Grade, particularly on the highest difficulty levels, requires the player to enter into almost a meditative state, to maintain a sustained, trance-like calmness amid the bright and colorful bullet hell happening all over the screen. I think that as fun as Retro/Grade is as a game, playing it (in moderation!) can also be useful practice in improving focused awareness, our ability to maintain serenity within the environments overcome with the hundreds of potential distractions that we are faced by every day.
The even greater truth is that there really is no "us" in the first place... the very distinction we make between ourselves and the rest of the universe is merely an illusion. In the game, laser strikes on Rick do not deplete his own health bar: they damage the fabric of space-time itself. Thus, the time reversal anomaly at the beginning of the game comes across to me as sort of an epiphany for Rick and for the player, too: it is a reminder that we must put aside our petty grievances and realize we are all in this together- a strike on Rick is a strike on everyone: friend and supposed enemy. So perhaps Nietzsche and Albert Camus were right after all: like the Greek king Sisyphus who Zeus doomed to spend eternity rolling a rock up a hill, maybe Rick Rocket really is happy despite his seemingly dire fate. He has the opportunity to spend eternity locked in a cycle of restoring balance, and what could be more ultimately fulfilling than that? If only we all had the chance to undo all of our mistakes.... Though in a way, we all do in fact have that opportunity. It starts with the simple realization of what these mistakes are.
I'm certain I left some important thematic elements out in my summary above, so I'd be interested in hearing others' thoughts on what messages Retro/Grade conveyed to them.
David