Oh, here we go.
I don’t normally review indie RPGs unless they cause a lot of commotion. That would make this only the second one I’ve ever done. That being said, if the subject matter is too touchy, don’t read it - I mulled over reviewing this game for a while but I think it ought to have a chance to be looked at critically. If it makes anyone feel better though, my review was mostly negative.
Also, plus: Probably the shortest review I’ve ever written
This…This might be the most difficult game I’ve ever reviewed for two reasons:
For one, just mentioning this game, let alone the historical event, sparks a lot of controversy and strong emotions. I’m not so worried about this part; after all, Super Columbine Massacre RPG! was created to stir emotions on the subject and present a different perspective on WHY it happened, rather than the usual scapegoating of Industrial Rock bands and violent video games.
The fact is, I love this aspect about it. This game dares to tell people straight to their face that they have no fucking clue as to why it really happened BECAUSE they’re too busy blaming all their various hobbies instead of the personal events that occurred in both of the shooters’ adolescent lives. And to this end, the game is executed almost flawlessly by allowing you to ‘experience’ the day from their perspective, from the moment they woke up to the moment they committed suicide - most of it based on events that really transpired that day. There’s also a ton of flashback events based on things that really happened in their lives. When playing through the game, it feels like the true answer to the question of ‘why’ is so obvious despite its complexity, that it starts to feel annoying when contrasted by the scenes in the end that demonstrate that no one really gets it. And that, to me, is brilliance.
The second reason that this game is difficult to review, however, is the one that troubles me more: In a game like Super Columbine Massacre RPG!, where the entire point of the game is meant to be an ‘experience’ more than an actual game, am I missing the point if I try to criticize it in the way that a normal game would be criticized? After all, it’s easy to say that someone who criticizes the various other facets of the game is missing the point entirely.
To this I say, “Bullshit.” I agree that, to some extent, this may be true. It’s ridiculous to critisize certain aesthetic qualities like the generic 2D graphics that comprise a lot of the game, or the really awful MIDIs of popular music that are ubiquitous throughout the game. However, there are so many aspects to the game that really trivialize the experience.
Is it really necessary to make it so that the bombs you set under the cafeteria tables have to be set in a VERY SPECIFIC corner, making it incredibly hard to figure out?
Is it really necessary to make it so that almost every ‘enemy’ can survive a gunshot attack when most of them don’t fight back in the first place? The whole idea, I thought, was to be a way of demonstrating the horror and panic of the situation, coupled with the frailty of human life; but, it feels silly when some characters can survive like two or three shots.
Is it really necessary to make it so that you have to kill EVERY person in a room to see a particular cutscene, especially when you wind up shooting way more than thirty-five people (the number of people shot - not necesarily killed - in the Columbine School Shooting)? The very fact that you can miss these very important scenes feels so ridiculous, especially coupled with the fact that there are several rooms in the game where you don’t get a cutscene for killing everyone. Why should I have to tediously mow down all ten million guys to see if MAYBE I’ll get an important cutscene if I do? And wouldn’t it have been better to just substitute those with a few more scripted events of things that really happened?
Is it really necessary to have ‘enemies’ that do things like cry and pray to get health back? That might be funny in a different setting, but it just makes the experience feel like a joke in this case. The same is true for the various dialogue in certain places, particularly the banal bit of dialogue about menstruation. What the fuck?
Is it really necessary to make an entire second half of the game with a ‘real’ ending that you can MISS if you don’t find a certain item? I imagine that this game was made so that people would SEE these events unfold. In that respect, it’s really dumb that you can miss the most important scene in the game. And for that matter, why is the second half of the game so dumb and pointless? After you die, you walk around in hell fighting enemies from doom, and you can find a room with random video game characters in it. All the dialogue is really fucking stupid, and feels like really awkward, out-of-place comic relief until you finish it and see the ‘real’ ending.
It might be missing the point to criticize the game in a the usual way game journalists review games, but then again, I think that the standard method of reviewing games misses the point even in commercial games most of the time. I feel that all of the points I brought up add a lot of tedium, and even tastelessness, to the experience that make it a whole hell of a lot harder to enjoy. It almost felt like the game didn’t WANT me to see the most important things it had to offer intellectually.
Danny Ledonne, the creator of this game, should be applauded in the sense that he braved the waters of a subject that no one dares to talk about, got in your face with it, and forced you to really think about it. In a different sense, I think he should feel ashamed for making so many gameplay, dialogue, and direction decisions that almost completely undermine the entire thing. Since then, Ledonne has made a documentary about the game called “Playing Columbine”, which I can only hope won’t be bogged down by so much dreck that it blurs the line between serious tragedy and goofy parody.