Review of Narrative in "Lisa: The Painful RPG"
Plot Overview
When the player opens up the game,
they’re immediately met with a simple box of menu options juxtaposed with the
image of Lisa hanging from a noose. A slow, ominous song, fittingly titled “The
Siren’s Call,” plays over this menu as though it’s begging the player to continue.
This menu never changes and the player must thus be reminded of Lisa’s suicide every
single time the game is started up. This image ends up looming over the player
just as it looms over Brad, connecting them together even if the player may not
realize it at first. Though this may just seem like a simple menu, it subtly
ties itself into the plot in an important way by putting the player into Brad’s
headspace whenever they start or continue their journey.
Lisa’s actual gameplay begins with a
brief look into Brad’s childhood. In the opening scene, a group of bullies
accuses someone of stealing their ball, which leads to Brad taking the blame
and getting beaten up for it. There’s a notable lack of solution to this
exchange. Brad may have stood up for his friend, but doing so just results in
him getting hurt and the bullies getting away with it. His friend thanks him
and apologizes, but nothing more can really be done. The player gains control
of an injured Brad and starts the walk home. Brad encounters his neighbor on
the way back, but the man just passively victim blames him and does nothing to
help. Once Brad gets back to his dilapidated house, Marty yells at him for
getting beat up, throws an empty beer bottle at his head, and sends him to his
room. Regardless of what the player inputs in this scene, Brad takes control
and silently runs upstairs. Along with efficiently providing information on
Brad’s backstory and foreshadowing the subsequent events of the game, this
opening sequence forces the player to experience Brad’s pain alongside him. In
doing this, the game creates an emotional link between player and avatar while
establishing that Brad is still his own character that makes choices outside of
the player’s control. Most games either give the player full control over their
character’s decisions or almost no control whatsoever, but Lisa changes up this dynamic by allowing the player agency over
some choices while also forcing them to commit to choices that Brad makes
himself.
After Brad cries
in his room and the title fades in, the scene quickly shifts to an older Brad taking
a pill called “Joy.” After swallowing it, he notices an abandoned baby left on
the ground nearby. Bewildered, he tries to comfort it and carries it back to
his friends Rick, Sticky, and Cheeks. The trio finds out that the baby is a
girl and suggests taking her to Rando, but Brad refuses, stating that this is
his “second chance” and that she needs to be protected from the wasteland once
she becomes a woman. A montage then plays where Brad and his friends raise the
girl, who they name Buddy, as he battles his addiction to Joy. He seems to have
developed a form of PTSD, repeatedly seeing visions of Marty and Lisa and
relying on Joy to make them disappear. The girl, meanwhile, grows up and develops
an intense curiosity to explore the outside world for herself, though Brad
refuses to let her leave the house without him. Once he finds out that she’s
been taken, he sets off into the wasteland of Olathe to get her back. Though
there’s almost no gameplay in this section, it provides vital information about
Brad’s adult life and introduces an important fragment of Buddy’s character to
the player.
From here,
the game opens up in the form of branching paths and side quests while still
following a linear story. The general progression of gameplay consists of exploring
the environment and finding items that allow the player to progress. Along the
way, the player encounters multiple hostile NPCs trying to mug them, as well as
peaceful NPCs that usually just talk about life after the apocalypse. Some characters
can even join Brad’s party if he does side quests involving them. In addition
to these people, the player begins encountering strange, disfigured creatures
called Joy Mutants. It’s not initially explained what these mutants are, but it
becomes increasingly clear as the game progresses that they’re the result of
humans that take too much Joy. They embody the end result of drug addiction,
grotesquely conveying the way drugs change people and make them completely
unrecognizable.
Drug abuse
is so integral to the game that there’s even a core mechanic revolving around
Brad’s addiction. Brad is potentially one of the most powerful party members in
the game, but he regularly goes through periods of withdrawal in which his
stats are severely decreased. The player can rectify this by giving him Joy, which
fully heals him and gives him a high that makes all of his attacks deal critical
damage for a while, but they may also try to abstain from Joy completely for
the chance to change the story in some meaningful way. Whether or not Brad
succumbs to his addiction is thus entirely up to the player, though Brad
continues to see hallucinations of Lisa regardless of drug intake. These
visions usually just stand over cliff edges in silence, but they also occasionally
taunt Brad, asking him why he cares about Buddy more than her. Her presence is
always felt, unable to be forgotten or ignored by Brad and, by extension, the
player.
Pressing on
through the pain, Brad continues his search for Buddy until he eventually finds
Rick bleeding out. When Rick refuses to tell him where she is, he picks up a
nearby spiked club and threatens to torture him until he talks. The player
regains control in this moment and must actively press the button to hit him,
even if they might not want to. Rick relents and begs him to stop after a few
swings, but Brad takes control away from the player and keeps swinging anyway,
leaving his old friend almost dead. This is another key moment of the player
losing agency to the character, the distorted visuals of the scene implying
that it’s due to his addiction. From this point on, the player may begin to
feel like Brad’s conscience, trying to steer him towards the right decisions
but often losing control in a drug-fueled rage. However, even when the player
does have agency, it never really feels like there is a right choice.
Soon after
the encounter with Rick, Brad gets ambushed by Buzzo and his cult. In this
scene, Buzzo captures one of his party members at random and gives Brad the
choice of either letting the party member die or getting his arm cut off. The
player also has the choice to challenge him to a fight, but doing so is futile
as Buzzo is impossible to defeat. If Brad’s arm gets cut off, his stats are
reduced, he’s barred from performing certain abilities, and he suffers from
withdrawal more often. However, if the party member dies, they’re permanently
dead and thus rendered unusable. The player really feels the weight of their decision
through gameplay, making the decision seem all the more meaningful even if it
has no direct impact on the plot.
The next
segment of the game consists of another hub area where the player goes through
a series of subplots before progressing. These subplots aren’t necessarily
important to the overarching story, but they provide interesting moments of
worldbuilding and humor. The story progresses when Brad finally finds Buddy
hiding in a cave, waiting for Sticky to come back. She’s resistant to leave, insisting
that Sticky cared for her and made her understand her value to the world, but
Brad forces her to go with him regardless of how she feels. Agency returns as a
major theme in this scene as Brad, the character that exists outside of the
context of the player, strips Buddy of her right to choose.
They quickly get ambushed by Buzzo,
who holds Buddy hostage and threatens to hurt her unless Brad takes Joy. The
player loses agency again and Brad agrees to take the pills until he blacks
out. This scene proves particularly impactful if the player has been avoiding
taking Joy throughout the game. It suddenly feels as though this effort has no
meaning because Brad would be forced to spiral back into his addiction
regardless. Games that offer the player choices without expanding into
branching narratives are often criticized for their “illusion of choice,” yet Lisa purposefully uses this illusion to
keep the player constantly hoping that they can make an impact. The player’s
lack of control over the story is meant to parallel Brad’s lack of control over
his actions, creating a mutual disparity between intention and consequence.
Soon after this, Brad finds Sticky bleeding
out against a rock. He initially reminisces about how they became friends
because they both had abusive fathers, but he then goes on to criticize Brad
for being unfit to take care of Buddy, even heavily implying that he molested
her. Brad gets ready to kill him in a rage, but Rick suddenly jumps in the way,
begging him not to do it. The player is given the choice here to either kill
them or let them go, but the latter choice just results in Sticky later
attacking the player and inevitably dying anyway. The player may have agency
over Brad’s decision in this moment, but Sticky’s own choices are what lead him
to the same fate.
Immediately after this, Buzzo
captures Brad yet again and forces him to make another choice. The player must
choose to let Buzzo either kill three of their party members or cut off one of
Buddy’s nipples. Brad’s torture truly reaches its peak here, as whatever choice
he makes will inevitably make him seem like more of a monster to Buddy. The
illusion of choice thus comes into play again, and all the player can do is
weigh the consequences of each option and hope that Buddy will forgive them for
whatever one they pick. Brad then enters the final hub area only to discover
that Buddy has stolen someone’s boat and used it to escape to a nearby island.
This segment of the game consists of another series of subplots that follow
Brad gathering materials to create his own boat. After the boat is built, he
sneaks away from his party as they sleep and sets off to the island without
them. It’s clear in this moment that Brad doesn’t have much of an attachment to
them, seeing them more as a threat than an aid. All that matters to him now is
ensuring Buddy’s safety.
The island consists of a lone house
surrounded by countless empty beer bottles. When the player enters the house,
they find Buddy having a conversation with Marty. Brad silently watches Marty show
genuine compassion for her, trying to convince her that taking Joy is a bad
idea, until she eventually notices him standing in the doorway. The player is
then immediately given the choice to either kill Marty or let him live, but regardless
of what is chosen, Brad goes into a drug-crazed frenzy and readies himself to
kill. Buddy jumps in the way and begs him to stop, explaining that he saved her
life, but Brad just kicks her out of the way and initiates combat. Marty weakly
fights back against the player, but all he can do is kick up dirt and scratch,
making him incapable of dealing any real substantial damage. In the middle of
the fight, Buddy suddenly gets in the way to shield him. The player may panic
over this, trying to sort through any possible options to avoid hurting her,
but the fight doesn’t progress until Brad hurts her. Using the player’s desire
to avoid hurting Buddy, the game directly incorporates the player into the
story as an entity separate from Brad, a representation of the part of his mind
that understands what he’s doing is wrong. After enough damage is dealt, she
backs off and the player must finish off a visibly injured Marty. At this point
of the fight, he refuses to fight back and uses most of his turns to just cry,
meaning that the player has to kill someone that doesn’t even want to fight
anymore. Once the battle is over, Marty assures Brad that he’s changed and
proceeds to apologize to Lisa. The scene then fades to black and cuts to Brad
waking up outside. Realizing that Buddy stole his boat, Brad uses a corpse to sail
after her.
The player reaches a new mass of
land and walks Brad through a quiet, empty landscape. The game slows down a lot
in this moment, intending for the player to reflect on everything before the
plot progresses to its end. This doesn’t last for long, however, as the moment
gets abruptly interrupted by slashing sounds in the distance. The camera pans
over and Brad sees Mr. Angoneli, Sticky’s father, cutting up Buddy’s face. He
claims that she’s all his and that he’s “branding” her with his personal mark,
which quickly leads to combat. Brad occasionally sees Mr. Angoneli in his
hallucinations, but this is otherwise his only major appearance in the
overarching plot. He acts as a sort of scavenger, a skulking antagonist that seems
unimportant until it’s too late. After defeating him, Brad walks over to Buddy
and hands her his poncho to cover her wounds. However, Buddy rejects him and
calls him a monster for killing Marty, saying that he was a better father to
her than Brad ever was. She then runs off, leaving Brad behind again. The text
“Brad’s body is feeling strange. He has become a failure” appears, and Brad’s
class even changes to “failure” to reflect this. This is Brad’s lowest moment,
yet he still feels an irresistible urge to move on, just as the player feels the
urge to see the game to its conclusion.
Brad continues through an empty
camp, the last moment of calm before the game’s climax. Once the player moves
past this, they encounter Buddy alongside Rando’s army. Brad tells her to run
away with him, but she just runs headfirst into the army instead. The player’s
three active party members suddenly interrupt, appearing to each say their
piece whether it’s to reluctantly tell Brad that she’s the future or outright
say that they only joined the party for the girl. Brad nevertheless responds
that he needs to save her and then initiates combat with his party. Once
they’re dead, he goes on to defeat the entire army in waves, progressively
making them more and more afraid of him as the battles go on. He also develops
the abilities “scream” and “cry,” which are abilities that are notably often
used by Joy mutants. The battles end with Brad completely covered in arrows,
warning Buddy to stand back as he slowly shuffles over to Rando. Rando states
that he doesn’t want to fight, but Brad initiates combat anyway with him anyway.
The player has no agency over any of this; they’re simply forced to submit to
their avatar’s actions. After defeating Rando, the player slowly walks Brad
over to Buddy. She berates him for ruining her life and hurting her, and Brad
solemnly kneels down and cries in defeat. The only thing he can muster anymore
is a simple request. He asks Buddy for a hug. The player takes control of Buddy
in this scene, having the choice to either hug him or not. Regardless of what
she does, however, Brad inevitably falls over and dies, fully completing his
transformation into a Joy mutant.
Strongest Element
The best thing about this storyline
is the unique dynamic it creates between player and character. It subtly
creates an important distinction between the two, making the player directly
feel like a part of the story as a result. From the looming imagery of Lisa’s
suicide to the player’s brief encounter with abuse at the hands of Marty, the
player and Brad are instantly linked through and motivated by Brad’s pain. The
player is Brad to an extent, attempting
to make good choices for him through the limited amount of agency the game
offers. The futile option of sparing Marty proves that Brad’s actions in the end
are not his own; otherwise, why would the player be given such a choice in the
first place? Brad and, by extension, the player are ultimately controlled by
his addiction. Lisa beautifully uses
the medium to its full potential, immersing the player into the character of
Brad in order to convey an idea of what it feels like to be an addict.
Weakest Element
I think that the pacing of the game’s narrative
has some major flaws. The subplots within the first and second hub areas,
though somewhat unimportant, feel appropriate and do a good job of building the
game’s world, but the third hub area is fairly uninteresting and feels like an
overly abrupt interruption of the major plot. On the other hand, so many
climactic events occur in between these hub areas that they end up feeling
sensationalist and exhausting. The segment between the second and third hub
areas, in particular, is cluttered with so many plot details that would’ve felt
more realistic had they been spaced out more evenly. Throughout this segment
alone, Buzzo ambushes Brad three times. Though the game is
meant to be exhausting to an extent, this simply feels exhausting in a
counterproductive way.
Lessons for Future Game Narratives
·
Incorporate
story elements into the gameplay: A lot of Lisa’s story elements are incorporated into the gameplay in some
way. For example, throughout Brad’s transformation into a Joy mutant, he slowly
starts learning attacks that Joy mutants know. In the fight against Brad’s
party members, some may actively try to hurt Brad while others refuse to do so.
These are small details for the most part, but they really add to the immersion
of a scene and specifically allow the characters to be presented in an
intuitive way. Game narratives should always be incorporated into the gameplay;
after all, play is what distinguishes a game from other mediums.
·
Incorporate
the player into the narrative: Lisa
is very unique in that it makes the player feel like a part of the story
separately from their avatar. Though the player is supposed to project onto Brad,
it’s also made clear that he is his own character that makes decisions
independently. Most of the decisions that he makes himself, however, are a
result of the Joy, meaning that Brad and the player consistently have a mutual
lack of control over what’s happening. When Brad loses control and the player
acknowledges that he’s doing the wrong thing, they take on the role of his
conscience, acting as a voice in his head that can unfortunately do nothing
except go along with his actions. The relationship between player and avatar is
rarely brought up in games, but delving into this relationship more often could
potentially immerse the player further into a game’s narrative.
·
Don’t be
afraid to be political: In the games industry, there’s currently a stigma
around using games to make a political statement. The idea around this is that
games should focus more on being fun than making a statement. Not every game
needs to be politicized, but insisting that games shouldn’t be political at all
is disrespectful to their potential as an art form. Lisa doesn’t shy away from the political, placing themes of gender
and abuse at the center of its narrative while still managing to be a fun game.
If a developer wants their game to be political, then they should be allowed
the freedom to do so without facing backlash from the community.
·
Don’t be
afraid to be weird: For lack of a better term, Lisa is strange. Whereas many other game protagonists are brave
heroes that want to save the world, Brad is a washed-up drug addict that wants
to save one person at the expense of the world. Whereas many other games try to
maintain consistent tones of either seriousness or absurdity, this game combines the two with funny, outlandish
gags taking place between a painfully dark main plot. The game’s soundtrack
creates a genre all its own, a weird mess of stock sound effects that somehow
manage to come together in a coherent and enjoyable way. Though some may be put
off by it, Lisa’s charming quirkiness
is exactly what allows it to stand out against the massive variety of other
games that exist now. The developer had no reservations about making this game
weird, which allowed the project to become something truly memorable as a
result.
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