Tag Archives: videogame

More Context-Sensitive Spec Ops

2012-11-29_00204

My friend and Iraq War veteran R. had a chance to go back through Spec Ops: The Line again recently and elected to send me his blow-by-blow impressions by email. I believe those who enjoyed the first post on his impressions will like reading through R.’s second look below.

R.’s notes are reproduced in full with only minor touch-up for clarity. Again, I am expressly not the US Marine here, so I’m trusting the accuracy of his observations.

Oh, and also- spoilers for the game again, obviously.

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Best Emergent Trends (and Other Things) of 2012

MassEffect3 2012-03-10 05-58-46-15

Despite my best efforts, I have been unable to narrow this list down to anything that is in anyway manageable. It’s been a great year for games- especially indies. At this point I think it’s more useful to look back at certain movements in this year’s releases rather than specific titles.

Naturally, in the course of that, we’re going to be discussing plenty of titles. I started out creating this “game of the year” list believing I didn’t have much to say about this year’s offerings. The more I looked, the more I found was there. This has been a great year for the single-author game; for grassroots and fan-driven projects; for outsiders; and especially for animated discussions about the medium. In this I’m very much in agreement with Michael Abbott– I believe we’re going to look back on 2012 as another important watershed year for games and criticism. The only lingering question I have remaining is– did it sneak up on you too? Or did you already pick up on it months before?

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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

Beyond Complete Freedom of Movement

super_hexagon-crop

The title of this post refers to Henry Jenkins‘s “‘Complete Freedom of Movement’: Video Games as Gendered Play Spaces,” which itself references the 1998 game Die by the Sword. The article, as well as the book in which it appears, is a valuable precursor to some of the recent discussions the ludodecahedron have engaged in regarding games as a virtual outdoors.

It’s been over two years since Roger Ebert enraged the hive, and despite the insistent hopping about from all corners that No One Damn Well Cares about the “are games art?” question, we still seem to keep trucking it out. The latest came from Guardian guy-with-a-blog Jonathan Jones, whose forays into the “but is it art?” arena are long documented, and about as neatly thought out as shoving stuff into a blender to see what happens.

He’s just a guy, though, and not a terribly interesting one at that. It’s the damned question itself that seems to take on a life of its own and clog up my reading agenda for TWIVGB every few weeks. As games blogging strawmen go, it’s probably right behind “can games tell stories?” and just before “are casual games games?” in terms of frequency on my RSS feed, and none of them are terribly fruitful lines of inquiry (if only because the obvious answers to the three are yes, yes and yes).

Given this, the last thing I should be doing is throwing my own two cents (more a haypenny) in here. But no matter how often this “are games art?” thing gets brought up, and no matter how many bloggers leap to defend the vidya, I always feel like the best argument is one they aren’t making. Where “but X is interactive, and it’s considered art” everyone is quick to mention participatory theatre, dance, and all the rest, and yet they neglect to mention the most glaring example of all:

Installation art.

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Context-Sensitive Spec Ops

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I was ecstatic to learn that an old high school friend of mine, R., had recently picked up Spec Ops: The Line, and was playing it over Steam just a scant couple days after my own play-through. After leaving high school, R. went into the Marine Corps–he served two tours in Iraq before returning to California to pursue a degree, where we got to reconnect over IM.

R.’s been very open about sharing some of his war experiences with me for my research on an upcoming project, as well as lending his perspective on films and articles I’ve shared with him. (For instance, I linked him W.’s “Call of Apathy” to see whether it jived at all with his own impressions about his fellow vets, or even himself– he said that it didn’t, but he did agree that the most destructive force to reckon with during a tour like his or W.’s is the long stretches of boredom.)

On the subject of war-themed videogames, he and I have generally agreed that they’re horseshit. But having now put Spec Ops: The Line behind me, I was interested what an actual veteran thought of its depiction of war in the Middle East and some would say critical message. So naturally once I learned he’d picked it up I bugged the hell out of him about it.

What follows are a few spoilers for the game. R. isn’t a professional writer so a few of you might be a little disappointed by the brevity of his impressions, but I think he brings a unique take to things, especially since he (as of this writing) hasn’t been exposed to Spec Ops‘ source material either.

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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.

New Horizons

Late last month, Alan Williamson (whom many of you will recognize as half of Split-Screen and the man behind Critical Distance‘s latest incarnation of Blogs of the Round Table) approached me asking if I wanted to be in on a new webzine of his, Five Out Of Ten. The timing was short notice–he wanted to approach me for the next issue, but another contributor had had a scheduling conflict and needed to back out, leaving him a writer short for the premier issue–so I gathered up some ideas that had been kicking around and tried putting them into words. They each came out decently–at least, enough so that I don’t stand out too awkwardly next to the likes of Brendan Keogh, Lana Polansky, Bill Coberly and Alan himself, all of whom are spectacular writers and whose work here is as grand as always.

The zine comes priced at £5.00, although you can donate a little more, if you like. The cool thing is that revenue for the magazine is split evenly among the five contributors, so basically if you pay £5, you’re paying each of us £1, which is cool because that means I can take that money and start saving toward the things I need to Write More Stuff for you, like coffee and antidepressants. That’s a pretty awesome cause, right?

Each author contributes two pieces to the collection, one pertaining to the theme “new horizons” and the other on a subject of the writer’s choice. Here’s a little preview of my two so you can sneak a peek before buying your very own copy, which is available as a DRM-free PDF suitable for most platforms.

Piece #1 – New Horizons – “Letting the Sunlight In”

On indie games, Papo & Yo and the virtue of an individual voice.

The final summit of Papo & Yo is set far above the familiar Brazilian favela in which the rest of the game takes place. Our player-character, Quico, travels above the clouds on a magical skylift which bears him and the monstrous alter-ego of his father toward the floating island of a mystical shaman. Around them, rusted iron siding and discarded tires float alongside the fragments of family homes, suspended weightlessly across the sky just as other improbable mountains of shacks and lean-tos rise up to meet them.

It’s a profoundly destablizing moment, even in a game premised on a departure from the normal laws of physics. What starts out as an imaginative trek through the muddy, rain-drenched city streets of a boy’s childhood adventuring spaces soon becomes an increasingly desperate escape from violence. Finally the world Quico has spent the entire game cleverly bending to his will is coming apart at the seams of its own volition, as reality starts to seep back in.

Piece #2 – Writer’s Choice – “Unfinished”

On the nature of unfinished things, unfinished people, and The Unfinished Swan.

“This is your college education,” my father says, waving a hand toward the home studio he had invested countless weekends into, to say nothing of far more money than his railroad job paid. It’s lined with hand-made sound insulation panels and stocked with enough recording equipment to make some professional studios green with envy. “So we all need to work together to make this record label work.”

In the end the biggest barrier to our father’s dreams of a music career is himself. Every weekend and most evenings he cloisters himself away inside his home-made studio, plucking at the same chords over and over, searching for a note that doesn’t exist. Later, he loads the recordings into his Mac and plays the clips again and again, iterating by degrees, never finishing. Eventually he scraps the whole song and starts over on guitar, plucking strings, never finding whatever it is that he’s listening for.

Sooner or later he’ll say that it’s our fault that he can’t find it.

-

The Unfinished Swan isn’t simply the title and explicit goal of the game; it’s the singular work which ties the family of three together, and provides the player with the game’s theme. Unfinished things, unfinished people. Children doomed by their genetics to the sometimes-beautiful, mostly-horrible agony of being artists. Of facing the void of boundless creativity and having to sort out the path to not going insane for themselves.

Those who enjoyed my previous bit in CTRL-ALT-DEFEAT on growing up among hoarders will recognize some resonance here–but hopefully not too much familiar territory. You can go buy your own digital copy of Five Out Of Ten now.

My Own Personal Key of the Twilight

In many ways I owe .hack//G.U. for my involvement in games blogging.

I’ve spoken before –everyone has– about the games that influenced me, and to be sure, there were a decent handful which made a particular impression and I could say I “owe” my current career path to. But .hack//G.U. is, for once, a direct case of cause and effect.

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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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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.

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