Category Archives: Fandom and Misc

Articles or shortform posts that deal with gaming but not substantially, or having to do more with the fannish end of things.

Because if you can’t save yourself, how in the hell are you gonna save somebody else?

I’ve never been a big fan of male Commander Shepard for various reasons. He’s just not pretty enough! But if RuPaul’s Drag Race and Drag U have taught me anything, it’s there is no such thing as a face so homely a bit of contouring couldn’t help. You know what RuPaul would say to Mass Effect‘s character editor?

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And thus RuPaul Charles Shepard was born.

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Covergirl! Put that bass in your walk.

Covergirl! Put that bass in your walk.

If you want a RuPaul Shepard of your very own, here’s the Mass Effect 3 character ID: 111.17F.GGE.151.IHN.WBE.5H1.841.WH8.G98.223.6

Let’s name some Super Hexagon patterns

Apparently Terry Cavanagh has his own names for these. Maybe you do too? Post ‘em if you got ‘em.

The Warble

The Record Scratch

The Crochet

The Crochet

The School Hallway

The School Hallway

The Butterfly

The Butterfly

The Snowstorm

The Snowstorm

The Spiral (aka The Junji Ito)

The Spiral (aka The Junji Ito)

The Spider Web

The Spider Web

Critic Fantasy VII

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“Critic Fantasy VII” is one of those self-indulgent things you end up doing when you have a lot of professional buddies on Twitter and too much vodka in your screwdriver. Everyone has gone through their favorite RPG naming party members after their friends, or at least a game of Oregon Trail or something, but as I didn’t have any friends as a child this seems to be literally the first time I’ve gotten to do this. So let’s charge right on in.

The whole thing started as a bit of misbegotten promise over Twitter in response to Kirk Hamilton and Leigh Alexander’s FF7 Letters Series. This was a pretty popular feature in 2011 which, though not the first of its kind, has sparked plenty of imitators since as a kind of combination retro review and series of public love letters. So it was that Kirk and Leigh became a games journalist power couple and all of Twitter was shipping Team Hamilxander for a while, and I joked that in my next playthrough of FF7 I’d rename Cloud and Tifa after the letter-exchanging duo.

This led to some pretty tragic aborted experiments trying to screencap the game (or, indeed, anything) from my PS1, PS3, PSP or a pirated version of the old buggy PC version. Then many months later after everyone had forgotten I’d mentioned anything about it, Square Enix rereleased the game for PC, and lo, but I could now load it into Steam and F12 to my heart’s delight. Thus #CriticFantasyVII was born.

Dramatis Personae:

Cloud Strife – Kirk Hamilton
Tifa Lockhart – Leigh Alexander
Barret Wallace – Ian Bogost
Aerith Gainsborough – Maggie Greene
Red XIII – Gus Mastrapa
Cait Sith – Denis Farr
Cid Highwind – Michael Abbott
Vincent Valentine – Ben Abraham
Yuffie Kisaragi – Patricia Hernandez

Some of these matches worked better than others. Unsurprisingly, Barret Wallace’s whole black caricature would be hi-larious(ly racist) no matter whom you named him after, but there was something in particular about naming him for the opinionated, funny yet always cerebral Ian Bogost which took that shit just right over the top. Observe:

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Actually, pretty much everyone had a few gems in the ensuing dialogue.

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Most Twitter buddies who didn’t get character parts wound up as chocobo. Lots and lots of chocobo. And mostly golds, you’ll notice. I kind of went a bit overkill on the whole chocobo husbandry thing.

Heck, even game critics I didn’t go out of my way to include somehow wound up in this game!

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In all it turned out to be a pretty lopsided experiment, as at the end of the day a character like Barret (I have to remind myself his name isn’t actually Bogost now–that’s what 50 hours of gameplay does to you) will always be quotable and neglected characters like Cait Sith will have mostly serviceable lines that are only funny when they’re full of typos (not that this game is wanting for those).

Plus, as I might have anticipated, people have Certain Opinions about which characters receive their names when the character in question is part of some densely storied, cryptically translated thing and not just a plucky nondescript crewmember in FTL or your wife in Oregon Trail. For instance, Maggie Greene really seemed to not enjoy being killed off by the end of Disc 1, just before a snowboarding minigame, of all things. I tried to point out that being turned into this game’s version of Jesus was a pretty decent consolation prize, but I don’t think I quite convinced her.

Still…

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…I’m pretty sure that’s working its way into my vocabulary from here on.

As for my original objective, which was to create as much shipping fuel for Team Hamilxander as possible, that fell by the wayside a bit. (Damn game journalists and their real lives not conforming to my fantasies.) It’s a shame because Leigh and Kirk are almost as romantic in this game as they were in their letter series.

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TEAM HAMILXANDER 4EVA

I’m not saying this is my GOTY but…

…Yep.

In other news, if you haven’t purchased Brendan Keogh’s book-length critique of Spec Ops: The Line, Killing is Harmless, I’d recommend getting on that rather soon, boss.

Burning Invaders: A Return to IndieCade

“I hope one day this thing is huge,” a young games journo tells me breathlessly. He wears a fedora and a pixel tie and I would peg him as not old enough to drink.

I frown. The kid has just finished bragging about “sneaking in” to his first E3 this summer, a so-called industry conference about which I have some pretty strong feelings. E3 is still not back up to its tottering pre-2007 top-heaviness but it’s still horrifically large, unsustainable in its girth and the inertia of its own technological obsolescence. I do not want IndieCade to ever resemble that.

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HELLO LADIES

I’m here all week, folks.

Attribution.

Visions of sugar plums

I’ve been having trouble sleeping.

There are a number of reasons for this. Chiefly: I still struggle at sticking to a mostly regular sleep schedule, so that one day I might turn in as soon as the sun tilts toward the horizon, and another I’ll stay up long enough to see the sunrise. Both such tendencies have their own motivators –depression and all-night FF7 binges, respectively– and a certain kitten-shaped constant who ensures that whenever I do decide to sleep, that is the time she’s most active.

There is another reason, in that whenever I do stretch out in bed I start thinking about setting again. Very particular settings: fortresses built into mountainsides with five compounds representing the five traditional elements; and the territory that fortress would oversee, and the taxes it would collect in exchange for protection from its militia. What is the attitude of the servant class within the fortress; are they from the region, or transplanted from the empire capital? How many are more loyal to the emperor than his son who manages this territory?

In other words, I’m writing again.

Or more precisely, preparing to write. I had another project in the pipelines for a while about war and aliens –you know, all-new literary territory– but after spending months neck deep in The Journey to the West and other Chinese and East Asian half historical/half mythological texts I decided the chances were slim of being able to suddenly change gears into some inverted Starship Troopers story. So, I gave in and went with the flow of my current interests.

(I’m making the SF project sound more banal than it is. It’s a narrative I believe in, or I wouldn’t have spent almost two years to date developing it. But SF is about politics and extrapolating from the present world’s circumstances, and right now I’d like some escapism.)

And since it’s that kind of fantasy novel, the sort about beds and the folks occupying them, the mind wanders to those before-and-after conversations that sound most authentic when you’re half-asleep when you come up with them. Except I then don’t sleep, largely because other things seep in: do I have time to think of frivolous things like novels when I’m not sure I’ll be able to afford rent next month? how will I ever find a way to sell off enough of this stuff to fund a move? how many of my books will I need to part with?

And then come the anxiety attacks, because my serotonin levels are low, and my new health insurance plan is very good at being expensive and little else, and then there’s the crippling debt I now face, and all the glib responses from well-meaning colleagues how it should be so easy to just pick up and go, change everything, choose life, get out of this country before the GOP turn it into a wasteland, did you hear Clint Eastwood got into an argument with an empty chair and lost?

So yes, fantasy novel, I choose thee. Of all the things giving me insomnia, you are the least unpleasant at the moment.

The other is Final Fantasy VII, which I mentioned I was replaying. That’s going well, except the problem with videogames for me at a time like this is their machine logic is precisely the opposite of what I need. Simon Parkin once wrote (and it’s still one of my favorite essays of his to date) that games (and especially JRPGs) “function how we want the real world to function”:

“Because, while the battles may be random, the war’s outcome is always predestined,” I continue. “You’re predestined to succeed. Just so long as you keep going. And jeez, that may be escapism or a gross oversimplification of the reality we live in, but isn’t that sense of… of justice the yearning of every human being? Are not JRPGs maps of perfect worlds where everything behaves how you expect it to.”

“Um…”

“Because, when your life turns to shit and people let you down, or when you study hard but still flunk your exams regardless, or when you work your ass off and your boss doesn’t notice…. Or, or even if he does but is too preoccupied with his own quests to congratulate you… I mean, that’s sort of a broken system. It certainly feels that way. That’s just not how things should be. JRPGs counter all that disappointment and unfairness with dependable justice. They reward you for your efforts with empirical, unflinching fairness. Work hard and you level up. Take the path that’s opened to you and persevere with it and you can save the world. You can fix the things that break…”

“Simon…”

“No, wait. They give you that power, sure. But more than that, they give you consistency. This world, and the people in it, do not. JRPGs are, well, er, I guess they’re sort of like heaven in that regard. Except with, like, improbably large swords and nuclear-grade hair gel.”

It’s one of my favorite heartbreaking little rambles in any piece of New Games Journalism to date, and 99% of the time, I agree with it.

Right now I just want all the numbers to go to hang themselves. I toil at leveling up these little masses of polygons, meeting all the necessary quotas to advance stats and limit breaks and fill out all the necessary check boxes on every unnecessary sidequest and the only persistent impression I get is that I’m fumbling to connect, that the virtual world on the other side of the screen isn’t ever going to come alive because of numbers or command combos. Its story is a dead thing unless you let the machinic part of it go. Otherwise it’s just… hell, it’s just Confucianism.

Because I really don’t want the world to be fair, just now. I want it to be extremely unfair in my favor. Not for very long; just to make it through the next month or two. That would be nice. FF7′s new PC version even accommodates that very kind of cheating, which throws Parkins’s “heaven” for a hell of a loop. Not that I could bring myself to partake in it if I did have the funds to spend juicing characters in a game I’d already beaten a half-dozen times. But I wouldn’t mind a Character Booster for my own life. Or even just something to let me sleep.

BrE3thing out

Over the span of several weeks I’ve been contributing a series of E3 retrospectives for the Features section over on Gameranx. The last finally went live today –thank you, Ian– and with it, I feel like a bit of weight is finally off my chest.

I won’t say they were difficult to write or to commit to– better writers than me are writing more incisive and heart-rending pieces every day, and at some point, doing this series just felt like I was reiterating an already well-articulated personal stance. If these pieces went live at Kotaku or IGN, I could potentially wake up to an inbox full of death threats and comments about my weight, but at Gameranx I’m pretty well insulated from the fanboy vitriol du jour. Although surely an exaggeration, it feels like even more of an echo chamber than the sort of feedback loop I’m criticizing. It doesn’t feel bold, no. Not compared to the writing of folks like Katie Williams, Jenn Frank or Mattie Brice, women who truly stick their necks out there fully expecting the unsavory elements of the internet to go for their throats. Me, I’m cowardly, compared to them. I don’t feel I have much of a right to call what I wrote difficult. It was very easy, in fact. Arduous at best.

But it’s still nice to have it done and over with. It’s August now, a full two months since E3 wrapped, and it’s a relief to finally have the subject behind me since, you know, I really do not care for it, nor do I care for discussing how much I don’t care for it. That may surprise you. In point of fact, I chose to write a negative series because 1) no one else seemed to be paying E3′s atrocities the attention they warranted and 2) honestly, negativity is easier to write, even if it’s much harder to sustain. So it was a matter of taking a path of least resistance, once again.

Because positivity is tougher, it really is. I told my E3 photographer Jennifer Roy –who is a personal friend of some 12 years; I even tend to call her family my own– that I was lucky to have her around this year because I could enjoy the event vicariously through her. As a critic, it’s not even a matter of being paid to be negative; it’s that positivity is bred out of you from a very early point in your critical education. Everything comes to be viewed through a lens of spotting the flaw, or developing a problematic, and that’s a nice academic way of doing things but tends to rain on the parade of average fans. Which is why I envied Jenny during the conference. Jenny, as one of those average fans, could simply embrace everything that she saw and did, no strings attached. E3 would be a perfectly fine event, if it presented itself as for fans like her.

On a funnier point, around the same time as my E3 retrospectives were coming out, CTRL-ALT-DEFEAT ran a piece of mine in its “Addiction” issue on a way more personal (and consequently tougher to write) subject. It was a little baffling to see it held out as “a good example of New Games Journalism,” since what I was doing didn’t seem new or journalistic in any way. It’s really just an essay on a confrontation I had with the big dark abyss in the back of my own skull. The same one that’s currently telling me that none of this work is adequate, and I could be doing so much better, I could be bolder, I could be more abrasive/cutting/insightful/wise. That could be why I prefer the curatorial role Critical Distance offers me: it lets someone else be the brave one; the negative or positive one. I’ll just be hanging out back here in the great sweeping wastelands of neutrality, thanks, where I can’t disappoint myself with my own impossible standards.

On that note, in a last bit of State of the Kris news, I’m on the judging panel for this thing. I couldn’t be happier about that. It’s an excellent team of critics to be part of and I’m flattered for the opportunity. It’s also just a little overwhelming. By creating “winners” we create “not winners” and I’m not certain that’s the single most productive way to go about advancing what we might, at a stretch, call a discourse… On the other hand, I suppose the first necessary step to dismantling canonization is to have a canon to dismantle, so bring on the prizes, I say. And regardless of any long-term ideological goals, I think it’s great that we’re openly rewarding great work, point blank. If it convinces even one person that we do, actually, have work worth acknowledging in this field, then surely it’s a positive step in the short term.

Introducing Jennifer Roy

I’m pleased to announce that Critical Distance will have not one but two representatives on the floor of E3 this year. Joining me next Tues-Thurs is friend and colleague Jennifer Roy, Southern California resident and photographer of awesome things. Three guesses what her job will be and the first two don’t count.

Below the cut, some more examples of Jenny’s work. See you all at the expo!

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To the 2012 Graduating Class of Homo Ludens

My commencement was today. For a variety of reasons, I didn’t walk with the rest of my cohort. But it doesn’t seem right to let my entire graduate education go unacknowledged. So below is a sort of hypothetical address I’d wish to deliver at one of these occasions, were I in any position to do so.

One of the first online friendships I made was with a boy from Melbourne. Then, as now, the thing that really seemed to bring us together was games. We were both fans of one game in particular called NiGHTS, a sort of obscure Saturn title by the same people who made Sonic.

This was not a game you played to feel masculine. It was a game very much about dreams, about overcoming self-doubt, about standing up to your fears. It was a game for all those imaginative kids who only ever really felt safe in the comforts of their own heads. And it taught us that being a dreamer was an okay thing to be.

Now as an adult, I can say with pride that I’m still a dreamer. I think constantly of how much more the world can offer, and how much more I can offer to the world. I push myself every day to make something meaningful out of those waking hours, so that when I go to bed each night (or morning, as the case may be), I know that I’ve left the world different from how I found it. There is a pervasive stereotype that ‘gamer’ is synonymous with ‘lazy’– we all know that’s not true. On the contrary, gaming is what taught me to never trivialize a window of opportunity.

You are all gamers today because you feel a similar connection with the games you play. Maybe games help you to understand the world; maybe they help you to understand yourself. But you all recognize the potential games have to tap into something deeper, even if it’s just a sense of fulfillment you don’t get from other media. Games validate our creativity. They ask us to explore the connections of things, to link ideas, to shift our perspectives. Long before the rise of social media, being a gamer was what let me connect with people from Australia, the UK, Brazil and Japan from an early age, and I know it was the same for many of you.

But whether by accident or design, the same attitudes that left many of us feeling alienated and looking to our fellow gamers for acceptance have also been used by us to exclude others. You might be saying to yourself, ‘I’ve never excluded anyone because of their sex, sexuality or race,’ but this isn’t just about the actions of individuals here. This is about how we as gamers collectively address the systems of exclusion keeping others from feeling welcome in our community– to the extent of whether we can even say we have a community if the bar for acceptance is so high and so arbitrary.

That’s the challenge I want to put to all of you today: be the generation that actively, vocally challenges what it means to be a ‘gamer.’ Don’t stand by as others protest about being ostracized, harassed or objectified. Don’t shrug and say ‘that’s just how games and gamers are.’ We get to decide how games and gamers are. If games get to be a safe space to negotiate scenarios and possibilities we’ll never have in our outside lives then let’s see to it that they’re a safe space for everyone, from the way they’re designed all the way on down to how we engage them.

We were all ‘that kid’ once. And if the Web can allow me to meet another ‘that kid’ just like me on the other side of the world, and find a brother in someone I’d never have any chance of meeting on my block, at my school or in my city, it can allow us to make all kinds of connections we’ve never had at any time before in human history. Games have taught us to seek the unlikeliest of solutions for the toughest of problems. They’ve taught us that difference is strength and that flexibility is essential for survival. Now here’s a challenge where we can put all those lessons to the test.

Let’s not shy away from that.

(Original photo credit Pierson Clair. Shamelessly altered by your resident dire critic.)

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