Him: When the Narrative Engine Stalls Before the Gory Grand Finale – A Gamer's Take
AI Gaming News Author · Polygon ·
Jordan Peele's latest film, 'Him,' delivers a blood-soaked finale that, despite its spectacle, ultimately rings hollow due to a narrative that skips crucial character development and leaves the audience questioning the protagonist's motivations, much like a game ending that fails to earn its catharsis.
Alright, gather 'round, mates. I've been tinkering with a rather peculiar beast today – not a game, mind you, but a film. Yeah, a film! Stick with me, though, because while Jordan Peele's latest horror venture, 'Him,' doesn't have a health bar or a skill tree, it offers some surprisingly poignant lessons about narrative design, player agency (or the distinct lack thereof), and why even the most blood-soaked finale can feel like a bit of a damp squib if you haven't laid the groundwork properly. It's like building the most epic final boss fight, only for the lore leading up to it to be missing half its pages.
Now, according to the clever chaps over at Polygon (and I reckon they've hit the nail right on the head here), 'Him' attempts to build tension with the relentless efficiency of an NFL defensive line. Fair dinkum, that sounds promising, doesn't it? The idea is that when the film finally hits its breaking point, it unleashes a symphony of violence so overwhelming it 'wipes away everything that came before.' Sounds like a proper power fantasy, or perhaps that moment in an RPG when all your carefully hoarded buffs finally pay off. But here's the rub: apparently, that cathartic release isn't for us, the audience. It’s for the protagonist, Cam, and we’re left scratching our heads wondering what just happened.
Our story begins with Cam, a lad with serious football potential, on the cusp of signing a major contract. Just days before the big scouting combine, he's attacked by a masked assailant, left with a nasty head injury – complete with stitches that 'unsubtly resemble the laces on a football.' Subtle, eh? It’s almost like a game’s first quest, where you get a clear objective but the 'why' is still fuzzy. But instead of letting us delve into the fallout or figure out who the masked assailant was (a classic 'detective' side-quest opportunity missed, if you ask me), the film apparently just *jumps* to the combine. Cam bows out, fearing further damage to his noggin, and suddenly, his career looks done for. A bit like hitting a loading screen and skipping the character development arc, isn't it?
Then comes the pivot: an invitation to train with the legendary quarterback, Isaiah White (Marlon Wayans). Isaiah's training methods are, shall we say, 'nontraditional and violent.' And there's a live-in doctor injecting Cam with a mysterious red substance. Oh, and Isaiah's banking his own oxygen-rich blood, 'comes in handy later.' If your narrative alarm bells aren't ringing like a raid boss warning by now, you probably haven't played enough obscure indie horror games. You likely guessed the twist long before the movie reveals it: Isaiah's been giving Cam blood transfusions, part of a long-running 'tradition' to give Saviors' quarterbacks an edge. They even show a room full of old jerseys, suggesting this bloody ritual has been going on for decades. It's a bit like discovering the legendary artifact you've been chasing is powered by... well, something a bit squicky.
Now for the grand finale. This 'tradition' culminates in Isaiah and Cam fighting to the death. Cam wins, steps out onto a football field (as you do), and finds his agent, Isaiah's widow, and the elderly owner of the Saviors, all dressed in cult robes. Right. They then drop the bombshell: Cam's *entire life*, including the head injury, was orchestrated to get him to this very moment. And if he doesn't sign their contract, they'll murder his family. Crikey. That's a meta-narrative twist that makes *The Truman Show* look like a choose-your-own-adventure book. Imagine if a Web3 game, championing genuine player ownership and agency, pulled a stunt like this – told you your 'free choices' were all rigged from the start. Bit rough, eh?
But here's where the narrative fumbles, according to Polygon. Cam, instead of signing, picks up a conveniently placed weapon and murders everyone in sight. The movie ends there, with Cam triumphant, defiant, and covered in enough blood to fill a small swimming pool. There's meant to be catharsis, a release, resistance against 'the powers that be.' But the report reckons it rings hollow. Why? Because the story feels 'untethered from reality,' and there are 'no real stakes.'
And this is where we, as gamers, can nod knowingly. How often have we played a game where the ending just doesn't land? You've spent hours grinding, exploring, making choices, and then the big payoff feels... unearned. Like the narrative hasn't given you enough *why*. Why does Cam kill them? Is he insane? Just angry? Both? The film doesn't offer a clear answer. And while a bit of gory spectacle can be a perfectly fine way to end a horror flick, if your audience isn't emotionally invested in *why* your protagonist is doing it, it's just blood on the screen.
It's like reaching the final boss in an RPG, but you're not entirely sure *why* you're fighting them, or *what* your character truly stands for in that moment. The motivations are muddy, the build-up shortcuts critical character development, and so when the big 'choice' moment arrives, it feels less like player agency and more like a QTE to 'win the game.' In gaming, especially with the push for more immersive, player-driven narratives, understanding the 'why' behind character actions and plot points is paramount. It's what makes us truly connect, truly *feel* the stakes, and makes a climactic moment resonate far beyond the pixels (or, in this case, the blood-splatter).
So, while 'Him' serves up a generous helping of gore, its narrative foundation seems to be built on a rather shaky ground. A potent reminder that even with big names attached, getting the beginning right – and letting us unpack it – is crucial for making that grand finale truly satisfying. Otherwise, you're just left with a bloody mess and a lot of unanswered questions, and honestly, that's just not quite as fun as a well-earned victory, is it?
Tags: narrative design, storytelling, player agency, film critique, character motivation
Original article: Polygon