Brütal Legend slagged my heart. I was ready for solos that shred, men that shriek, and monsters with teeth where they should have had faces. I was ready to dig the jokes and hate the gameplay. But nobody told me that Brütal Legend’s a love story. (Oh and hey: spoilers follow. So go play the game. It’s epic.)
The hero of Brütal Legend, super-roadie Eddie Riggs, finds himself shot back in time to a primordial era where mankind suffers under the chokehold of demons, while the relics of metal – handed down by the Titans, and not, like I was taught, Satan – lay buried and forgotten. Only the power of metal music can free humanity, and only by offing superdemon Deviculus can Eddie start the revolution.
But truth be told, beating Deviculus barely mattered to me. I did it all for a girl.

Her name’s Ophelia, and you meet her in scene one of the game, when you’ve landed in the past and are still getting used to killing dudes. Ophelia is sneaking around in disguise, but once she sees you’re human, she fights by your side and takes you back to meet the resistance. The achievement you win here – “got a car and a date” – sums it up. This is a dude fantasy, where the gnarly lead man has just landed the metal babe of his dreams: traditionally hott but also deadly, a do-anything to-anything survivor who’ll leap right into your ride.
Of course, Ophelia’s dating some dude named Lars. At this point, I just hoped she’d dump him and end up with me. But writer/director Tim Schafer had some more twists in mind. And before I get into them, let me just explain why I dig romance in games.
I’m a romantic. In fact, I'm kind of a sap. I don’t read “romances” straight-up, but my favorite comedy and action flicks also have a love story, with flirting, banter, and a victory smooch in the denoument. And video games totally get this. Alyx from Half-Life 2 keeps raising the bar for shooter sidekicks, and a role-playing game can’t ship without a range of romance options, straight, gay and bi. The formula’s proven: What’s the point of saving the universe if nobody’s at your side?
And so in Brütal Legend, there’s a love interest. But the love interest is also far more important than the antagonist, because for half the game she is the enemy. Eddie and Ophelia fall for each other, share a smooch – with dramatic rain and wind rolling in, natch – and as soon as Lars is out of the way (courtesy Deviculus, actually, so thanks at least for that one, dude), they have a chance to couple up.
Except Eddie doesn’t trust Ophelia. She’s been keeping secrets, and she won’t say why. He walks away from her, and leaves her broken and distraught. Cut to three months later: she’s changed. She tried to drown herself, because yeah, I get the reference, okay? And when she’s at her weakest, Deviculus takes advantage of her and twists her into something awful - a goth. And he sends her out for revenge.
From that point on, the fight’s between Eddie and goth-Ophelia, and Deviculus – even in the final battle – is an afterthought. But when the battle’s won we discover that this is a phantasm-Ophelia, and the real one is still stuck in that river, safe, and ready to be rescued by Eddie. Dramatic kiss unlocked. And to the last frame, she’s the real prize.
And that’s where things get problematic. Because really, is the game just treating her as a prize?
Brütal Legend risks treating Ophelia as a reward, rather than a three-dimensional character. After all, she’s the damsel in distress at least twice, and no matter how tough she acts, she depends on Eddie –and so, on the player. Alex Raymond wrote a great piece on this problem that made the point that women aren’t vending machines, so why treat them that way in a game? And while gender’s a big part of this, the same issue applies if you’re playing a female Shephard in Mass Effect, twisting dumb Kaiden around your pinky. Or in a game like Fable II, where dating really does boil down to a vending machine: insert gifts, get back hearts.
But if you want a romance, you don’t want a vending machine. And Brütal Legend’s romance works because Ophelia is so much more than that. After all, she challenges Eddie. She’s the one who sees his dark side. She ends up with Eddie in the end, but Eddie can’t take her for granted. In a piece on the “romance problem,” Emily Short puts her finger right on it: “What's needed, from a gameplay perspective, is a romantic partner who is sometimes also functionally the villain. … It raises the emotional stakes between those two characters far more reliably than attempts to portray attraction in interactive form.” Of course, Brütal Legend’s love story isn’t interactive. But it is believable. And to us romantics, the romance – far more than the usual hokum about saving humanity – is the reason to see the game through.
After the finale, you can go back and find Ophelia, standing on a hill, swigging out of a bottle and waiting for you. Talk to her, and the two characters start to make out – and make out, and make out, while time passes and the weather changes and the sun rises and sets. And they’ll keep making out – unless you stop them.
Chris Dahlen writes about games, music, pop, and tech. You can find him online at @savetherobot, or drop him a line at chris [at] savetherobot.com.
How do y'all feel about the Final-Fantasy style implied romance that never actually happens type setup?
e.g. Tifa takes control of the team at one point in FFVII and heads off to Mideel to rescue cripple-cloud. Throghout the game you're thinking, surely they're going to get it on????
>>rescue cripple-cloud. Throghout the game you're thinking, surely they're going to get it on
HelplessCloudinWheelchairxTifa...
that's a hell of a fetish you got there hahah
That's a great example. I think FF VII's love story(s) are cute, but Tifa wuz robbed - she's finally in charge and then she bails to help Cloud? When the world is at stake? - and I think a mature game like Brutal Legend can be mature about the fact that adults will, at the very least, smooch when they're serious about each other.
I really didn't get much out of the demo tbh and I'm a huge rock fan going all the way back to the 60s to the present day and am quite happy making CD compilations going from Sabbath to G n' R to Tom Petty to 70s Floyd to Stoner, Grunge, Emo & Nu Metal acts. Never ceases to amaze me how new bands can keep rock fresh and exciting even if it's all supposedly based on 5 chords!!
Anyway the point of my post was to say that I think this has the potential to be a great comedy movie and add to the classics Spinal Tap & Bad News.
Brutal legends strength definitely lies in its storytelling. The key scene for me is just before one of the final battles, and Eddie drifts into a dream of him and ophelia on a sunset beach with "holiday" playing in the background, just before they kiss a wall of industrial metal sound hits and it jumps back to eddie, in the hellish sea of black tears, he raises his head and as he shudders his skin turns deep red and his eyes yellow as he becomes demon eddie. Thats one of the only times I can remember seeing such a synergy of visuals, emotions and licensed music in a game, and what ran through my head is "my god, look what this guy has been through" I've never felt so steeled for the final fight.
I agree - all I'd heard was how clunky the RTS elements were, but nobody prepared me for how epic they felt. Once I got engaged in the story, I understood why Double Fine took that route. One guy swinging an axe is cool, but giant crazy armies swarming on each other? That is fucking metal.
Agreed, I thought the clunkiness of the RTS segments was the point. This metal ramshackle grouping of traditional metal roadies getting together to take on the more modern metal elements trying to take over the world, a streamlined efficient process would feel out of place, and totally not metal. Schaefer and his crews efforts felt truly epic and accomplished to me. Every single unit had a double team, the AI was decent and the guitar solos used to organise units in battle intentionally gives the feeling you're the lead in some zany rock show where metal is the battle cry and the generals are mad musicians. Never compromising on user interaction they didn't make you take a back seat, you simply fly up, chuck your units at the baddies, fly down and start swinging alongside them. In a lot of ways it reminded me of Fable, yet I found the gameplay more exciting and it blew Lionheads stories clear out of the water.
Thanks for this keynote - it has given me another suggestion for beating a severe bout of Gamer's Block.
On the subject of gaming love interests and the representation of women in videogames, I think that Prince of Persia: Sands of Time got it just about pitch perfect with the interplay between the Prince and Princess (specifically a cutscene towards the end of the game where they ended up in a dark place and all seemed lost).
Can't think of many other examples though...
That's an awesome example! This is sort of a tangent, I had the chance to hear Ben Mattes talk about the most recent Prince of Persia game at GDC, and he made the point that Elika was introduced as a resource - after all, she has a very specific function in the gameplay - but became more than that thanks to the strength of her characterization (if not so much the corny banter). In fact, that stuck in my mind when I read Emily Short's column (linked above, and it's a must-read), where she comes to the same concept from a different direction: a romantic co-lead can serve a game play function, but the function can be that of the nemesis. The love interest engages you because they're an integral part of the gameplay - but just because you're sweet on them doesn't mean they're helping you.