Showing posts with label pretension. Show all posts
Showing posts with label pretension. Show all posts

Sunday, January 20, 2013

25 Signs You're A Gamer

What does it mean to be a "gamer" in the 21st century? Our guest contributor Ryan "Bingo" Milliard, who you may remember from his review of the story-driven kart racer Redline 4 back in May, has managed to find my contact information again after several mistaken phone numbers and addresses. Here below you will find his remarkable capacity in drawing out the deeply (deeply) hidden romanticism of the "true gamer".

(Look: I publish his work because he pays me per-word. It's a rough business out here... we all gotta get by somehow. Apologies in advance to Todd Terje...)

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.

Tuesday, January 8, 2013

The Broken Contract


Not even a year into my illustrious career and already we're digging things up from the vault. Less for the best-selling hardcover collections, but I think I'll manage.

But first, a foreword. I got into a number of decent discussions over the piece from people who bothered to read it instead of jumping onto the dog pile, which thankfully prevented this thing from being a complete wash. While I stand by the critiques of Dys4ia and Lim I make here, I wholly realize these games are important works by sheer virtue of their existence; I even had the privilege of watching their well-deserved lionization in real-time with the announcement of the IGF finalists.

But I'm not interested in all-or-nothing criticism and analysis; merit can be found in failures, and flaws can be found with success. I felt that these games were important steps into the future, but not the attainment of that future. Anna Anthropy disagrees with me; if she thought something was wrong, she would have made her game a different way. We come from wholly opposite viewpoints on the nature of games and what their strengths as a medium are, and that's where dialog happens. All writers inherently forward an agenda, and I felt like blanket approval didn't serve mine. Busting chops and being all edgy isn't my thing, and most people who make it a habit are hacks, but there still needs to be room for measured praise.

Okay that was all boring but this is my blog damn it I DID IT FOR ME. Okay here it is.

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!

Tuesday, December 11, 2012

Everyone Loves You, Nobody Cares

DISCLAIMER: If you're already sick to death of games writers writing about gamers writers and games writing and getting all hyper-personal about it, go ahead skip this whole mess. I don't blame you, I generally can't stand it either. But to critique it, I have to go hypocritical and actually use it. Feel free to just ignore this whole mess and comment that you did so. I won't be offended in the least.


I'll probably manage one more Real Game Thoughts thing before year's end but this sure as heck isn't it. No edits, no running it by a friend; it's raw and kind of disjointed, but whatever. I had feelings and this happened, so, you know, sorry in advance. Happy Hanukkah, free Palestine.

Monday, May 28, 2012

Transmissions From Another World

Have you ever wondered what entries in the modern slate of AAA titles might look like if a different genre of game had been triumphant instead of first-person action-shooter-RPGs? No? Well, now you probably are.


Read along to the accompanying audio for enhanced effect. Multimedia!



TAKE IT TO THE LIMIT... ONE MORE TIME  
review by Ryan "Bingo" Milliard (@GLRyanM)
[WARNING: Heavy spoilers to ensue.]
As I pressed Start and created my save profile for the conclusion to this highly lauded tetralogy, I could only anticipate what kind of staggering finale was in store and the closure it would bring. It had been less than a year since I last donned The Captain's regalia, but that only served to keep my memories crisp. As the intro cinematic played and that familiar orchestral refrain surged to the fore, I immediately felt at home. Still, for all my expectations, the rewards that lay in store for me could never truly be predicted.
---
The save-reading wasn't as blissfully perfect as I had envisioned, but the sense of continuity was more than well-preserved. My allegiances remained intact; while years had passed since The Captain's tragic accident, familiar faces rightfully brightened or glowered in response to my bittersweet homecoming. Hushed whispers of those in my crew who had passed away wafted quietly through the garages and watering holes which too had seen their share of changes. For instance, since my Captain had chosen the more violent response to the infamous "urinal confrontation" scene of the last game, the bathroom of the Boost Pad bar had been remodeled… save for the same blood-spattered ceramic tiles in the texture. Brilliant.

Friday, March 16, 2012

Fun & Games, Pt. 3

Okay, okay, okay; one more case. Along with some other stuff.

Case #4
Name: Casey Hudson
Game: Mass Effect 3
Fault: Illusory player agency (among other things)

I'm not here to decry this game as the nadir of modern gaming; the game is... mostly well-crafted as far as what it intends to be. I'm not here to stoke any flames or dog-pile on the poor, beat-up, downtrodden multi-billion-dollar publisher; the business practices surrounding the game are a separate issue altogether.  I'm not going to get too deep into the lack of structural interplay of the dialogue trees from the FPS sections; I've done that before. This isn't even about the conclusion of the game/series; the fault in question here goes far beyond the specific bizarre endings that were chosen as the capstones of a major video game "trilogy". (Let's face it, they're probably halfway done with #4 and drafting storyboards on 5 and 6 right now.)

This Shepard is based on Bjork. I like Bjork.

Monday, March 12, 2012

Fun & Games, Pt. 2

As discussed in Part 1, an internally coherent formal system of analyzing video games as games is not some fanciful pipe dream. Neither is it a savage assault on the nebulous concept of "fun" or any other subjective appraisal value. With this skeletal but strong basis, we can finally tackle what proves so problematic about a swath of design elements and the games that utilize them improperly. And because controversy drives page hits, let's call out as many people as possible for poor game design!

Most of the games and designers targeted in the following text are by no means the only guilty parties, but are certainly some of the most egregious offenders. Games from studios large and small with reputations illustrious to spotty have all in some way transgressed against the idea that power in games should belong to players, and rather than some fictional verdict and sentence, each will conclude with a separate medium in which the assumed aims of the designers could have been better met, and why. Just trying to be helpful, because that's that's just the kind of guy I am!

The best games always seemed to make for terrible movies...

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?