May 18, 2012 3

Girls, Games, and the Products They Create

Posted in Critical Conversation, Features


 

by Vivienne Chan

Let me throw a couple of unsurprising claims at you.

1. Many girls play video games.

2. Many girls are geeks.

Neither of these are news to you, I would imagine, because for one thing, you’re reading something written by a girl who meets both those claims. For another, it’s just common sense. That said, a smaller percentage of all girls play video games or have geeky interests than is the case with boys. This might depend on your definition of “geeky interests” (or even “video games”), but basically, more dudes appear to be into it.

Indeed, of the entire “hardcore”/”real” video gaming or geeky interest population, the vast majority are boys. Again, no surprises. So, really, we shouldn’t be surprised that attractive gaming girls or geeky girls are extremely marketable. What does surprise me, however, is how people tend to cash in on it.

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May 17, 2012 3

Postcards from PAX East Final: The Partisans

Posted in Features


I don't know, Adam - that looks like a lot of people after PAX to me.

by Adam Harshberger

During World War 2, a group of Polish underground fighters resisted the Nazi occupation of their homeland, and later, the communist regime of Poland. They fought and died defending what was theirs.

On the last day of PAX East I took the silver line bus alone to the World Trade Center Station, a permanent monument to the victims of 9/11, besides being a normal transit stop. From there, all you have to do is go around the corner and up the stairs, then across a bridge, and you’ll find yourself face to face with the Boston Convention and Exhibition Center.

It was on this bridge that I saw that weekend’s most achingly beautiful thing. Writing this now, more than a month removed from PAX East, it appears in my mind more saliently than any videogames I played that weekend. It was a statue, by artist Andrew Pitynski, called ”The Partisans.”

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May 16, 2012 0

Minecraft: Development, Discovery, and The Final Frontier

Posted in Criticism


"I want my Em Tee Veeeeeeeeee..."

by Kyle Carpenter

I’ve stopped playing Minecraft. I don’t mean this as a criticism; I think it’s a fantastic game/sandbox/creative tool, and I hold a lot of affection for it. The news that it sold over a million copies on XBLA in under a week doesn’t surprise me at all, and it serves a testament against the kind of critical backlash held towards the game in the more cynical corners of the internet.

I played the game intensely over the summer of 2010 – at least, intensely by my standards. I probably only played about 8 hours a week, but I still kept coming back to add a few blocks to a structure here, remove a few there, and spelunk. Many would define this as the whole of the Minecraft experience, but what I think most miss that there was another aspect to the game: the development itself.

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May 15, 2012 0

Simple Machines: Legend of Grimrock and the Joys of Coherent Design

Posted in Criticism, Reviews


This fresco tells the tale of Gear Mountain. It's not a very good story.

By Joseph Hilgard

“Video games are one of the few remaining artforms where there is an empirical positive correlation between budget and quality.”

– The single dumbest thing anybody said to me about video games, ever.

Legend of Grimrock is a party-based dungeon-crawler RPG made by a crack team of four experienced Finns in just ten months.  It is also one of the finest, best thought-out games I’ve played in a long time.  Here is a game defined by limitations – small budget, small team, goofy 2D tile-based movement – and yet it is a stunning success because it respects those limits and uses them to do more with less.  There is a lesson here for studios both starving and bloated.

Legend of Grimrock shines by virtue of its remarkable internal consistency.  Nothing happens in Grimrock except in the ways controlled by its robust ludological machinery.  Scripts are visible because they are only activated through machines – a lever here, a pressure plate there, a booby-trapped altar.  Thus, a locked door always implies a way to open it yet undiscovered, rather than a plot-point yet untriggered.

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May 14, 2012 0

Ketchup, Rations, and a Handkerchief: The Influences (and Iconoclasm) of Hideo Kojima

Posted in Criticism


"Fuck you. Smoking is SO cool."

by Ed Smith

Speaking in the December issue of gamestm, translator Jeremy Blaustein has nothing good to say about Hideo Kojima: “He simply doesn’t understand the nature of game translations and the need to make adjustments for cross-culture reasons.” After working on the English localisation of Metal Gear Solid, Blaustein was ultimately fired for making too many changes. His replacement on Metal Gear Solid 2 was native Japanese speaker, and Ivy League graduate, Agness Kaku, who also suffered under the watchful eye of Kojima. She summarized her experience, saying “You couldn’t even take out redundancies in the dialogue to save character count. You had to see a one-to-one correspondence on a micro scale…that’s something I’ve only ever come across in science translations, and legal.”

A notorious auteur, Kojima has always struggled with the Metal Gear series. His blend of military realism, Hollywood melodrama and cartoonish fantasy often strays too far in one direction, leading to protracted monologues, dull exposition and bisexual vampires. By listening to Kaku and Blaustein, or sitting through one of Metal Gear Solid 4’s sixty-minute cutscenes, it becomes abundantly clear that Kojima needs to have more faith in editors and less pretensions about his own daydreams. At its worst, Metal Gear is Kojima’s spoilt brain-child, a bloated mish-mash of half thought-out plot twists and indulgent romantic sub-plots. As Kaku says: “he wouldn’t last a morning in a network TV writer’s room.”

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May 11, 2012 1

On Unification: Tying the Room Together

Posted in Close Playing, Criticism


This piece differs from McMillen's largely in the diminished quantity (but not absence) of urine involved.

by Lana Polansky

Not long ago, Matthew S. Burns posted a very succinct, very apt response on his blog, Magical Wasteland, to Taylor Clarke’s now-infamous Kotaku piece, “Most Popular Video Games are Dumb. Can We Stop Apologizing For Them Now.”

As Burns points out in “Dumbness In Games, Or, The Animal As A System,” several of Clark’s general criticisms—largely regarding things like story, characterization and dialogue—of (primarily) blockbuster or mainstream games sort of fall apart on their own without being discussed in the context of what kind of gameplay is being used to demonstrate these other elements. For instance, how do we even begin to acknowledge fine writing in a medium inflated with genre conventions or design possessing questionable moral underpinnings or overwhelming suspensions of disbelief just its own?

As much as I would love to dissect the totality of the piece, one aspect of it struck me as being particularly emblematic of why this critique on thinking about games in terms of their “parts” is so important:

A game is a whole system; the pieces that we like to dissect are its organs. You can take issue with and maybe even improve the components, but what you really want is a brand new animal, a new system where all the parts work together.

Burns’s argument essentially describes some of the sophistication and legitimacy problems games seem to have in terms of the whole systems simply not providing a viable creative space in which to be earnestly resonant. But what I really want to extract from this is the notion that video games should be treated as unified pieces of art, in which story, character, gameplay, level design, sound—all of it—are thought of as inseparable parts of an overall system. What this means is that whenever we think of one element of a game, we must think not only about the singular way in which it contributes to the game, but how it works in harmony with its other parts. It’s not just about having really great gameplay and a lousy story, or vice versa. It’s certainly not about thinking of them as though they’re irreconcilably diametric opposites. Rather, it’s about making sure there’s an aesthetic, conceptual and thematic coherence between the game’s various elements so that they reinforce one another.

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May 10, 2012 9

Online Gaming: Can’t We All Just Get Along?

Posted in Criticism


by Heather Hale

Many moons ago, after months of hearing how cool it was, my boyfriend convinced me to start playing World of Warcraft. At first it was very fun and exciting, I ran around aimlessly watching my boyfriend and his brother show off their cool mounts and duel each other in front of me. I loved doing quests and getting pets and stuff, overall I really enjoyed playing up until I got up to level whatever it is where you start running into the other faction. I didn’t understand what PvP really meant, but I knew I had to pick it to be able to play with my boyfriend and friends. From level whatever onward, there was many a late night trying to finish up a quest line or gain reputations points so I could finally buy that Pinto horse I’d been dying for, where even deep in a cave, far away from everything, some jerk blood-elf rouge would somehow find me and completely ruin my night. Now I am a very non-confrontational person in life and in games so whenever a PvP scenario came up my heart started pounding out of control and even if I was somewhat equally matched (aka the fair way to fight someone in that game, which almost NEVER happens) I became so nervous I don’t know if I’ve ever survived (even against dumb rogue jerks who were lower level than me.) Not to mention how many straight up bullies who are bored with maxed out levels who just wait around to kill you over and over again. When I couldn’t summon my big strong friends to defend my honor I often had to quit playing all together because of these bullies (I’m sorry if some douche stole your lunch money in middle school but that’s no reason to ruin people’s fun so you can feel like a big man – and yes you are most likely a man.) I always thought about going to Warcraft panels at conventions in my anime schoolgirl outfit where you share you story and forcing out some tears about having to quit playing after being “camped” all the time, just to try to manipulate some jerks into thinking twice before they gank a random stranger. I wonder if it would have worked, or if they’d just revel more knowing they removed one more female gamer from the equation.

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May 9, 2012 3

EQUIP WOLF SHIRT> USE: WHISKEY// On What I Stan For

Posted in Columns, EQUIP WOLF SHIRT>USE:WHISKEY, Humour


By Matthew James Perez

Every morning when I wake up, I drink some coffee and put listen to this as loud as humanly possible.

If you don’t, I feel sorry for your lot in life. A man who doesn’t know what he stan for may wander wayward and unknowing, counting the days until some meaning is made manifest far too late. Like a goddamned mummified cocoon opening, you’ll gaze on at yourself in the mirror as a grey haired Republican Moth slowly breaching the large, dusty smelling bio-mass . Or you get there, and you get caught in the moment reconciling the fact you’re a kinda completely an asshole, like Phil Fish. Kanye West taught us you can only Watch The Throne when you Attain The Throne, but you must subvert The Game Of Thrones (Having Sex With Siblings, Dragons). West veered away from The Violent Sexual Imagery of George R.R.R.R.R. Morton and instead starred in a video where a half naked model caved his skull with a shovel. Kanye can’t be humble in ways you and I can, so he does us a service by fucking hating himself more than anyone else possibly can. Phil Fish hasn’t learned this technique, That Fine Self Hate Swag so his arrogance has no true anchor in self depreciation and the fruits it produces.

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May 8, 2012 0

im just trying to take care of myself a little better every day

Posted in The Game Lists


by Andrew Vanden Bossche

The goal of Lone Survivor is to take care of yourself a little better every day. It’s a little hard but you should think about this first. Think about it before you worry if the monsters are real or just a delusion. Before you start trusting the man in your dreams who wears a box over his head. Before you trade pills to strangers or worry about the woman you can’t quite remember. Before even you worry that the next trip you take outside the apartment might be your last, that the monsters real or not may kill you, that you might not find food or medicine. The first thing you should worry about is right now: have you had a decent cup of coffee? Did you warm up your food before eating it? At least try not to eat such obviously spoilt milk if you can help it. If you’re lonely try listening to the radio before you talk to your stuffed cat. Remember to sleep when it’s hard to see clearly, when the dusky blur settles over the scanlined screen, and rub your own real life eyes out of empathy. It will save your game and you’ll have to live with the consequences. But rather than fret about how many bullets you spent or the mistakes you made or the things you regret, the first thing you should think about is this.

Are you okay?

Did you have a good day?

Surviving doesn’t mean staving off zombies for another hour. Surviving means living day to day.

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May 7, 2012 2

Chasing Chernobyl: Survival, Pacifism, and the Aesthetics of a World Without Us in S.T.A.L.K.E.R.

Posted in Criticism


What the future holds: redneck front yards.

by Nate Andrews

The necessity for survival is communicated in no uncertain terms in S.T.A.L.K.E.R.: Shadow of Chernobyl, the first-person shooter/RPG inspired by the sparse aesthetic of both the 1979 film of the same name and the real-life remnants of the 1986 Ukrainian nuclear meltdown. This is the story of how I learned to look beyond the game, beyond survival, and see something lasting and beautiful in its landscape.

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