{"id":411,"date":"2008-07-19T20:23:18","date_gmt":"2008-07-20T01:23:18","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/archives\/411"},"modified":"2016-07-28T17:53:01","modified_gmt":"2016-07-29T00:53:01","slug":"strife-cyborgs","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/411","title":{"rendered":"Strife: Cyborgs and Zombies"},"content":{"rendered":"<p><a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-bodies-1.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-bodies-1-300x225.png\" alt=\"strife-bodies\" width=\"300\" height=\"225\" class=\"alignright size-medium wp-image-3863\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-bodies-1-300x225.png 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-bodies-1.png 640w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>Between <em>Strife<\/em> and <em>Etherlords<\/em> and <em>Half-Life 2<\/em>, I&#8217;ve been seeing a lot of cyborgs lately.  Like zombies, they seem to be one of the stock videogame bad guys.  I suppose this means that a lot of people find them emotionally resonant or something, evoking alienation from one&#8217;s body, enhanced by fear of mortality in the case of zombies, and of technology overpowering humanity in the case of cyborgs.  Both, in different ways, represent anxieties about the future.<\/p>\n<p>Although I understand these fears well enough to name them, I&#8217;ve never really felt them, and often find zombies in games more irritating than frightening.  I suspect this is because I haven&#8217;t watched the right movies.  (Imagine playing <em>Jedi Knight<\/em> without having seen any of the <em>Star Wars<\/em> films.)  But I get that zombies are convenient low-level enemies, with a built-in rationale for being stupid and slow-moving, and you can shoot them without qualms because they&#8217;re incapable of reason and <em>not really human<\/em>.   Cyborgs have the same basic advantages, but with the additional virtue that the basic idea allows for more variation.  A ten-foot-tall zombie, or one with a scorpion&#8217;s tail, would be an anomaly requiring explanation.<\/p>\n<p>I didn&#8217;t intend at first to talk about zombies in this post, because I&#8217;m supposed to be posting about <em>Strife<\/em>, and there aren&#8217;t any zombies in <em>Strife<\/em>.  But cyborgs and zombies are really variations on the same theme, and the distinction between the two has blurred somewhat since things like <em>Resident Evil<\/em> started giving us zombies with technological origins.  If the people in that game had been transformed into monsters by nanomachines instead of a virus, which would they be?  <em>Doom<\/em> put it concisely when it refused to hang its low-level grunts on either peg, calling them just &#8220;former humans&#8221; in the manual.<\/p>\n<p><a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-conversion-1.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-conversion-1-300x225.png\" alt=\"strife-conversion\" width=\"300\" height=\"225\" class=\"alignleft size-medium wp-image-3864\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-conversion-1-300x225.png 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-conversion-1.png 640w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>There&#8217;s one thing about the cyborgs in <em>Strife<\/em> that really reminded me of zombies, though, and that&#8217;s because it reminded me of a phenomenon I&#8217;ve mainly seen in survival-horror games.  There&#8217;s always a moment near the beginning of those games where the characters have their first encounter with a monster and someone says something like &#8220;My god&#8230; what is that thing?&#8221;  To which the player naturally responds &#8220;IT IS A ZOMBIE, DUH.&#8221;  <span class=\"footnote_referrer\"><a role=\"button\" tabindex=\"0\" onclick=\"footnote_moveToReference_411_1('footnote_plugin_reference_411_1_1');\" onkeypress=\"footnote_moveToReference_411_1('footnote_plugin_reference_411_1_1');\" ><sup id=\"footnote_plugin_tooltip_411_1_1\" class=\"footnote_plugin_tooltip_text\">1<\/sup><\/a><span id=\"footnote_plugin_tooltip_text_411_1_1\" class=\"footnote_tooltip\">Notable exception: when I played <em>Silent Hill 2<\/em> (the first of the <em>Silent Hill<\/em> games I played), my reaction was more like &#8220;&#8230;I honestly have no idea.&#8221;<\/span><\/span><script type=\"text\/javascript\"> jQuery('#footnote_plugin_tooltip_411_1_1').tooltip({ tip: '#footnote_plugin_tooltip_text_411_1_1', tipClass: 'footnote_tooltip', effect: 'fade', predelay: 0, fadeInSpeed: 200, delay: 400, fadeOutSpeed: 200, position: 'top right', relative: true, offset: [10, 10], });<\/script>  Sometimes I think the designers must be doing this on purpose, trying to engage the player in a <em>Rocky Horror<\/em>-like call-and-response.  Well, when you reach the inner sanctum of the Conversion Chapel and see captive humans being fed into a cybernizing machine on a conveyor belt, Blackbird <span class=\"footnote_referrer\"><a role=\"button\" tabindex=\"0\" onclick=\"footnote_moveToReference_411_1('footnote_plugin_reference_411_1_2');\" onkeypress=\"footnote_moveToReference_411_1('footnote_plugin_reference_411_1_2');\" ><sup id=\"footnote_plugin_tooltip_411_1_2\" class=\"footnote_plugin_tooltip_text\">2<\/sup><\/a><span id=\"footnote_plugin_tooltip_text_411_1_2\" class=\"footnote_tooltip\">Your contact in the Front, who comminucates with you by radio and apparently sees everything you see.  She functions as a combination quest dispenser and wisecracking sidekick, and provides the closest thing this game has to a PC voice.  At first I wondered if hearing Blackbird&#8217;s disembodied voice wherever you go was supposed to parallel the &#8220;voices&#8221; heard by the founders of the Order, but it doesn&#8217;t look intentional.  Those voices aren&#8217;t really part of the game content, and may well have been thought up only when they needed some backstory to fill out the opening spiel.<\/span><\/span><script type=\"text\/javascript\"> jQuery('#footnote_plugin_tooltip_411_1_2').tooltip({ tip: '#footnote_plugin_tooltip_text_411_1_2', tipClass: 'footnote_tooltip', effect: 'fade', predelay: 0, fadeInSpeed: 200, delay: 400, fadeOutSpeed: 200, position: 'top right', relative: true, offset: [10, 10], });<\/script>  is shocked &#8212; shocked! &#8212; at what she sees, as if we hadn&#8217;t gone in there <em>specifically looking for it<\/em> .  Maybe it&#8217;s just the intonation that makes me interpret it this way, but this is the game&#8217;s &#8220;duh&#8221; moment.<\/p>\n<div class=\"speaker-mute footnotes_reference_container\"> <div class=\"footnote_container_prepare\"><p><span role=\"button\" tabindex=\"0\" class=\"footnote_reference_container_label pointer\" onclick=\"footnote_expand_collapse_reference_container_411_1();\">&#x202F;<\/span><span role=\"button\" tabindex=\"0\" class=\"footnote_reference_container_collapse_button\" style=\"display: none;\" onclick=\"footnote_expand_collapse_reference_container_411_1();\">[<a id=\"footnote_reference_container_collapse_button_411_1\">+<\/a>]<\/span><\/p><\/div> <div id=\"footnote_references_container_411_1\" style=\"\"><table class=\"footnotes_table footnote-reference-container\"><caption class=\"accessibility\">References<\/caption> <tbody> \r\n\r\n<tr class=\"footnotes_plugin_reference_row\"> <th scope=\"row\" class=\"footnote_plugin_index_combi pointer\"  onclick=\"footnote_moveToAnchor_411_1('footnote_plugin_tooltip_411_1_1');\"><a id=\"footnote_plugin_reference_411_1_1\" class=\"footnote_backlink\"><span class=\"footnote_index_arrow\">&#8593;<\/span>1<\/a><\/th> <td class=\"footnote_plugin_text\">Notable exception: when I played <em>Silent Hill 2<\/em> (the first of the <em>Silent Hill<\/em> games I played), my reaction was more like &#8220;&#8230;I honestly have no idea.&#8221;<\/td><\/tr>\r\n\r\n<tr class=\"footnotes_plugin_reference_row\"> <th scope=\"row\" class=\"footnote_plugin_index_combi pointer\"  onclick=\"footnote_moveToAnchor_411_1('footnote_plugin_tooltip_411_1_2');\"><a id=\"footnote_plugin_reference_411_1_2\" class=\"footnote_backlink\"><span class=\"footnote_index_arrow\">&#8593;<\/span>2<\/a><\/th> <td class=\"footnote_plugin_text\">Your contact in the Front, who comminucates with you by radio and apparently sees everything you see.  She functions as a combination quest dispenser and wisecracking sidekick, and provides the closest thing this game has to a PC voice.  At first I wondered if hearing Blackbird&#8217;s disembodied voice wherever you go was supposed to parallel the &#8220;voices&#8221; heard by the founders of the Order, but it doesn&#8217;t look intentional.  Those voices aren&#8217;t really part of the game content, and may well have been thought up only when they needed some backstory to fill out the opening spiel.<\/td><\/tr>\r\n\r\n <\/tbody> <\/table> <\/div><\/div><script type=\"text\/javascript\"> function footnote_expand_reference_container_411_1() { jQuery('#footnote_references_container_411_1').show(); jQuery('#footnote_reference_container_collapse_button_411_1').text('\u2212'); } function footnote_collapse_reference_container_411_1() { jQuery('#footnote_references_container_411_1').hide(); jQuery('#footnote_reference_container_collapse_button_411_1').text('+'); } function footnote_expand_collapse_reference_container_411_1() { if (jQuery('#footnote_references_container_411_1').is(':hidden')) { footnote_expand_reference_container_411_1(); } else { footnote_collapse_reference_container_411_1(); } } function footnote_moveToReference_411_1(p_str_TargetID) { footnote_expand_reference_container_411_1(); var l_obj_Target = jQuery('#' + p_str_TargetID); if (l_obj_Target.length) { jQuery( 'html, body' ).delay( 0 ); jQuery('html, body').animate({ scrollTop: l_obj_Target.offset().top - window.innerHeight * 0.2 }, 380); } } function footnote_moveToAnchor_411_1(p_str_TargetID) { footnote_expand_reference_container_411_1(); var l_obj_Target = jQuery('#' + p_str_TargetID); if (l_obj_Target.length) { jQuery( 'html, body' ).delay( 0 ); jQuery('html, body').animate({ scrollTop: l_obj_Target.offset().top - window.innerHeight * 0.2 }, 380); } }<\/script>","protected":false},"excerpt":{"rendered":"<p>Between Strife and Etherlords and Half-Life 2, I&#8217;ve been seeing a lot of cyborgs lately. Like zombies, they seem to be one of the stock videogame bad guys. I suppose this means that a lot of people find them emotionally resonant or something, evoking alienation from one&#8217;s body, enhanced by fear of mortality in the [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[16],"tags":[224],"class_list":["post-411","post","type-post","status-publish","format-standard","hentry","category-fps","tag-strife"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/411","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=411"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/411\/revisions"}],"predecessor-version":[{"id":3865,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/411\/revisions\/3865"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=411"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=411"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=411"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}