Showing posts with label indie games. Show all posts
Showing posts with label indie games. Show all posts
Wednesday, January 16, 2013
Vision Quest
I'm not a big fan of Kill Screen. I think I've made that pretty clear here. They've done several pieces which I enjoyed quite a deal, but they mostly came early in their run, and often from non-regular contributors or interviews carried on the strength of their subjects. As a bit of a confession, my big 2012 In Review joke was, in great majority, pull-quotes from Kill Screen; I'm talking well over half with a couple of repeat appearances. And to think I once bought a T-shirt off them as a starry-eyed dreamer.
So I'm bored and spinning my wheels, so why not fling a little more mud in their eyes? Everyone loves a scrappy underdog, right? Better than adding another voice to the din surrounding that torso fiasco, anyway. Thankfully I had the Kill Screen vision statement re-tweeted into my timeline today, so I got a good chuckle from the short form. But I felt that wasn't just being snide, but unfairly cheap. So why not really take a fine toothed comb to where their mission falls apart at the seams? I can even give it a score on a 10-point decimal scale like their estranged mother, Pitchfork! So, have I wrongly misaligned our critical community's Kid A or been overly charitable to our Travistan? Let's find out... together.
Friday, December 28, 2012
The Year In The Rearview: A Gallery
A commemoration to the New Games Journalism of 2012.
A juxtaposition of select quotes with visual complements.
All images are best seen at their full size. (750 x 500 px.)
Additional submissions welcome!
Sunday, March 11, 2012
Fun & Games, Pt. 1
There have been quite a few spats of late over what is or is not a "video game", or "game". As video games and the software engines governing their behavior have grown ever more complex, the diversity of creations that have sought shelter under the "game" banner has ballooned, arguably to some kind of critical mass. Attempts have been made by many a theorist to detangle this mess and bring about some kind of descriptive classification, but strangely their efforts have been met with a fair amount of resistance.
Some choose to take exception to the choice of words given to specific concepts, becoming hung up on the baggage of some terms' more colloquial usages. Others refuse to listen to any critique in the fear that a critical or analytical approach might destroy a game's "fun" like tugging on the ends of a slipknot. What follows is an extremely basic and simplified illustration of a particular model of hierarchy, cobbled together from the ideas of more respected theorists.
| Juul's Rules - For Your Health - Check It Out! |
Thursday, March 8, 2012
Killing Time
I try to keep abreast of other writers who are trying to break from the old model of discussing video games. Every so often I will come across a piece that proves insightful, enjoyable, probing, or perhaps all three. Coverage of smaller titles and the burgeoning world of the greater "indie games scene" or detours into the worlds of board/card/physical games can prove to be at the very least refreshing once in a while. This all said, though, the majority of the time I am forced to cringe at the obvious growing pains of a young and anemic writing collective groping desperately at erudition.
This "mode" of analysis is something I have seen before in the past, which I now have the luxury of looking back on and shaking my head at in bemusement. Some of it is reflected in turn-of-the-millennium alternative music journalism; "deep" personal anecdotes framing a flimsily drawn parallel to namecheck some obscure bit of historical/cultural trivium, with some grand existential thesis and some sentence fragment beat poetics thrown in. Too many times have I visited a certain video game site in 2012, only to have memories of 2000 and Brent DiCrescenzo leading with "I had never seen a shooting star before…" echo from the recesses.
| Shall I compare thee to an aquarium? |
Saturday, February 18, 2012
Why Games Shouldn't Want To Be Art
There are currently a lot of phrases you should avoid when discussing video games in 2012. "Ludology" might be well on the way to being one: in a time where the upcoming slate of well-hyped AAA games include Mass Effect 3, Bioshock: Infinite, Halo 4, Max Payne 3, and Grand Theft Auto V, the "narratological" approach to games as easy and direct parallels to better-established forms of media (primarily film and theater) is enjoying a notable vogue. It speaks volumes that phrases like "the 'Citizen Kane' of video games" have been bandied about seriously in recent years with little to no humiliation on the speakers' behalves. This is turn points to the persistent hand-wringing over whether games are "art" or not; some still prickle at Ebert's original take from nigh on six years ago that they never can be.
But what does all this fervor point to? Where does the necessity to proclaim games as an high art-form, as a "legitimate" medium, stem from? And is it possible that he is not only right… but that it shouldn't matter?
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