2-BSide begun to dabble in one of video game storytelling’s most unique aspects: The ability to give players a sense that their actions matter to the world of the story. The advent of modern video games, however, wouldn’t truly begin until the release of Hideo Kojima’s “Metal Gear Solid” in 1998. “Metal Gear” tells the story of Snake, a work that was so unmistakably different from other games being put out at the time because of its sweeping, cinematic nature. The game’s many cutscenes offered dynamic, interesting “camerawork,” alongside dramatic voice acting, that lent the game a sense of gravity and importance that had thus far been absent from the medium. This would lay the groundwork for games like Sony’s “Uncharted” series, which has been described as playing a movie. This signaled one of the first times that mainstream video gaming had embraced its role as a medium capable of telling intense, deeply felt stories. The late 2000s and beyond would see the beginning of the storytelling explosion. Here, studios began to experiment with the concept of player choice. Games like “Metal Gear Solid” did important work in terms of establishing video games as a legitimate medium of storytelling, but it still seemed as if there was little that video games could do which other storytelling mediums couldn’t. “Metal Gear Solid” could just as easily have been a movie; in fact, you can watch all of the cutscenes spliced together on YouTube as a serviceable substitute for actually playing the game. Unsatisfied with this being the benchmark for storytelling in games, developers such as Telltale Games began to create games with alternate endings and storylines based on choices given to the player. These games seemed to emulate the choose-your-own- adventure novels sold to kids in elementary school, albeit with more adult subject matter. Cut to the modern day. The last couple of years have, in my opinion, seen video games truly come into their own as a medium that can tell unique, powerful stories which could only be told as video games. Games like Toby Fox’s “Undertale” and Davey Wreden’s “The Stanley Parable” come to mind as members of a developing medium that almost feels reminiscent of the 1920’s literary postmodernism; these games dissect what it means to be a game. Players can exploit glitches, mess with game files and more. “The Stanley Parable,” for example, is a game meant to be restarted dozens of times. It has almost 20 achievable endings, some of them entirely random, including some in which Stanley, the game’s voiceless protagonist can either choose to comply with or rebel against the game’s whimsical British narrator. Games like this make me think that if Samuel Beckett were alive today, he’d be a game developer. Wreden’s follow-up game, “The Beginner’s Guide,” tells the story of his friendship with a reclusive game designer by walking the player through the games his friend made. It’s an entirely unique narrative structure, a story about an artist in which the audience is placed inside of their art. One of the most unique offerings I’ve seen has been Giant Sparrow’s 2017 release, “What Remains of Edith Finch.” The game follows the titular Edith Finch as she explores her now-abandoned childhood home and unearths generations-old secrets about the Finch family. “Edith Finch” is the first video game I’ve encountered that I can say tells a story that could only ever work as a video game; it makes such creative use of all facets of the medium, from its interactivity to its non-linear narrative to how effortlessly it manages to tell a story through its environment. The player is left to wander aimlessly through this massive house and, through discovery of old family heirlooms, step into the memories of Finch ancestors, experiencing the world uniquely as each family member did. In one such sequence, the character plays as a baby sitting in a bathtub, able to control the bath toys floating and swirling around in the water as Mozart plays alongside the player’s movements. The game’s emotional journey is ingrained in its interactivity. This isn’t to say that all modern video games are art. On the contrary, truly artful games make up only a small portion of the medium. However, this is the case with all artistic mediums. For every masterfully constructed art-film, there’s a mindless blockbuster, and for every “What Remains of Edith Finch,” there’s a “Call of Duty.” There’s nothing wrong with the latter — it’s in fact beloved by many — but for the first time in the history of the young medium, video games are beginning to consistently offer an upper echelon of well- crafted games that tell deeply felt and uniquely experienced stories. Today, some of the most moving, profound stories being told anywhere are being told in video games — we’ve come a long, long way from “Pong.” I love video games. For me, they are almost inextricably tied up in childhood nostalgia. I think of countless hours spent with my brothers huddled around a GameCube, Wii or PlayStation. I think of collecting Pokemon on my GameBoy Advance during long car trips. These probably sound like familiar stories, and that’s because they’re the kind of experiences shared by many kids who grew up during video games’ “golden age” through the late ’90s and early 2000s. As millennials grew up, video games seemed to change with them — just look how far graphics have come from the clunky, polygonal look of the N64. This change expands far beyond how video games look, however, and has greater implications for how they tell stories. The last 15 years have seen video games come into their own as a unique form of expression. I’ve always held that many of the best pieces of art — your “Casablanca”s, your “Les Misérables”s, your “Catcher in the Rye”s — are told via their respective mediums because that medium is the only way to most effectively tell the story. A great film, for example, should be able to do and show things that only a film can do. Today, we’re in the midst of video gaming’s renaissance; inspired, motivated content creators are continuously finding new ways to push the boundaries of storytelling within the interactive medium of video games at both the indie and mainstream level. This prolific explosion of artful storytelling didn’t just happen spontaneously, however. Rather, it was a slow build over nearly two decades of progress and experimentation. Through much of the ’80s, video games existed mostly as novelties; games like “Tetris” or “Galaga,” which told no stories, but were just intended to be, well, games. Throughout the early to mid ’90s, this began to change. Games like “The Legend of Zelda: A Link to the Past” began incorporating fleshed out stories with dialogue. The beauty of these early story- based single player games was the ability of the player to step into the world of the game. For example, Link, the protagonist of “The Legend of Zelda,” has no lines of dialogue; he’s just a stand-in for the player. These roleplaying games had 4B —Thursday, March 22, 2018 b-side The Michigan Daily — michigandaily.com PARAMOUNT PICTURES A few years ago, Charlie Kaufman (“Eternal Sunshine of the Spotless Mind”) and Duke Johnson (“Community”) made the stop-motion animation film “Anomalisa” with eerily realistic puppets. I watched the first 15 minutes with my mom last summer before a rather explicit sex scene started and I quickly changed the channel. “That’s why I recognized it!” my mom yelled and shuddered. When the film was first released, she and a friend went to the theater to see it under the impression of watching a funny animated movie — more along the lines of Disney’s “Big Hero 6” than Seth Rogen’s “Sausage Party.” I remember her friend laughing and telling the story at a Christmas party, acting out how my mom covered her face with her jacket and eventually ran out of the theater. Sure, it’s weird watching puppets having sex, but her reaction had more to do with the phenomenon called “Uncanny Valley.” Kaufman and Johnson were warned “Anomalisa” would creep out audiences since the puppets were 3D printed and highly photorealistic, the equivalent of a painting by Richard Estes. In an interview with the Los Angeles Times, Johnson explained their reasoning for this hyper- realistic style: “The challenge we felt with so much animated stuff is that you’re always conscious of the animation, and we kept asking, ‘What if we could escape that? What would it be like?’” In other words, these filmmakers steered into the skid, embracing the disturbing nature of Uncanny Valley, a theory that Stamps Associate Professor Heidi Kumao describes as “the aesthetics of a human look- alike.” As Kumao wrote in an email interview with The Daily, “We are fine with (and have empathy for) objects that have human features, but are recognizably different from us. When the look-alike appears to resemble a human being too closely, however, we become uneasy. An eerie sensation is triggered. We are naturally repulsed by objects that are so realistic that we almost mistake them for a real person.” Technological advancements in the medium of animation drive the competition between large companies like Pixar, Disney and video game corporations to achieve ultimate realism. According to Professor Kumao, “realism is their currency. It is how these types of movies sell themselves: They try to outdo each other with technical wizardry. As they strive to reach this technical goal, the goalposts keep moving.” In addition, the fervor around virtual reality and augmented reality has turned animators into cowboys in the Wild West as they discover how to make animation interactive and visualize 360 degree environments. As a result, cutting-edge technology has forever altered the process of animation. Take “Anomalisa,” for instance, which used 18 different 3D-printed versions of the main character, Michael Stone, so the animators could change expressions and physical gestures with extreme precision. However, as Kumao wrote, this scramble for realism is a “technical task that leaves nothing to the viewer’s imagination.” Although brand new technology like VR and 3D printing are incredibly expensive, access to basic, affordable equipment has also altered the independent animation scene. Since the creation of YouTube in 2005, several animation artists have established themselves as popular channels. “How it Should Have Ended,” “Happy Tree Friends,” “Cyanide and Happiness” and many more all benefited from the affordability and easy access to animation technology as well as the rise of social media. No longer do studios have a monopoly on the art form, as individual artists and anyone with a computer can create their own material. For these low-budget YouTube channels, there is no race for realism. The same goes for many animated television series that MEGHAN CHOU Daily Arts Writer The Uncanny Valley effect & the future of animation FILM NOTEBOOK produce over a dozen episodes each season. While the old “Tom and Jerry” cartoons and the new episodes from the reboot noticeably differ in style, the series has stuck to 2D animation and less-realistic avatars as have other cartoon staples like “The Simpsons.” However, Hollywood productions and some independent films have larger staffs, more money, more time and a desire for realism, which can lead to some ethical problems. After the tragic death of actor Paul Walker during the shooting of “Furious 7,” the studio used his brother as a body double and computer-generated images of the deceased Walker to finish the film. Some people congratulated Weta Digital for preserving Walker’s legacy, while others felt queasy watching this digital rendering of the actor. The latter not only questioned the ethical legitimacy of the quasi-real CGI, but also felt the images fell irretrievably deep into the Uncanny Valley. Since “Furious 7,” other big franchise films have used computer-generated clips of actors. For example, in “Rogue One,” audiences did a double take at the animation of Grand Moff Tarkin portrayed by Peter Cushing (“Dracula”), a beloved actor who died 20 years prior to the release of this particular “Star Wars” installment. Besides bringing actors back to life, studios have also started to animate younger versions of stars like Robert Downey Jr. (“Iron Man”) in “Captain America: Civil War.” While the script did call for a brief appearance by a younger Tony Stark, Marvel’s experiment inspired Martin Scorsese to “de-age” Robert De Niro to fit a younger role in the much-anticipated film “The Irishman.” So where’s the line? Should older stars skilled in their craft be able to take opportunities away from up-and-coming actors? Is de-aging as morally tricky as profiting off of digitally reincarnated actors without their permission? There remains plenty of grey area to cringe at and debate. However, the biggest concerns arise when this technology, once contained to the most powerful and wealthy companies that must obey legal restrictions, becomes available to that creep commenting anonymously online or irresponsible internet users. The invention of FakeApp, and other similar programs, has made this a reality. Almost anyone can paste a random face on another person’s body with this software that leaves minimal differences between a real video and a “deepfake.” Like many worrisome communities on the web, deepfakes have a faithful following on Reddit where users post videos ranging from innocent re-imaginings of superheroes with different actors to modified pornography featuring celebrities, politicians or exes. These are the consequences of animation’s quest for realism — a quest that the Uncanny Valley can keep in check. The discomfort that forms when an animation looks too realistic is an ethical defense mechanism. When a de-aged or computer-generated version of a deceased actor appears on screen, listen to the urge to squirm and feel a little sick in the stomach. Someone or something is trying to warn us about the future of animation: We are on a dangerous path and our only guide is the phenomenon of the Uncanny Valley. MAX MICHALSKY Daily Arts Writer NINTENDO For every masterfully constructed art-film, there’s a mindless blockbuster, and for every “What Remains of Edith Finch,” there’s a “Call of Duty” Video games, storytelling & the growth of a meduim A great film, for example, should be able to do and show things that only a film can do VIDEO GAME NOTEBOOK We are naturally repulsed by objects that are so realistic that we almost mistake them for a real person