The other evening I wrote a short twine game to try and decompress the emotional impact of spending any amount of time online. It's not particularly subtle.
You can play it right from your browser here.
Official Site of writer, anthropologist, musician, games designer, and all-around slacker, Jacob Germain.
Showing posts with label Vidya. Show all posts
Showing posts with label Vidya. Show all posts
Wednesday, July 31, 2013
Monday, July 15, 2013
How to do Things with Video Games review
A few weeks back I read and reviewed a book by Dylan Holmes called “A Mind Forever Voyaging,” which billed itself as a history of narrative storytelling in video games. The book has a particular political bent, which is legitimizing the study and cultural importance of video games as a whole. Ian Bogost here in his book “How to do Things with Video Games” has the same political bent, but the difference in tact is night and day. Where Holmes is cloying and earnest, Bogost is meticulous and lofty. Where Holmes relies on personal parables Bogost relies on the work of his own studio to make points.
It’s an unfair comparison, really. Holmes is a few years younger than I am and has barely established himself as a blogger in some extremely interesting but still relatively obscure websites. Bogost, on the other hand, is a forty something professor of media studies who also founded a reasonably successful games company and has written several books before this one. I remember reading his writing seven and eight years ago in fairly mainstream gaming blogs and I’ve played a number of his games. Bogost, in many respects, is where Holmes wants to be. In this political movement, however, it’s a comparison that’s gonna get made.
Bogost’s book is part of a series called “Electronic Mediations,” which is a typically self-serving series of academic liberal arts books designed to explore the appreciation and usage of the digital in a discursive cultural context, essentially the sort of legitimacy that Holmes is looking for.
But that’s academia, not the real world. In the real world we’re on the cusp of yet another console generation, $500 machines designed to take what a game is and make them yet bigger and yet better in a march of technological innovation. At the same time we’re watching a medium on the cusp of breaking free from its antiquated industry and reach a broader audience on more platforms than ever before. New models of payment have proven wildly successful and new forms of funding doubly so. Change is in the air, but it’s not quite clear what that change is as 2006’s console war starts anew with a fresh crop of corporate devotees eager to defend the honour of their favorite computer and its associated iconography and handful of exclusive titles.
Cynicism aside, Bogost’s book is actually very refreshing in its approach. The book is divided into chapters based on an answer to the question “what can video games be,” ultimately building an argument not for simple cultural consideration, but for creativity, making the final point that games will achieve the sort of social status they’ve recently been yearning for once they find themselves encompassing a breadth of human expression rather than simply as entertainment products or “timewasters.” He describes examples of each expression, from pranks to drills to relaxation, and advocates for new and more varied ways games can be used in those categories. One of the strongest arguments he makes is that the inevitable taming of gaming’s wilderness, the appreciation of gaming as a medium and not a particular entertainment vehicle, will inevitably lead to the destruction of the “gamer.” Once we reach the point that the average person has some modicum of gaming literacy under their belt and games are used in a variety of contexts for a variety of purposes, the notion of “gamer” will lose its relevance. All people will know how to game, so all people will be gamers.
This idea isn’t new. It’s actually along the lines of what Bogost and a few others have been writing for years. This idea is, however, novel. The games industry as it exists today is very much focused on one thing: making a ton of money for everyone involved. They do that of course by creating focus-tested entertainment products that have a massive overhead and ergo can’t risk innovation or creative expression beyond those expressions that are at least fairly likely to make money. The traditional concept of the industry is in a bad way. Over the last console generation development costs for an average run of the mill game ballooned from 5 million to twenty million plus, meaning that even a few flops can seriously damage the financial standing of a mid-size publisher. And damage it has with the last 5 years party to more layoffs and studio closings or mergers than any time since the video game crash of the 1980s. Part of it has to do with a decrease in consumer spending (and ultimately the long decline in consumer spending power brought about by stagnant wages) and another part has to do with the rise and proliferation of mobile gaming, introducing a platform that traditional publishers were slow to embrace or understand and largely unlimited by the old deals that industry leaders have bargained amongst each other to cut newer publishers out of the big three consoles.
Anyway I’m rambling and my point is this: publishers are shit fucks at taking risks and they have a lot of good reasons for it. Where else can we go? Why, the indie market, of course! Indie games have had a number of shots to the arm in the same timeframe that old-money has had a number of shots to the gut. Stuff like humble indie bundles, the runaway success of Minecraft, Kickstarter, the proliferation of digital storefronts like Steam and Green Man Gaming et al, and most importantly a general sense of disgust, of fed-up-ness with the traditional models. So the Indie world is thriving, with more and more kickstarters for alt-consoles with open platforms and hippy philosophies.
Problem is that many (though definitely not all) of the games that are coming out of this movement bear no small resemblance to the typified entertainment product model of gaming. Games are new and interesting twists on 2d platforming or music games or shooters or 3d brawlers or whathaveyou, but they’re (frequently) not trying to say anything new in gaming. It’s a morose situation, especially when compared to the versatility of other media. In writing, for example, a person can write an instruction manual or a love letter or a novel or a doctoral thesis or a letter to the editor or a news article or a review or a stream of consciousness expression of the internal mental states of anxiety or so on. Games are just as capable of that kind of breadth but historical industrial constructions and the social understanding of games are holding them back from this.
Or so Bogost’s argument goes.
Wednesday, May 29, 2013
Saturday, April 13, 2013
Whence came this Animus?
The animus is interesting, a sort of movement towards complete
cultural legitimacy for video games, an industry that started very much like
the movies as a product to sell to kids and impressionable young adults. Movies
have achieved cultural legitimacy. Everyone watches movies and there’s movies
out there for everyone to watch. Indie films are a big deal and you can’t swing
a dead cat without hitting an aspiring filmmaker or even just a crew member. Music
has achieved cultural legitimacy. Everyone, no matter what gender, how rich or
poor, big or small from every culture in the world enjoys some kind of music.
The animus is thus to achieve such widespread appeal and legitimacy that games becomes a thing you can proudly and openly talk about with people around you no matter who they are, since the assumption here is that 1. You can’t already do this and 2. That you can do this with all culturally legitimate things. It’s part of a larger psychographic for “nerds” and the persecution complex therein that I don’t really want to talk about right now.
What I do want to talk about is another discussion that’s recurred lately, the discussion of “what is a game” or usually more accusatorially, “X is not a game.” I’m not going to attempt a genealogy of this one either, (gee I’m telling you what I won’t do a lot. Sorry.) but lately the discussion has cascaded out of the last gdc which was amazing and awesome and really hopeful for a different sort of future in the field of games.
http://www.raphkoster.com/2013/04/09/a-letter-to-leigh/
I’m gonna back up again because I want to talk about something that’s a little more relevant to anthropology or really just my life in general. Some basic concepts: academia is a culture. It’s a culture that values argument and knowledge and debate and that sort of thing, but it’s also a culture with specific rules for interaction and accepted norms of behavior. One of the facets of a culture that is so focused on ideas and theory and argumentation is that the culture needs a steady supply of debate. Problem is, a lot of the bigger debates in academia are usually pretty simple. Moral absolutism(or objectivism) versus moral relativism. Materialism versus cultural determinism (sometimes also versus whatever present permutation of sociobiology exists). Determinism vs non-determinism. These are all “big” ideas that can be fairly easily summarized and generally have apparent flaws that the schisms divide upon. What drives academia and fuels its own form of cultural legitimacy is this idea of “nuance.” Nuance is being able to say to someone who fundamentally disagrees with your position “I don’t think you understand my position” or “my position is more complicated than that” as a form of dancing around strict disagreement. This is but one of the many tools of obfuscation that academia uses. Another tool is the requisite education required to get involved in these discussions, a tripartite thing consisting of the wealth to pursue the education, the bureaucratic degree requirements, and the implicit education needed to read the sorts of arguments that occur.
I digress (I happen to like big words and tend towards the expectation that everyone reading this can access google or even better access me if they don’t understand something I’ve written)
Koster’s argument letter thing up there is an example of nuancing the debate. Though he’s using the same sort of language that “x is/is not a game” debates trend towards, he’s outwardly acknowledging that his position is untenable and finding ways around it so that he can express his dissatisfaction with the games he feels transgress game norms in a way that doesn’t tack to a lost argument. It’s silly as heck but boy howdy it’s pretty much how academia functions. In many ways it’s how the internet functions as well, as discussion forums were both populated from the start by academics and feature similar discursive landscapes. The major difference being that the internet has much lower barriers to entry so the “undergrad” level of discourse happens again and again as new people get involved.
I’m still digressing. Koster isn’t stupid nor is he particularly unaware of this issue. He took a lot of pains in that article to try and acknowledge that the language he’s using is and has been used as a tool of exclusion. Unfortunately he performs little better, putting his foot in mouth and slowly inching it in there with weasel words and constant protestations. The games/not games debate is intensely political, hugely because the games side tend to be the financially and socially successful and the not games side tend to be personal and transgressive and radical.
Making any statement whatsoever on what is or isn’t a game is a political statement. I could and would argue many of the popular interactive experiences offered by EA and their ilk are not really games because of how small the space for interaction is. In shooters, for example, the interaction is limited to shooting other players and devising more efficient ways to shoot and occasionally avoid being shot. RTS games on the other hand have more clearly defined space for differential strategies. Even then the strategies tend to boil down to clicks per second. Here saying that I’m using a definitional statement that insists that games with greater strategies or interactive options are more game than other games. It’s silly and based entirely on personal bias.
This personal bias is what makes those statements so political. You’re declaring a personal belief about the world that is not something that is empirically provable. A large part of this has to do with the fact that at certain level (computer) games are not actually independent things but a kind of computer program. Games in a more physical sense have a lot to do with the cultural constructs of play and leisure. What constitutes play and leisure is of course a culturally discursive thing and so what constitutes a game is a discursive thing. What that means is that games are what people think are games, so when some people think some things are not games and other people think things are games, political conflict occurs.
I digress. Games criticism is like all criticism in that it has to come from a certain point of view. I might criticize the government for being murderous warmongerers or I might criticize it for being a tax and spend bloated bureaucracy or I might do both, but those criticisms come from different assumptions about the world. When we criticize games we’re also making political statements because our criticism has to come from a point of view. If we think a game loses merit because it doesn’t adhere to whatever concept we have of a “formal” game, then we’re making a statement about what we think games ought to be. Simultaneously if we criticize a criticism of a game for being oppressively motivated to rehabilitate deviancy instead of… anything else we’re making another statement about what we think games ought to be.
This is all pretty much taken for granted stuff (though obviously not taken for granted enough if this discussion still comes up and no one begs any of the questions) and I wonder how much of it is due to me being sleepy right now, but there’s more story to go. Robert Yang addressed the letter Koster wrote with a letter to the letter (which I think is a totally schway move and I’m totally stealing it for something in the future) that did a great job of taking apart the language and still remaining respectful of the author. It’s an important step and I’m glad someone did it, since in the middle of discussions about oppression and privilege and various social constructs it’s really really easy to lose track of the people involved. Especially over the internet which reduces all of a person’s being into chunks of text and a few pictures. I don’t think Koster was trying to be mean. The opposite, in fact I think he was trying to express a conflicted feeling as nicely as possible. I don’t even think that he intentionally did any of the bad things I said about nuancing up there. What I do think is that Koster is going through a certain stage in belief that many people do, where you’re forced to confront your beliefs with the knowledge that it’s unsustainable but the emotional conviction that you’re correct.
One of the more consistent things I’ve said over the years is that each and every belief, each culture, each individual ego has to believe on some level that it is genuinely better than any of the alternatives. It needs this drive in order to continue existing and differentiate itself from an environment with conflicting ideas. This assumption of primacy is what both sustains “traditional” cultural ideas and causes the inevitable conflict those ideas have with changing social and physical environments. What Koster is going through emotionally is a sort of cry for help by the “formalist” idea of games that he harbors and the last step in eventually acquiescing to the changing landscape (or possibly forevermore being a concern troll for emotional reasons, who knows).
But back to the supposed premise of whatever rambly nonsense
I’ve got here so far. The animus towards cultural legitimacy. The construction
of the nerd began sometime in the 80s, though it probably existed well before
then as a more generalized “effeminate man” or “coward.” In the 80s though, we
learned some big primary facts about the nerd. He is a dude. He is a white dude,
and a straight white dude. His parents have the money to support his expensive
and stupid hobbies, which are usually centered in some fantasy or other. He
needs this fantasy because he is physically frail and/or somehow slightly disabled.
Usually glasses. Bullies pick on him. Bullies always pick on him all the time.
He is socially inept and incapable of obtaining a girlfriend through the
typical ways. Overall the nerd is a collection of disadvantages that renders
him an outcast to society. In fact he pretty much has every disadvantage a
straight white man could have. But by gum he’s still a straight white man, so
he ends up raised with the awareness that he can speak out about these things
and that society will generally listen because nerds build our computers and
things and society at large is pretty reverent of straight white dudes
regardless of how “cool” they are.
So bam, recipe for a persecution complex. Society isn’t living up to its bargain. This attitude spreads towards nerd hobbies. If only my family would see how awesome the anime I’m obsessed with is they’d understand and finally treat me with the respect I deserve. If only those bozos at the school and in congress knew how I’m gaining hand-eye coordination skills and learning all about history by spending all my time playing assassin’s creed.
I want to be clear, though. The sort of people I’ve been linking and talking about, indie devs and generally odd ducks, all have generally more personal reasons for wanting games to achieve cultural legitimacy. And that is also why they’re succeeding where decades of nerds have failed, since they’re genuinely interested in solving the problem, not just in assuaging their insecurities. So they recognize issues that society at large have with gaming and are actively promoting or working to change those problems and forge a newer and wider concept of what games are and what they could be so they can also forge a new concept of what a gamer is. These elements are ironically often in conflict with each other, since the concern of straight white nerds is to make life better for straight white nerds and not actually promote an artistic medium. Admitting different races/genders/creeds into gaming would erode the social environment and challenge the primacy of straight white nerds. Net good, if you ask me.
Here’s a few more articles about/with the animus:
http://www.polygon.com/2013/4/12/4216834/opinion-we-have-an-empathy-problem
http://www.molleindustria.org/blog/gatekeeper-and-the-rise-of-the-total-apple-consumer/
Tuesday, April 9, 2013
Morality in games
There was a push some time in 2005 or something, back before
EGM morphed into an online-only web 2.0 hell website in the midst of Ziff Davis' collapse, for games to have real moral choices. I’m not sure
exactly what the genealogy of the idea is, but I’m sure it had something to do
with some influential speech by a dev suggesting that games by virtue of
presenting players with choices could be presenting moral choices on top of
the simpler resource allocation choices. A few games already
did this. Deus Ex was famous for not only providing multiple (sometimes as many
as six!) paths toward an objective but also providing dialogue options (as many
as four! Truly a cornucopia of free will here) that indicated that you felt
some moral way about some dang thing. Dialogue choices and occasionally their
consequence were featured in nearly every adventure game to date.
But this push was new. This push was driven by an animus, a
need to demonstrate games as a viable art form or as something with as much
entrenched respect as movie had at contemporary times. The fact that games
pulled in more money than movies was irrelevant. Lots of things pull in more
money than movies. People buy more Pepsi products than all of video games put
together. No what video games wanted was respect. So how do we get respect? How
did the movie industry get respect? By empowering directors to make things like
Rosebud or Gone With the Wind or the Wizard of Oz and continuing the tradition
with challenging, complicated films like Full Metal Jacket or Memento. Games
needed to leverage some kind of unique angle to make something that big crowds
of people could enjoy but also the critics would like and respect and start
referring to the industry as “growing up” or “maturing.” That angle was choice
and moral choice specifically (and not, y’know, clearing out the old boys club
the industry is).
Enter popular titles like Bioshock and Fable and Mass
Effect. Shit was on like Donkey Kong and all of these games gave you as many as
three alignments to choose from. You could be an asshole or you could be kind
of not really an asshole but still an asshole if you think about it. Each of these games presented situations like some kind of ethical dilemma, and then made certain that the dilemma was obvious. Kill the little girl and drain her fluids or save her from her insanity? Beat up the townsfolk or generally be law-abiding? Rescue the last of an alien species that poses no threat to you or eliminate it?
What happened? Why are we looking at binary or trinary choices as though they have any relevance to the complex and extensive religious laws set down by god/the universe? Morals got translated into a system. Problem is, morals aren’t a system. Despite whatever odd ideas of karma persist, there’s no direct link of causality from your behavior to the world around you. Morals are a code, a series of discursive principles, a set of amorphous rules that are developed and ingrained by the cultures you’re a part of. Ya go online and people be talking like “we gotta keep the internet free from the corporate overlords who want to shackle it up and ruin our shiz! Down with cispa/pipa/sopa/drm/riaa/mpaa/dmc/etc!” and where do ya think they got those ideas from?
Hackers. Anarchistic hackers. Hacking itself is anarchistic, you know. Fighting the rules of the system expressed in the computer devices you purchased from that system. Anyway so morals got injected in games and before you know it there's a dozen middle aged white guys in suit jackets and jeans telling other slightly older white men that the way to the future is "Meaningful Choices." It seemed pretty true. All of the games I've mentioned have made oodles of cash and inspired insipid hordes of sycophants to claim the day of game legitimacy is here and all critics who claim otherwise are verboten. The meaningful choice distinction spread to other games as it was pretty easy to stuff a graphical progress bar in there and initialize a variable for evility but it continued to miss the point.
Anyway anyway the animus that produced this has continued despite the industry making nice and publishing more nuanced games. Today the "make games a legitimate artform" push is multifaceted, with criticisms ranging from the feminist to the pacifist and what sold a boatload and earned a game a spot next to a Team Ico title no longer flies in the face of the discerning modern critic. Games must be better! Today we release Bioshock Infinite, the third bioshock game and a long-awaited production by Ken Levine. It's basically just Bioshock with racist american nationalists instead of amoral randian objectivists. And it takes place in the sky instead of the sea. There's nothing new about it whatsoever.
But no! The critics are abuzz! The game is too violent for its message. The message is too trite for a work of art. Even the mechanics are under fire for being too Haloey. In its underlying premise it's still a first person shooter, the safest form of game designed to appeal to the widest gaming demographic. It's still a product.
Can games be art? Of course they can, they already are and always were. The question is and always has been: "Can games not be products?"
Some links about this issue:
http://www.abc.net.au/arts/stories/s3733057.htm
http://kotaku.com/bioshock-infinite-is-insanely-ridiculously-violent-it-470524003
http://storify.com/avi4now/jonathan-blow-on-halo-like-shields (jonathan blow is a d-bag warning)
What happened? Why are we looking at binary or trinary choices as though they have any relevance to the complex and extensive religious laws set down by god/the universe? Morals got translated into a system. Problem is, morals aren’t a system. Despite whatever odd ideas of karma persist, there’s no direct link of causality from your behavior to the world around you. Morals are a code, a series of discursive principles, a set of amorphous rules that are developed and ingrained by the cultures you’re a part of. Ya go online and people be talking like “we gotta keep the internet free from the corporate overlords who want to shackle it up and ruin our shiz! Down with cispa/pipa/sopa/drm/riaa/mpaa/dmc/etc!” and where do ya think they got those ideas from?
Hackers. Anarchistic hackers. Hacking itself is anarchistic, you know. Fighting the rules of the system expressed in the computer devices you purchased from that system. Anyway so morals got injected in games and before you know it there's a dozen middle aged white guys in suit jackets and jeans telling other slightly older white men that the way to the future is "Meaningful Choices." It seemed pretty true. All of the games I've mentioned have made oodles of cash and inspired insipid hordes of sycophants to claim the day of game legitimacy is here and all critics who claim otherwise are verboten. The meaningful choice distinction spread to other games as it was pretty easy to stuff a graphical progress bar in there and initialize a variable for evility but it continued to miss the point.
Anyway anyway the animus that produced this has continued despite the industry making nice and publishing more nuanced games. Today the "make games a legitimate artform" push is multifaceted, with criticisms ranging from the feminist to the pacifist and what sold a boatload and earned a game a spot next to a Team Ico title no longer flies in the face of the discerning modern critic. Games must be better! Today we release Bioshock Infinite, the third bioshock game and a long-awaited production by Ken Levine. It's basically just Bioshock with racist american nationalists instead of amoral randian objectivists. And it takes place in the sky instead of the sea. There's nothing new about it whatsoever.
But no! The critics are abuzz! The game is too violent for its message. The message is too trite for a work of art. Even the mechanics are under fire for being too Haloey. In its underlying premise it's still a first person shooter, the safest form of game designed to appeal to the widest gaming demographic. It's still a product.
Can games be art? Of course they can, they already are and always were. The question is and always has been: "Can games not be products?"
Some links about this issue:
http://www.abc.net.au/arts/stories/s3733057.htm
http://kotaku.com/bioshock-infinite-is-insanely-ridiculously-violent-it-470524003
http://storify.com/avi4now/jonathan-blow-on-halo-like-shields (jonathan blow is a d-bag warning)
Saturday, May 26, 2012
Darksiders Review
THQ is a member of an old guard of
publishers, names and logos of which appeared before countless titles
throughout the nineties. Like other members of the old guard, the company got
huge and fat and rich off of producing 5-10 games a year and selling them between
$40-80 a pop to parents who bought games for their kids entirely based on the
license attached to the box. “Oh hey, my reprobate overweight douchebag
suburban son likes wrestling; let’s buy him the newest looking wrestling game
with the longest title and latest roster.” Not kidding, that shit sold like
gangbusters.
Then
the future happened and every game had to have fancy three dee graphics and
interesting mechanics and later some king of online multiplayer component or
else it wouldn’t sell. Games got more expensive to make and the strength of a
popular license wouldn’t go as far as it used to. So they’re all shutting down
and collapsing and folding into larger companies because producing three or
four games a year just isn’t instantly generating cashflow like it used to.
Right now in the news 38 Studios and subsidiary developers Big Huge Games are
both unilaterally collapsing after producing just one game together, a game
that took three years and some unreasonable number of millions of dollars to
make. Rhode Island actually lent them $75 million to bring the studio to the
state because they were probably still thinking in 90s terms where games are
instant money+job generators for skilled white men to flow cash into the state.
Unfortunately the studio made some godawful decisions in the current gaming
climate, opting to produce a Massively Multiplayer Online Role Playing Game, a
genre where if a game isn’t named World of Warcraft, it’s probably going to
lose dicktons of money because of the sheer development size of it (World of Warcraft’s
data is up to 25 GB. And this is a game made in 2004, before any of these
HD-DVD things or nonsense) and the fact that you’re automatically competing
with a game that’s 8 years old and still has around 10 million players.
So now
the studio is collapsing and they can’t make payroll and it’s really not the
fault of anyone in the studio. Their first game, Kingdoms of Amalur: Reckoning,
wasn’t that bad and moved around 1.2 million copies, but in order for it to
have broken even it needed something like 3 million copies sold thanks to its
multiplatform nature and development cost. These numbers are astronomical, I
shouldn’t need to tell you. Back in the 90s, the “golden age of gaming,” a game
could sell maybe 100,000 copies and be considered a moderate success. Games
were priced more reasonably to their development costs, and everything overall
was cheaper to do. In the modern games era we’re tacked to the $60 new price
point, just $10 more than the last generation’s price fixing scheme (you know
it is) while games cost around twice as much to develop, a bump from around $8
million to $20 million on average. Games also take more time and effort to
generate the high definition textures and models and 30fps animations and bug
testing. What’s ironic about all this is that games themselves haven’t gotten
any more complex or longer, but in fact the opposite has happened in interests
of cost savings, which brings us to Darksiders.
Darksiders
is the very first step in the new direction that THQ intends to move as a
publisher, away from licensed kids games that are getting too expensive and too
difficult to sell (Yet they’re still making a Spongebob Squarepants game for
the Wii U. Maybe they’re just reprioritizing towards their best-selling kids
games) and towards original IPs wholly owned by the corporation and thus
completely monetizeable. Darksiders was produced by Vigil Games, a studio
founded by a pair of guys who met in college and started a bromance that has
lasted over ten years and Comic Guy Joe Madureira (Portugese for “incredibly
sexy”) who was the only reason I went to the first Wizard World convention here
in New Orleans, but he canceled last minute because he was busy working on
Darksiders 2, crushing my hopes and dreams (I still love you please call me).
Also some other dude that I can’t find any info about online.
The
game on the surface is about Prince Arthas War, one of the four horsemen
of the apocalypse and his super-manly quest for vengeance after the apocalypse happens
early and everything goes wrong. There’s some background mythology on a “three
kingdoms” approach to this where there’s three kingdoms of reality, man,
heaven, and hell; and there’s some loosely explained third party called the
charred council that created and operates the horsemen. Big props for the way
the game tells the story, nothing is explained to you in didactic style, either
by a magic codex or by grating, supercilious NPCs. The game actually ends with
a pretty open-ended cliffhanger, as all that really gets done is War’s
vengeance quest (and you beat the final boss guy). The only problem is that the
story is mind-crushingly stupid. Every single character oozes testosterone from
their giant, muscly pores. The dialogue reads like it was written by a WH40k
fan that got C’s in high school English. The plot apparently dispenses with the
concept of motive, instead simply saying “this character does this” and leaving
it there. The real problem is that none of these characters feel like sentient
people, much less intelligent or interested people. They feel like excuses to
propel a game forward. And hey, that’s exactly what the plot here is.
Which
actually turns out okay, because as a game it’s pretty darn great. It’s
derivative as all hell, but most of the best video games are, and the game
picked the right franchises to be derivative from. It’s a third person action
game that plays almost identically to The Legend of Zelda, albeit with more
manly and complicated combat. Sections are divided between puzzles and combat
and the occasional gauntlet-of-enemies-to-be-defeated-with-special-weapon
segments. Like I said, this is not a bad
thing. There are not enough legend of Zelda clones on the market, and Nintendo
seems content with releasing one ever 5 years, which is awful and terrible and
totally unsatisfactory.
Everything
of course is much more gory and manly than Zelda. The game even has a mature
rating, though aside from the ridiculous blood everywhere (this games versions
of Zelda’s keys are actually little daggers you stab through the eyes of
barriers to your progress, eliciting a huge spurt of blood) there’s nothing
particularly mature about this game. The only time vulgar language is used is
towards the end when the sole female character is called a “bitch” and a “whore,”
both pretty jarring as the only severe insults throughout the game (other than ludicrous
threats of murder from silly-looking demons) and both towards the only woman in
the game. This is a boys only club, folks. Women aren’t allowed. But hey, that’s not really out of the norm.
What was the one female in Gears of War 1 again? Some woman literally half the
size of the protagonist wearing a short skirt?
Anyway,
overall Darksiders is not that bad. It’s probably worth your time if you like
Legend of Zelda and you can check out from the library for free like I did.
Just be prepared for everything that’s wrong with modern games on this disc. We’ve
got gameplay pretty down, but presentation still leaves a lot to be desired. Darksiders
2 is out this August, to star another horseman, Death. THQ is doing slightly
better financially, and the success of this game is probably going to be a
major factor of the publisher’s health going forward.
THQ is
a great story, though. They had a CEO that became really adamant about
producing a drawing tablet peripheral for kids to play games with, a fiscally
untenable move in any case that isn’t Guitar Band or Rock Hero. The uDraw
tablet underperformed massively and is the number one reason for the publisher’s
stock sliding so badly at the end of last year. They fired that guy (and I’m
pretty sure he wrapped a corvette around a tree afterward, as is the natural
life cycle of sociopathic executive) and
a bunch of other people, but they took the smart move of leaving their dev
studios intact and simply refocusing their efforts to other games. Darksiders
is one of the original wholly owned IPs that THQ hopes to turn into a comic
series, a cartoon, a series of novellas, a card game, maybe a movie, and so on.
Viva Capitalism!
Tuesday, November 25, 2008
Ah, The Boundless Power of Creativity
I do quite enjoy Kingdom Hearts.
Those of you who are still reading, thank you. My appreciation for the series has little to do with Disney or Final Fantasy, neither of which I particularly care for, but with the game itself as a whole: an engaging third person action game. I rather like this genre of games and find Kingdom Hearts to be one of the best, if for no other reason than sheer production values. There is a wide range of special moves (summons, limits, drives) to unleash and a great deal of options as far as playing style. But the most important part, and probably the reason I place Kingdom Hearts so highly, is the fantastic Gummi Ship mode.
In my erstwhile life, I did posses a great number of Lego brand building blocks. The most common thing I built with these blocks was spaceships. Lots and lots of spaceships. Almost exclusively, spaceships. My imagination ran the gamut from a range of simple three piece models for vast space wars, to a hulking behemoth armed with six rotating cannons, three missile platforms, and an emergency escape pod I rather liked. The Gummi Ship mode of Kingdom Hearts brings me back to these halcyon days, while animating my imagination that wasn't possible in plastic toy form. Only in this game is the level of customization at a point where I can recreate nearly every ship I can come up with in my imagination and actually play with them in an actual space shooting session.
But I could be wrong. Are there any other games that allow the same amount of creativity as this? I have no stipulations, I'm willing to try anything.
Edit: Hoping for this sort of thing, I bought THQ's "Drawn to Life" hoping for a similar experience. What I got was a mediocre platformer with a generic story and aggravating between world bits. It reminded me more of a flash game than a DS game.
Those of you who are still reading, thank you. My appreciation for the series has little to do with Disney or Final Fantasy, neither of which I particularly care for, but with the game itself as a whole: an engaging third person action game. I rather like this genre of games and find Kingdom Hearts to be one of the best, if for no other reason than sheer production values. There is a wide range of special moves (summons, limits, drives) to unleash and a great deal of options as far as playing style. But the most important part, and probably the reason I place Kingdom Hearts so highly, is the fantastic Gummi Ship mode.
In my erstwhile life, I did posses a great number of Lego brand building blocks. The most common thing I built with these blocks was spaceships. Lots and lots of spaceships. Almost exclusively, spaceships. My imagination ran the gamut from a range of simple three piece models for vast space wars, to a hulking behemoth armed with six rotating cannons, three missile platforms, and an emergency escape pod I rather liked. The Gummi Ship mode of Kingdom Hearts brings me back to these halcyon days, while animating my imagination that wasn't possible in plastic toy form. Only in this game is the level of customization at a point where I can recreate nearly every ship I can come up with in my imagination and actually play with them in an actual space shooting session.
But I could be wrong. Are there any other games that allow the same amount of creativity as this? I have no stipulations, I'm willing to try anything.
Edit: Hoping for this sort of thing, I bought THQ's "Drawn to Life" hoping for a similar experience. What I got was a mediocre platformer with a generic story and aggravating between world bits. It reminded me more of a flash game than a DS game.
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