A Movie Blog by Craig Koban [ ARCHIVES ] 
 THE MOST CINEMATIC VIDEO GAMES OF ALL-TIME Guest contributors: Catherine Ashley, Voyce, and Leah Jewer 
 June 23, 2015  | 
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       I’ve made no secret whatsoever on social media that I have a dual love affair with both movies and video games, which subsequently made it a relatively simple decision on my part to marry my two most cherished pastimes together for the purposes of a new blog post. Seeing
      as my site is celebrating its 11th Anniversary this month, it seemed
      like a most fitting time to do just that.  Don't get me wrong, though: The movies will always be the harbinger of my most obsessive drives. Yet, it’s become increasingly and abundantly clear that movies and video games – both as prevailing, cherished, and respected mass marketed art forms – are progressively and aesthetically intersecting in more ways than ever before (I even devoted a CTV segment to this very subject, a snippet of which you can watch HERE). As the cinema has continually evolved over the years from its humblest and rudimentary beginnings over a century ago, video games as well have deeply matured in their own unique manner from their simplistically crude graphics decades ago to more fully realized products with dense storylines, compelling characters, penetrating themes, and deeply immersive mythologies. I’ve played games all of my life – from the classic Atari era all the way through to modern next-gen consoles – and I’ve truly begun to appreciate that games have legitimately come to rival movies as a fundamentally powerful and transformative artistic medium. The greatest films of all-time have a level of ethereal out-of-body allure that’s hard to quantify: For two-plus hours you become less and less conscious of your theatrical surroundings and instead become so enthralled in the images and stories on screen that you actively feel like a participant in the film. The silver screen reality becomes your reality. Video games are not really all that different in this respect; they’ve become inherently cinematic...sometimes for the better...sometimes for the worse. Then – eureka! – it dawned on me that a blog post regarding the most cinematic video games ever produced seemed like a captivating one to explore. I reveal my single choice below for a game – through the very experience of playing it and/or via its plot, themes, character dynamics and visual design – that felt the most cinematic to me. To mix things up, though, I’ve called upon three lovely and remarkably wonderful industry friends of mine (all of whom, in one form or another, are avid and passionate lifelong gamers) to provide added depth and commentary (far more than a movie dude like me can muster) and to share their thoughts and selections as well, which will follow mine below. 
   
 I struggled long and hard with this subject, especially considering that I decided to narrow down my discussion to a single video game that felt the most cinematic to me. Initially, I thought
      that this would be a simple endeavor, but it’s
      one that caused me great reflection and even greater self-doubting
      procrastination.  Quite
      frankly, my issue with this very query was one of boiling down all of my
      decades of video game playing (from the late 70’s through to the
      present) into one finite selection that fits perfectly into this category. 
      Now, I don’t think that anyone would select a title that dates
      back to the birth of the industry (what is inherently cinematic about those
      very archaic looking games?), so it became clear that my choice would need
      to be narrowed down to the modern era…and…oh my…there are just so
      many games that would easily make the cut here.  FALLOUT 3 for me
      seems like a very obvious choice from the get-go. 
      It’s the very first video game that I ever put more than 100
      hours into and one that I submerged myself in with a passionate gusto. 
      That, and the game’s alternate timeline post-apocalyptic premise
      (dealing with the remains of civilization hundreds of years after a vast
      and devastating nuclear war between China and the U.S.) and retro visuals
      seemed, both then and now, ripe for cinematic exploration.  Then I began thinking of open world titles like the masterful
      RED DEAD REDEMPTION; its bravura evocation of the American frontier of
      the early 20th Century felt like a living breathing Sergio Leone/Clint
      Eastwood western come lovingly to life. 
      Beyond this incredibly well received Rockstar game, I began to
      ponder the worthiness of older titles, like Bioware’s remarkably assured
      and consummately executed RPG STAR WARS: KNIGHTS OF THE OLD REPUBLIC,
      still to this day the greatest of all the games based on George Lucas’
      sprawling and epic space fantasy.  And
      speaking of games out of this world, how could one omit the HALO
      series from this conversation, the landmark shooter that's so unmistakably
      cinematic in most key areas that it almost became a movie directed by DISTRICT
      9’s Neill Blomkamp and produced by Peter Jackson. 
      The thoughts of what could have been if that film actually
      saw the light of day still enraptures me.  Yet, when all is said and done…I just seem inevitably drawn back in a tractor beam-like vortex to a video game trilogy that, for my money, trumps all of the other aforementioned selections. And, yes, I'm picking a trilogy, which may or may not constitute cheating on my part! Bioware’s MASS EFFECT series is a momentous achievement in lavishly scaled and wondrously envisioned science fiction. Cherry picking the finest traits of Lucas' STAR WARS and Roddenberry’s STAR TREK and then homogenizing them together in one smooth mixture that feels simultaneously familiar and refreshingly new, the makers of MASS EFFECT had an unbridled and awe-inspiring ambition that most game franchises have attempted to duplicate, but few have equaled or surpassed. The galaxy spanning storyline of the three games contains an overwhelming sensation of depth, detail, and raw immersion, much akin the finest of escapist film fantasies. That, and few games have ever felt as tactile and authentic, despite the fact that they were populated by multiple alien races, extraterrestrial entities, and strange and exotic planets envisioned with unrestrained imagination. Bioware’s role playing/third person exploratory shooter/RPG has a deeply rooted mythology that one can simply become engrossed in on an active level of participation. Talks of adapting MASS EFFECT into the next proverbial tentpole sci-fi movie series have gone on for years…and rightfully so. Bioware’s game triumvirate is easily the most cinematic example of the medium...by far. MASS EFFECT is also the very first video game, at least for me, that had an underlining and established mythology that could easily dwarf most longstanding film franchises, and that’s a testament to the game’s endearing qualitative legacy. \ 
 
 
 Leah Jewer is a Newfoundland born, Montreal residing graphic designer that's currently the Digital Video Content Manager at Bell Media. She's also the co-founder and editor-in-chief of Girls on Games, a Montreal based video game and geek culture website devoted to being a one-stop destination for game reviews, industry news, media events, and more. The
          request to choose the most cinematic moment in a videogame has made me
          reflect on all my gaming experiences and the concept of something
          being cinematic.  By definition, cinematic means having
          qualities that are characteristic of motion pictures. 
          I remember seeing my first cutscene in FINAL FANTASY VII;  I was
          all wide-eyed and dropped-jawed exclaiming “WOAH, this is the
          FUTURE! This is a freaking MOVIE!"  Fast forward to almost
          20 years later and graphics have gotten so good that there is barely
          any difference between gameplay imagery and cut scenes.  In most
          cases, you end up playing through what would have in the past been a
          movie moment.  With
          those thoughts rolling around in my head, I pondered what game I
          consider to be the most cinematic of all (to date).  One of my favorite
          trilogies immediately came to mind (guess you could say  quadrilogy
          now): UNCHARTED.  It's essentially the video game equivalent of
          Indiana Jones.  The references to the epic moments from George
          Lucas’ four adventure films (seeing a theme here?) in these games
          are as plain as day.  Epic action sequences, mysteries to solve,
          bromance moments and love stories that all mash up to create some of
          the most cinematic moments I have had the pleasure to play
          through.  What I have found even more interesting is not how
          UNCHARTED has referenced a series of classic movies, but how movies
          are now looking back on their interactive counterparts and taking nods
          from games.   It's no secret that I have a huge guilty pleasure (and I have no shame at all in admitting it) for the FAST AND FURIOUS series. After viewing FURIOUS 7 (Craig's review can be read HERE) a few weeks back I was awestruck by the number of video game references I found in the film, enough for me to write an article on it (pending a second viewing). One of the most enthralling and nail biting moments in FURIOUS 7 (and SPOILERS here, but if you have seen the trailer for the film, it’s not new) is the scene where Brian O’Connor (played by the late great Paul Walker) is holding on to the edge of a van that is hanging off the side of a cliff. In order to save himself, Brian runs up the inside and side of the vehicle before it plummets to the ground. Look familiar? If you have played the opening sequence of UNCHARTED 2: AMONG THIEVES it's like déjà vu. Not only was this moment in UNCHARTED burnt into my brain, but now it also lives on the silver screen and had me, once again, sitting on the edge of my seat. This duality between videogames and movies is not going to stop anytime soon. As time goes on and computing processes get more powerful, it’s going to be hard to distinguish game from movie. These moments of awe will come from both mediums and we will experience them with the same reverence, admiration and get us to yell “WHAT THE F***! DID THAT JUST HAPPEN!?!?" 
 
 
 Catherine Ashley is a multi-talented freelance writer and frequent contributor to Girls On Games. She's also an aspiring Anthropology student that just finished her undergrad degree and is now working towards her Master's in Social and Cultural Anthropology at Montreal's Concordia University. “Booker, are you afraid of God?” 
      “No, but I’m afraid of you.” The individual, you, is dropped off at a lighthouse off the coast of Maine with nobody there to greet you and nothing but a card with a code on it. As you move forward, you look back to see there is nowhere to go but up, and you enter the lighthouse. Up and up you go, the emptiness oppressing you. You hear faint music and stumble upon a corpse with a sack on his head, and blood running on the floor with the words “Don’t disappoint us” around his neck. Disoriented and frightened, you reach the top and see bells to ring in a specific order. It matches the card you have. You ring them and a loud, booming horn blares; the sky turns crimson and the lighthouse shudders. A door opens and a red chair appears. You sit. Safeguard bindings tie you down and a countdown begins. You start panicking as you’re launched into the air. You break through the clouds as a voice says “Hallelujah”. You enter the city in the sky: the city of Columbia. Once breaking through the sky-city, your pod slowly descends in a vertical tunnel, and gospel-like phrases flash by you one after the other until it stops and the doors open and you find yourself in a house of worship, not all dissimilar from a church. You hear faint, wondrous singing, and follow the laity until you reach a preacher who orders your baptism; a prerequisite to entering Columbia. As you’re being forced beneath water, you faint and the scene cuts to a black and white setting, reminiscent of noir-style detective films, with a desk in an office. Someone is pounding at the door, and shouting. You get up to open the door and you find yourself in a New York City ablaze, with zeppelins flying above bombarding it. You then regain consciousness, gasping for air, and you’re back in Columbia and then the story truly begins. ********************************** Sounds
      like a pretty awesome setup for a sci-fi-thriller flick, doesn’t
      it?  Too bad it isn’t.  It’s actually the opening cinematic
      for Irrational Games’ 2012 video game BIOSHOCK INFINITE.  If you
      haven’t played it (HOW DARE YOU!), I suggest you stop reading unless
      you’re partial to some spoiler-ish and in-depth details of the truly
      fantastic narrative of the game. Dystopian
      themes of elitism, depravity and extremism are central to creator Ken
      Levine’s masterpiece.  The world, set in an alternate America, is
      based around the main protagonist (and who you control) Booker DeWitt and
      his mission to “rescue” Elizabeth, a young woman imprisoned in the
      city.  Though fictional, the many themes weaved throughout the story are
      hinged on American exceptionalism and is allegorical to its historical and
      modern politics.  In fact, it wouldn’t be a stretch to interpret it as a
      critique of the West and its (neo)imperialism.  White supremacy and
      racial purity are another underlying thematic throughout the game.  Overt
      institutional racism is the driving force of the city, where racialized
      minorities are forced into slave labor. (Here’s a pretty powerful
      scene. Watch up until the 51 second mark to avoid unnecessary plot
      spoilers) The game makes you feel something, for better or worse. In ‘Video Games As Art Form’ BIOSHOCK INFINITE – in my opinion – is it's climax thus far, and easily situates itself amongst the best of both worlds. 
 
 
 
 
 Voyce is an award winning Montreal based singer, songwriter, musician, and producer. Well respected in the industry, he recently released two music videos, SURRENDER and BEAUTIFUL PAIN (which he also co-directed), and is poised to release his upcoming album AiaC: Angels & Demons. THE FIRST TIME I
      CRIED:  I remember the first time a video game made me cry...the first time my actions in a virtual world were driven entirely by an emotional response to grief. Up until that point, video games to me were a passion, a distraction from real life. I never thought of them as anything more than that. But here I was, a younger version of myself, mourning the passing of Aerith in that iconic FINAL FANTASY VII scene. I was drawn into a sense of uneasiness; the music played a somber melody with my heartstrings. Sephiroth, the game’s antagonist, became more than just a villain in a story; he became much more, the focal point of my personal vendetta, the source of an unshakeable sorrow. But how was this possible? That moment in gaming became a staple point in how I saw and purchased future games. Suddenly, I was more drawn to games with strong narratives, constantly seeking that emotional surrender. Suddenly, the line that separated videogames and movies became a blur. And so it
      began...   IT'S A MAD WORLD:  As the years have gone on since, the gaming industry as a whole has evolved, and with it the technologies that drive it, allowing for more expansive narratives and storytelling possibilities. The machines that power our games have allowed developers to continue to push their boundaries, with realistic graphics, audio immersion, intuitive gameplay, social connectivity, etc, to ultimately deliver an interactive cinematic experience. GEARS OF WAR 3 as an example, through a brilliantly executed scene forever linked to MAD WORLD by Gary Jules, a song that was first featured in the series in a trailer of the original title. The team at Epic Games understood the emotional and nostalgic impact that piece of music had on fans of the trilogy, and with that knowledge gave the character Dom a swan song departure that we will most likely never forget. This was the third time a videogame made me cry, the first you already know, but the second time you ask? The ending of FINAL FANTASY X. Damn you, Square Enix…damn you!   A NEW DILEMMA:  Without question, games, especially now, are able to fully deliver a cinematic experience and in many ways go well beyond that. Unlike movies, games allow its audience to not just witness their worlds but interact in them as well. It's that level of immersion that forges a personal connection with the gamer and the narrative that is unfolding. However, this raises a dilemma: When does a game
      stop being a game and turn into an interactive movie?  IT ALL HAPPENS IN
      QUICK TIME:  A Quick Time Event, or QTE, as it is widely abbreviated as, is the bane of my gaming existence. The first time I took note of this gameplay mechanic was in the original GOD OF WAR release, granted at that time I didn’t mind it. Its inclusion was fitting with the title’s brutal gameplay elements and catered to our more primal nature. But in the years that have passed, I’ve come to truly despise it in the way it cheapens a what-could-have-been-a-more engaging moment (HALO 4 final boss, I’m looking at you) Its presence in the final moments of a game especially irritates me; all your actions thus far, the build up, your anticipation are suddenly reduced to hitting the right button at the right time. One particular game comes to mind, one I only just recently played through: THE ORDER 1886. From a cinematic point of view, it is breathtaking. The team at Ready At Dawn did a fantastic job in creating a beautifully crafted world, with picture perfect visuals, outstanding animations, superbly delivered voice acting and a well written, albeit somewhat predictable story, all of which converged into a masterful cinematic experience. So where did it all go wrong? All of these points alone sound like the makings of a fantastic game, but sadly you would be mistaken. It managed to fall short in quite possibly the most important aspect of any videogame: the actual gameplay. At its core, it delivered a run-of-the-mill cover based third person shooting experience with QTEs breaking the immersion in most of its memorable moments. The length alone of its accumulated cinematic scenes completely overshadowed its gameplay sections, which felt uninspired in comparison. The final result felt less like a videogame and more like an interactive movie, much like METAL GEAR SOLID 4 did before it. So what is the
      recipe for success, you ask?   BALANCE: I really started taking note of Naughty Dog when they released the original UNCHARTED title. Its sequels built on the franchise, taking the protagonist Nathan Drake on even bigger adventures. With each passing title, the series improved on all its aspects from its gameplay mechanics, interactive cinematic set pieces, natural sounding banter during cutscenes and gameplay sections, realistic visuals and facial animations, to voice-acting and sound design. The recipe of its success was balance. Its cinematic elements engaged its audience without relying to heavily on it to deliver its story. A great game weaves elements of its narrative into its gameplay sections, that way the weight of it is not emphasized entirely in its non-interactive cinematic moments. This is where Naughty Dog excels. In THE LAST OF US
      - their most recent release - they took everything they learned from the
      UNCHARTED and crafted, in my opinion, the most emotionally engaging
      narrative in videogame history, and this is a bold statement to say the
      least.  What makes this title truly beautiful is how it relies on the
      subtle nature of things to tell a very complicated story; the way the
      protagonists Ellie and Joel interact with one another and their world is
      raw and simple.  A prolonged stare into the distance, a split second
      of silence, an uncomfortable fade to black, a minimalist use of guitar, an
      unspoken and seemingly internal uncertainty expressed with nothing more than a
      few words and a few facial movements, all these things come together to
      tell a impacting story that feels raw.  The gameplay in itself
      matches the tone of the world that surrounds it; it is raw and brutal and
      still in all that is this budding relationship that blooms in the
      unlikeliest of hardships.  Banter, sound design, visual queues and
      other elements creatively carry the story along as you traverse this
      unforgiving world, taking the cinematic experience well beyond itself,
      making it undeniable that games can transcend other forms of media in how
      stories can be told.  THE ROAD AHEAD:  As newer technologies like Oculus VR emerge and the industry moves in bolder directions, only time will tell how the gaming cinematic experience will evolve. If history is to be believed, there will be mistakes to be made, but that is the nature of creativity. It is from failure that true ingenuity is born. 
 
 
 
 I would like to personally and sincerely thank from the bottom of my heart Leah, Cat, and Voyce for taking time out of their extremely busy schedules to participate in this blog. 
 
 
 
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