16.1.12

SPLATTERHOUSE (NAMCO, 1988)

You know those childhood holidays that aren’t actually holidays?  The ones that aren’t exotic or warm or in the least bit interesting, and really just a week or so when you don’t happen to be at school?
Well, Splatterhouse was the high point for me of a single, sodden week on the Northern Irish coast, back in 1989.  I would have been eight or nine: I went there with my best friend, Rory, and his mum.  They were visiting relatives, who lived on what was probably the most geographically exposed council estate in the United Kingdom – from what little I recall of that week, we basically just stayed indoors, day after day, watching the Atlantic Ocean frothing angrily across the road.  All this beneath a grey and curdled sky, slinging its filth endlessly down upon our crappy little house.
I don’t remember much else.  I don’t even remember how we got to Ireland and back, and that’s odd, because it must necessarily have involved either a plane or a ferry, both of which you’d think would have some staying power in the mind of an eight year old.
What I do remember, though, was me and Rory walking to the same dingy seaside arcade every single day, and playing lots and lots of Splatterhouse.
Splatterhouse is kind of a mash-up of Friday 13th, Reanimator and the Evil Dead films.  To set the scene:  Rick, a prominent ‘parapsychology’ student (‘prominent’, as in ‘the world’s only’) shelters from a violent storm at the foreboding West Mansion, along with his partner Jen (who’s already traumatized, having apparently just escaped from a Whitesnake video).  As this mansion is rumoured to be the site of several dreadful and unspecified ‘experiments’, the pair of them are then predictably attacked by a gang of mutant hellspawn.  Rick is left for dead, whilst Jen – in her 14” heels and a clingy white dress – is carried off in a fireman’s lift by one of the monsters, squealing and thumping her little fists against its back.
It’s at this point that a battered and broken Rick notices the Terror Mask (which Namco’s legal department are keen to stress is absolutely NOT a hockey mask), the donning of which gives Rick a) superhuman strength, and b) the sudden, unexplained look of a rapist-mechanic.
Empowering Rick with psychotic strength and a ferocious temper, the mask assures him that he can save Jen, if he does exactly what he’s told i.e. progress slowly from left to right through the mansion, fending off a inexhaustible slew of weird, Lovecraftian enemies.
Splatterhouse is a sort of interactive video nasty; flimsy, grubby, wholly unremarkable really... but still somehow interesting, in a ‘ewwwwww’ kind of way.  It trades on a great name (‘Splatter’-anything - that’s like catnip for pre-teen boys), and some almost imperceptibly black humour:  beyond that, it’s so shallow that you could barely go paddling in it.  It was – and remains - one of those games that wasn’t meant to exist beyond a couple of 50p pieces; it got converted to a number of home platforms, and fell predictably on its arse, because... well... it’s not actually very good, all things considered.
What it is, though, is very, very violent.  That’s pretty much the whole point of it, and in the fog of indistinguishable sideway-scrollers that were starting to cloud the market at this point, that was enough of a novelty to warrant your attention.  Violence may be the only remarkable or halfway interesting thing about Splatterhouse, but it’s a celebratory, wanton sort of violence.  In 1988, it was (un)comfortably the sickest computer game I’d ever played... and probably remained thus for a good few years afterwards, certainly until the arrival of Mortal Kombat.
The ambience is superb, as the backdrop of the whole game is the floorboards, chimney-stacks, furniture and wallpaper of a very large (and formerly very normal) house.  To have all this outlandishly graphic stuff happening in such prosaic environments as kitchens, hallways and a lounge creates the game’s most successfully frightening (or rather, unsettling) parts.  It’s probably a complete accident, but the developers have found a way of juxtaposing the humdrum domestic stuff with nightmarish violence, which is after all one of the horror genre’s most successful and travelled concepts (think The Exorcist, Amityville, The Shining etc).  It’s earnestly freaky.
The enemies are one of Splatterhouse’s biggest selling points, and central to its overarching weirdness.  They’re all fantastically grim, in a messed-up ‘gun-that-shoots-other-guns / dog-that-barks wasps’ kind of way.  Bloodied foetuses dangling from the ceilings, severed abdomens chained to dungeon walls, vomiting puddles of acidic puke... vast, pregnant demons, with erupting bellies, splashing lime-green embryonic fluid all over the floor... maggots and leaches crawling from piles of swollen alien crap, flinging themselves across the room...  lumbering, skinless monsters, erupting against the furniture with the swing of a bat... Combine all this with the weapons on offer – baseball bats, meat cleavers, even a shotgun – and the game’s admirably creative attitude towards gross-out violence is just constantly, delightfully rank.
All this gross-out, macabre funk is lacquered so thickly on, that you’re loathe to peel back the freaky gloss and have a longer look at what actually lies beneath.  And it’d be churlish to do so, in a sense, because Splatterhouse is a game that defines itself entirely on the mood it sets, on how it makes you feel, and not what it’s asking you to do; the (obvious) limitations and the rather monotonous gameplay are more than compensated by the weirdly compelling sense of unease you get from actually playing it.   Namco crafted something that was genuinely unsettling – not Resident Evil ‘make you jump’ scary, but a precision blend of the outrageous and the distasteful, a pervasive currant of nightmare dread that gushes through the whole game.  And it works.  It props the game up on its own.
I’ll always remember it, nestling there in the guts of that dingy arcade.  So just as the pioneering work of Dr Henry West begat Splatterhouse, so I thank Splatterhouse for resuscitating that one spectacularly damp week in Northern Ireland.

"ALL YOUR BASE ARE BELONG TO US..."

I don’t like Call of Duty.
I just can’t get along with it... and God knows, I’ve tried.
I tried when I noticed that the world was passing me by.  I’d watched my friends reconfiguring themselves around the cult of C.O.D: I’d realized that gradually, inexorably, almost all of their conversations were becoming magnetized towards it.  If they weren’t together, playing it, then they were putting on headsets, and continuing to fling their banter across the city.  Competing; sparring; strategizing.  Committing every cranny and nuance of it to memory; eeking out those little advantages over each other.  It fast became an obsession.
 And soon, I came to worry that this game was in fact marginalizing me from my own friends (that, and – not insignificantly – my failure to reply to almost any of their text messages for about nine years).  It seemed as if they’d crafted new personalities, new correlations and terminologies, even new insults around it.  To watch them play Call of Duty was to observe the mechanisms of some mad, private society.
So I tried my best to like C.O.D, but it just never ‘clicked’, unfortunately.  Yes, it's an incredible, remarkable achievement of a game.  It’s penetrated our world in such an unprecedented, complete way that it’s now moved far beyond being “just a video game”: it’s an all-encompassing, devouring phenomenon, and I can only assume that (like the music of the Beatles, another source of personal indifference) it isn’t actually crap – it just happens to be something that I fundamentally “don’t get.”  But I don’t get it – that’s the point.  C.O.D is just so fiddly, and over-elaborate.  Plus, it’s bogged down in too many details; it strives for authenticity so much that it’s actually mired in realism, hamstrung by it.  I mean, I’d played the likes of Doom, Duke Nukem’ and Wolfenstein to death years previously, but it seemed that since then - across the intervening decade or so - first-person shooters had alchemized themselves into these grand, complex, profound... simulators.  They’re just not games any more.
Now as I said, I don’t doubt that the Call of Duty games are an incredible technical achievement.  And I had to remind myself, confronting some very inconvenient truths in the process – there comes a time in every man’s life when the games of the day (or rather, the dexterity and motor skills that they demand) are suddenly, unexpectedly beyond him.  I mean, there’s no denying that my dad’s a smart guy, but at some point in the early ‘90s he came unstuck - sometime during that hyperspacial jump from 8 to 16-bit - and he never found his way home again.  He just couldn’t deal with that shift from joysticks to joypads.  And to see him nowadays, pawing cack-handedly at a Wii remote every Christmas... it’s sad.  Like watching a monkey wrestling with a Chinese finger-trap.
Maybe it’s just run its course.  I mean, I never had that compulsion to keep up with the changes and the trends, I never self-identified as ‘a gamer’... but then when I was growing up, it wasn’t the glossy, urbane, GQ-pursuit that it is today.  It wasn’t really something you could define yourself by, at that point.  But I did love my games.  Something to do with being an only child, I think; I could lose myself in them, and commit completely to them without necessarily having to involve anyone or anything else.
So I thought I’d write this blog.  I don’t play much nowadays, but there was a time when computer games were a far more significant part of my life, and it’s those games – and their attendant glut of memories - that I wanted to celebrate here.  Throughout my life, games have been just like songs; the good ones, the really memorable ones, they all summon a distinct memory.  They conjure people and places and feelings.  For me, they’re an evocative, sensory thing.  The games systems I’ve owned – from C64, to xBox 360 – have all neatly encased a separate, definable section of my life; they’re all umbilically linked to a unique place, and a particular time.
Looking back, I was never really one for girls.  I was a bit of a loser in school, to be honest - didn’t really do anything.  I didn’t drink, or smoke, or do drugs.  I wasn’t in any clubs, or societies; I didn’t play any sports, or an instrument.  Wasn’t massively sociable.  All I was really interested in was computer games, football, and rock music... and though the world and many of its curiosities have since revealed themselves to me, very few of those things had that feel-good resonance of finishing school on a Friday lunchtime, wandering down to Select-a-Disk and picking up a second-hand Van Halen album, reading the liner notes in Burger King, and then going home to play Ocarina of Time for the rest of the afternoon.
I figured that at this point, the world doesn’t really need another angry amateur rattling on about some bollocks or other.  And that’s why this is a happy blog; it won’t be of any significance, they’ll be nothing profound or enlightened about it, but it will at least be happy.  It’ll bring me happiness, writing it.  And because of that, I hope it makes you happy too.