âWhat appeals to me about this is the same thing that I enjoy in games like Kentucky Route Zero and Glitchhikers: itâs the decontextualising of urban motifs in order to illicit the tranquil. In our everyday lives, things like telephone wires have function, and are only considered in terms of their functional relationship to the urban context around them. By putting telephone wires at a remove from an immediate and obvious city setting, Corbeaux has the player consider them as an object with appreciable form, a structure with aesthetic qualities. These qualities are expressed through song.â
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New post: The War Came Down on Us Here: Domestic Space in Half-Life 2
âHalf-Life is structured like an anabasis from Hell, whereas Half-Life 2 is more like the Odyssey, and it is during this driving section that I feel this sense of voyage reaches the height of its power as the bombast of the sectionâs action set-pieces is punctuated by the quietude and solace of driving alone on the open road, waves crashing on the cliffsides below you.â
âThese are quests that overlap, establish relationships between individuals, factions and locations, and also involve only travelling, observation and conversation in terms of gameplay. Rather than emphasising the movement of the player through the space of the Mojave itself, these quests ground the player in the geopolitics of the Mojave that they then become a part of.â
âThe problem with morality in Fallout 3 isnât so much that itâs built around this dichotomy of good and bad, but the way that this dichotomy is expressed through violence. In Fallout 3, an evil act is the killing of a good person, and a good act is the killing of a bad person. As a result, killing itself has no inherent moral property. What makes an act of good or evil is to whom the otherwise inert act of killing is directed. To put it another way, the game treats good and evil like opposing teams. One dead Evil Person is a point for Team Good, and vice versa.â
âBut now that Metroid is a relic, it has been somewhat defanged. Its design relies on it being new and startling, and on any information you donât discover first-hand being infrequent, incomplete, even unverified. It needs to be cloaked in mystery so that it can be a revelation, but the awesome communal power of the internet can show you everything. This is not to say that the game has been entirely arrested of its worth or entertainment value. I still enjoy it â a lot, actually. I still felt like I had achieved something when I beat Kraid. It has its triumphant moments and frustrations like it would have if Iâd played it at release, theyâre just different. Metroid is a changed game, not a lesser one.â
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I moved my tumblr essays over to the new Endless Campaign on Wordpress, which you can find here! Itâs an easier platform for you, and makes prettier reading for you. Iâm still using this site for promotion/personal reasons, so keep following and youâll see me post new stuff here when it comes up.
Speaking of which, I posted a new essay, âI Conquered Zebes, and So Can Youâ, about playing Metroid in the year 2015! Check it out, let me know what you think!
The Meta-Ethical Problem can be played for free on philome.la here
Messing around with Twine 2 for a couple of hours, I came up with this. The first passage is lifted from a great Kyle York article on McSweeneyâs Internet Tendency called âLesser-Known Trolley Problem Variationsâ. It takes about a minute to read through and contains a couple decent jokes.
Alex D. Jones wrote a piece on his blog regarding his thoughts on my autobiographical work âExquisite Corpses,â and we had a brief conversation on Twitter about my inspiration and connection to the work. Iâd love to write more about how this thing came to be, but for now hereâs the conversation we had about it, in 140-character bursts.
https://twitter.com/AlexDJones/status/597942793869369344
Thank You For Communicating: On âExquisite Corpsesâ
You can play Exquisite Corpses for free here.
---
Kent Sheelyâs Exquisite Corpses reminds me of driving through Death Valley with my family a few years ago: for miles, the endless desert stretching far away, dotted only occasionally with a lone caravan, or shack, or signpost. It was a ruined place, and I felt like we were trespassing there.
***
In Exquisite Corpses there are no shacks, but instead there are colossal glitched models from Team Fortress 2 that form the gameâs scenery. They come from a previous piece by Sheely that goes by the same name:
âWhen the playerâs character dies, the camera jumps to a freeze-frame of the killer. Sometimes the âkillcamâ glitches and ends up inside other players or objects, creating strange abstractions. I cut some of these images apart and reassembled them.â
They are images of frozen collapse, of the (cartoon) body at the moment of death, with the glitched angles emphasising this static liminality; between life and death, they are ersatz, uncanny. In the game, their place in the background and foreground transform them into monuments to entropy, reflecting the breakup that plays throughout the long drive.
A breakup is an attempt to move, both through the initial, awful moment of failure and then past the relationship and onto the next stage of your life. Here, we get the car driving through the landscape of failure, signifying movement as the two people in the relationship communicate their way through the end of their time as a couple. Except, all of this - the scenery, the communication, the driving - seems inadequate.
The dialogue itself is auto-generated, which means that the conversation never feels like a conversation. The language itself is distant in tone: lines like âI hope weâll be able to talk through itâ and âthank you for communicating how you feltâ veer into an overly polite register that rings utterly false. Each line is disconnected from the wider dialogue, always reaching out to the others but never quite touching them in a way that feels authentic. It feels like an exquisite corpse.
An exquisite corpse is a piece of writing or art that has been composed by several contributors in sequence; one person starts writing or drawing, covers up a portion of their composition, then passes it on to another person to continue it. The result is surreal, discontinuous, pushing the boundaries of intelligibility even if it comes out technically sound. It is a challenge to coherency and narrative, a deliberate failure of communication between its participants.
So each breakup you drive through is a failure to communicate. And I say âeachâ because as the car comes to the end of the road it seamlessly goes back to the beginning of the same environment, with the same glitched models in the same places, but this time with a different autogenerated non-conversation. The player is - for as long as they choose to remain playing - trapped in the moment of this relationshipâs failure, just as they are trapped in the road between the background and foreground scenery, just as the models of that scenery are trapped between life and death. The scenery and the dialogues are both liminalities, which is why they are both unrecognisable bastardizations of the things that come before and after them, moments that resemble neither life nor death.
***
It is a game that tries to represent failure: that is to say, something that is failing, rather than has failed. Itâs an artistâs impression of a former lover excavating the ruins of a moment, or as Sheely himself puts it, itâs a game about âtraversing bad memories, & finding majesty in the trappings of failure.â The failure, I think, is not just of the relationship itself, but of the process of remembrance. The recalled event is not the same as the event-as-it-played-out. Recollection itself changes it utterly into something that we might not recognise, hence the surreality of the whole thing, the disjointedness and artificiality of every aspect of it, the tonal dissonance, the whiplash that you feel when an emotionally flat segment of dialogue is juxtaposed against the head of The Soldier collapsing hilariously.
The majesty is trickier. I think it comes in bits and pieces. You have to parse the entire experience for tiny snippets that stand on their own as triumphs when excised from the chaotic context of the game. In small parts of text here are there are moments of tenderness, of total emotional honesty, that, by themselves, can feel touching, real, genuine. Within the noise and clutter of an exquisite corpse can be found a single segment of text that, on its own, speaks to you with perfect clarity.
***
Driving through Death Valley, you sometimes forget that youâre moving. After an hour or two on the same road, surrounded by the same desert stretching to the same horizon, you can feel as if youâre trapped in perpetuum: forever in motion, but never moving.
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It's the bi-monthly meeting of the Gun Fight Club again - but disaster! You only brought a knife! To a gun fight! What are you like?
The only way to save face is to survive this deadly meetup. Thankfully, you have unexplained powers that allow you to slow down time! Use them to great effect as you mow down your opponents. It only recharges when blood is drawn, however, so prepare to be brave, charge headlong into the fray and get those combos!
Made for Ludum Dare 32 under the theme âAn Unconventional Weaponâ
Your Words Are Losing Structure: Brief Notes on The Falling Sun
The Falling Sun is free and available on itch.io
âThere are times in life where you simply cannot win... where you have no choice but to accept your unpreventable, impending fate.â
- Game description
Kingdaro's The Falling Sun begins at the end of the world.* The player is given some Typing of the Dead-like word prompts to fulfil, but as soon as they do so the game collapses as the timer starts and a raging, dying sun comes closer and closer to the earth. You are implored to type the words at the bottom of the screen, but this does nothing to halt the worldâs demise; the entire ludic element of the game serves no obvious âfunctionâ, inasmuch as it never intersects with the one other mechanic present and seems to have no relationship whatsoever with anything else in the game. It is a game built specifically around arresting as much agency from the player as possible.
This is something I talked about briefly in my last essay about Glitchhikers, in which I quoted Brendan Vance noting that the driving mechanics of Glitchhikers do not affect the way the outcome of the game. Instead, they exist to reflect the gameâs themes of solitude versus solidarity with the wider universe. In The Falling Sun, the gameplay does not affect the outcome of the game either, but this in itself is what makes the game so interesting.
At a certain point, the game begins to try and trip you up. Certain prompts are confusingly laid out, with the spaces in certain words placed oddly so as to trip up your sight reading. Worse than that are the times where words are deliberately misspelled, with the internal letters of a word scrambled - this particular challenge taps into the psycholinguistic phenomenon affectionately known as âtypoglycemiaâ, whereby a word with scrambled letters is read as if nothing were amiss by the human mind as long as the first and last letters of the word are in the right place.**
My point is that The Falling Sun is a game that consciously plays with the way the player perceives written language. Whereas Typing of the Dead privileges quick perception and touch-typing of an established vocabulary, The Falling Sun is a typing game that takes place at the death-site of language, forcing the player to slow down, read the text as written on the screen and type against all linguistic instinct, against years of learning the canon of the English corpus. It doesnât increase its challenge with bigger words, but with different words, wrong words, non-words. And to what end? The end of the timer.
Thereâs no satisfying conclusion to the game, only an inevitable one. By typing out the word prompts on screen, the player does not unravel any narrative, discover any characters or learn any secrets. Instead, the game turns outward and addresses the player directly:
'how was your / life / make many friends? / have fulfilling / experiences? / ? ? ?'
The player is being asked to evaluate their experiences in a world that never existed to them until it began to disintegrate. Not only that, but there is no time to answer, nor even consider the questions being posed, unless one stops typing, and it is here that I think we can draw the threads of this game together.
The Falling Sun poses a question: if there are no rewards or revelations to be gained by playing the game, what is the point of continuing? Is there some kind of value - and Iâm using a deliberately vague term here - to be derived from the psychosomatic act of typing against the clock alone? The Falling Sun is implicitly questioning the way we approach challenges and objectives in games by taking them away, leaving only the hurdles without the finishing line.
At one point earlier in the game, a word prompt reads âvalue your timeâ. Perhaps this should be our core takeaway, that there is a zen to be found in inescapable calamity. Rather than calling you to further action to stem the destructive tide, The Falling Sun asks the player to see it not as a challenge that can be overcome but as a moment to be experienced. It is a game of futile effort, a typing game that insists you stop typing, lift your head from the bottom of the screen and really look at this dying world, this screaming apocalypse.
Notes
*- Kind of like Pachalafaka.
**- A lot of the publicly available writing on typoglycemia is more pop psychology than hard science, but thatâs a digression.
And the Oscar for Best Table of Contents Announcement of February 22nd, 2015 goes to ⌠SHOOTER!
4. Fallout 3: If You Canât Join âEm, Beat âEm
By Holly Green
Holly Green tells a story of learning to feel comfortable playing first-person shooters by using her experience with Bethesda Game Studiosâ Fallout 3 as a framework. The highly competitive nature of shootersâand the genreâs aggressive marketing toward male playersâcan form a high barrier of entry. Green details her own experience overcoming it. Â Â Â
5. To Conquer Pripyat
By Alex D. Jones
Alex D. Jones discusses the connection between gameplay, narrative, and post-Soviet Ukrainian history in GSC Game Worldâs S.T.A.L.K.E.R.: Call of Pripyat. The gameâs emphasis on environmental hostility isnât established just through cutscenes and dialogue, but also in the way the player interacts with a game world actively set on subverting any attempt at âmasteringâ it. Â
6. Paths of Contact: Narrative Friction in Gears of War
By Ethan Gach
Ethan Gach uses People Can Fly and Epic Gamesâ Gears of War: Judgment to reflect on the seriesâ attempts to merge storytelling and gameplay. Judgment, with its greater focus on plot and character development, serves as an example of the difficulty inherent to emphasizing interesting stories while still offering players enjoyable shooting mechanics.
After months of sorting through (largely excellent) submissions and dreaming up unbelievably exploitative contracts for our lovely contributors to sign, weâre finally ready to announce SHOOTER.
SHOOTER is an ebook that digs into the wide array of meaning we find in first-person shooters, whether through gameplay construction, mechanical subtext, or the larger implications of a gameâs setting, characters, and themes. Rather than a history of the genre, SHOOTER is a collection of diverse criticism centred on various games where shooting is the primary gameplay mechanic.
The bookâs writers have offered unique viewpoints on the games theyâve chosen to analyze and discuss. Our hope is that, taken as a whole, SHOOTER will provide a broad picture of how different people react to an immensely popular and culturally influential style of play.
In the near future, weâll be posting a table of contents that provides a full list of the games discussed by SHOOTER's writers.
This is my latest critical effort - an enormously exciting book which is coming out soon! Reid and Patrick have been great (and very patient!) editors and the author lineup is immensely strong - I'm also there, but never mind.
Of course I have resolutions for 2015, the year in which I will, God willing, perfect my budding aesthetic - I got skinny jeans for Christmas, let the lustful stares begin.
Also, I want to read more games criticism on a more reliable basis. Given that both Critical Distance and Normally Rascal do "Best Writing of the Week"-style lists, there's little excuse not to. Oh, and I'm giving money to all those Patreons.
Here, I want to drop a couple of hints as to what I have in the pipeline for 2015.
First, I have a bunch of games in different stages of development. One, which is as of yet unnamed, was an entry for RuinJam from me and my partner in crime on Connecting, Sandy Gardner. It's about a failed military op and the only reason we didn't release it at the time was, err, time. I'm also writing at the moment a game about your dad's last poem. This will hopefully be released by the end of the year but you can never tell with these things. Neither of these are referred to by the strange, inexplicable incantations that appear on this page.
On the writing front, I want to write about games that let you write within the game, looking specifically at Eidolon and Elegy For A Dead World. I also have a half-complete short piece on a little game called The Falling Sun. In general, I want to continue the trend I've established of looking primarily at small alt games, because they yield interesting insights into what games can do as a whole.
Finally, next year I'm going to be appearing in an anthology of writing on shooter games called Shooter! It's being edited by Patrick Lindsey and Reid McCarter and it's getting contributions from a constellation of great writers. I'm writing on S.T.A.L.K.E.R.: Call of Pripyat, depictions of landscape, complicating player empowerment and post-Soviet trauma. It's going to be wild.
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I started this blog in June. Since then, I have posted six essays and made two games with one "post-mortem" post for my first game, Connecting.
There is, therefore, not a whole lot to try and parse, and certainly not enough, I believe, to substantiate a personal "best of" for 2014. What I want to do here instead is to highlight two of the things I'm most proud of from this year (half-year?) that I made, before turning your attention to a couple of things that I think represent the best writing from other critics. I stress a couple of because a) I don't want this to be too long and b) I haven't read as widely as I wanted to this year, something I want to fix next year.
From Endless Campaign:
Sonder on the Highway to Kiel: The best essay I've written about games so far. It could do with some clarification and expansion with regards to the way Euro Truck Simulator 2 establishes and interpellates the player into a series of systems, but it's the best example I currently have of the kind of writing I like to do.
Shipping by Moonlight: This was never intended as anything other than a nice, calming experience; the sound of waves, pretty sentences, a simple and reflective story. What I learned throughout the process of writing this was the way that sometimes themes and connections emerge organically from the writing process. My other, aborted attempts at fiction have been lethargic, shallow messes in comparison.
From the internet:
Real Human Beings:Â Shadow of Mordor, Watch_Dogs and the New NPC by Austin Walker:Â When I read "Real Human Beings", what I see is a roadmap for games writing to follow. I talks about games as reflections of their systems, their source material, their cultural contexts, and their players. It's everything that writing critically about games ought to be.
The Customer is Often Wrong (FUCK THE PLAYER) by Lana Polansky: This treads the polemic-rant-manifesto borders quite nicely, and showcases Lana's ability to combine philosophy, critical theory and art history to provide a sound framework through which we can talk about - or rather listen to - games.
Call of Duty: Ghosts - A Hill by Cameron Kunzelman: This doesn't appear on Cameron's own personal 'Best of 2014' post, which is worth a look through in itself, but what I like about 'A Hill' is how it works as a piece of criticism that doesn't necessarily work towards a grand thesis of what the game says, but guides you through an exacting and engaging thought process about what the game does on a mechanical and design level. It's something I've variously tried to replicate here, especially with my short post on perspective in Shot Aground.
Folklorists by Stephen Beirne: Stephen's been doing a lot of interesting work over the year, from satirical polemics to close readings of particular scenes from Final Fantasy VII, but I liked "Folklorists" for the way it navigates the reader through the vast concept of "how do we interpret games" in a way that's straightforward but substantial.
This is Phil Fish by Ian Danskin: It's a long video, but it's also an engrossing piece of cultural studies that examines the construction of the narrative around Phil Fish, and how this construction trades in an examination of games culture for gossip and sensationalism.
From the internet, but in different ways:
I recommend getting a subscription to Unwinnable Weekly if you haven't already, because it's consistently great, and frankly that's all I think needs said on the matter.
Five Out Of Ten has released a collection of its second year of running, and the fact that's it's lasted this long so far with no signs of slowing down is fantastically promising.
If you aren't listening to Dan McKenney's A Brief Escape then you are depriving yourself. My favourite video games podcast. Just...just bloody listen to it, God.
Oh, and finally:
I don't have a game of the year, but if I had to think of one off the top of my head I'd go for Eidolon, which is sublime.
Since the beginning of the summer I have been working on a twine project that I've released today called Shipping by Moonlight. I worked on it through until August, at which point I dropped it completely until tonight when, coming down from a night of free wine and challenging poetry, I decided to fill in a couple of the gaps I had yet to fill. By 4am, I'd accidentally completed it.
You can play it here, and a full list of credits is in the twine itself, including Ben Swinden who designed the incredible Effigy theme that makes the twine look so good on screen.