Category Archives: TOTAL DISASTER

Sometimes when I get bored I open up Photoshop. This is usually a mistake.

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.

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.)

What is this I don’t even

A while ago, I promised Christine Love Rule 34 fanart of her games. Well, it’s not very saucy, but I did add a lens flare to give it some extra class.

So there you go, John Rook (don’t take it personally babe) and [winter]moot (Digital: A Love Story), in a love only the virtual could bring together. Add another notch to “things I never thought I would draw.”

I’m sorry, but…

…every time I watch The X-Files, I see this.

Roundup of Unusual Size: I’ve lost control of my life.

…I blame Christine Love, again.

Short list tonight. But don’t worry! My latest roundup for Critical Distance is now live as well, so be sure to pay us a visit!

Videogames

Critical Missive has a lengthy design analysis of Deus Ex: Human Revolution that is worthy of your time.

Curios

Birth control may improve your memory.

Roundup of Unusual Size: May contain truffles.

I am pleased to announce that I’ve been upgraded to the level of editor for Critical Distance, thus creating a two-way power struggle with David Carlton if Ben Abraham should ever find himself stranded in England permanently. Not that I have men on the ground to arrange any such thing, of course…

(No, seriously, I’m very excited. Flattered, gleeful, not murderous.)

On with the links, good sirs and ladies!

Videogames

Two great member blogs from Gamasutra tonight, the first from Douglas Lynn on violence and the other from Mike Langlois on lore and psychotherapy. And a new opinion piece from Cort Stratton asks if we’re making games re-approachable enough.

I for one welcome our Civilization-playing computer overlords.

This has been promoted a lot today but it can always bear repeating: lovely post-mortem on Amnesia: The Dark Descent up at The Escapst.

And via Futurismic, this Ars Technica piece on EVE Online and vanity items is worth a look-see.

Over at Rock, Paper, Shotgun, Lewie Procter catches up with PlayDead for an interview about 2010 summer indie smash (now on its way to PSN and Steam) Limbo.

Christina Norman came all the way to Los Angeles to visit me! Or… well, to take a new position at Riot Games, but yay, local. Be sure to follow her on Twitter.

Film

The first trailer for Sherlock Holmes: A Game of Shadows features less bromance but much more crossdressing.

Fandom

Your daily moment of d’awwwwesome: Fans across the web unite to restore a girl’s hand-made TARDIS.

Reading/Writing

Brad Galloway interviews @DeadEndFiction, a horror micro-writer.

Curios

Jenn at my old stomping ground of Hathor Legacy has a lovely takedown on a particularly entitled dude’s ignorance.

And in a similar vein of feminism, a teen feminist calls the Westboro Baptist Church with a simple question and amusing results.

Roundup of Unusual Size: Gus Mastrapa’s inner teenager.

Tomorrow being my birthday and everything I hope you all won’t mind if I take a bit of an extended holiday. You know, mourning my misspent youth and all that. Enjoy tonight’s links and have a wonderful holiday weekend, Canadians and Americans alike!

Videogames

More reactions about the SCOTUS ruling keep pouring in. Geekosystem warns it’s at best a lukewarm gesture. Joystick Division provides theirs as well, and as usual, you can always tell a Gus Mastrapa article by the headline.

This article from split/screen is by far one of the most impassioned and interesting takes on simulated and actual war I’ve seen in some time. An excellent read.

Kate Cox’s Gamer Gaze series continues tonight with Part 3.

Fantastic article from my colleague Nick Dinicola over at PopMatters Moving Pixels on the genre-bending nature of NieR.

Rock, Paper, Shotgun has a lengthy preview of XCOM, definitely an FPS-with-a-note-of-difference that we should all be paying attention to in coming months.

And while we usually start on Gamasutra instead of capping off with them, this opinion piece from Emmeline Dobson complete with “meaningful design work” graph is well worth a glance as we head off the night.

SCIENCE!

Thanks to io9, we all now know a little more about gray matter flatulence.

Peer pressure affects your memories. Seems common sense, but it’s frightening all the same.

And Scientific American asks: is some stuff just too hard for even 10,000 hours of science?

Don’t Scan Me Bro!

AIRLINE SECURITY. KEEPING US SAFE WITH THEIR FLAWLESS SECURITY MEASU–oh, wait.

With apologies to hiimdaisy

If I die on the operating table tomorrow, remember me as the person who got really awesome bruises.

Dun worry Sailor Moon its k

“i spek for earth lol”

But… wait. Doesn’t this mean Crystal Tokyo is in danger of a time paradox? Quick, let’s get the sailor of the ninth planet to reverse ti– FUCK.

…Yeah, okay, I’m going to bed now.

Meta is magic!

Uhhhhh.

Okay, I’m going to bed for real now.

(G-generate your own here. No, I will not divulge how long I spent with this thing in Photoshop.)

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