I watched (in a second screen sort of way as I tended to some work) the Game Awards last night. I'm not interested in talking about what the ceremony meansβit's an obviously vapid affairβbut the powerful sweeping of awards by Clair Obscur: Expedition 33 was interesting to see. it also left me feeling a bit... odd.
Before I say anything, I wanna say that I'm happy for that team and think they made a very cool game. very little if anything I am writing here is a judgement on the game itself or the quality of the experience therein. It's good! if you play it, I think you'll have fun.
But while I'm often interesting in talking about games, I'm also interested in how we talk about games. This is what made Horses fascinating to me and it's draw me out to write again. Because as the night went on and Geoff Keighley talked about the power of indie games like Expedition 33, I couldn't help but feel a bit uncomfortable. Something felt off, y'know?
In watching Expedition 33 get subsumed into Keighley's mainstream machine and the narrative picture he wanted to paint about 2025, I couldn't help but frown. 2025 might be the year where indie games and alternative sub-genres outshine a flagging AAA space but I think we need to be honest about what drew Keighley to Expedition 33 and drove him to drag that game first and foremost into the narrative he was trying to build. Because when Geoff Keighley mentioned "indie games" what he really means to say is "indie games of a certain scale and aesthetic." This is what many people mean!
So I want to talk about RPGs and I want to maybe talk about budgets and I want to talk about respectability. Because for as impressive a story I think Expedition 33, it hardly a mistake that the indie RPG that supposedly redeems the genre is one which, national identity or not, chases so hard after AAA games and Hollywood...
Talking about JRPGs can be weird because people like to over-complicate what the genre's "deal" is. Because there was a time, particularly after the death of adventure games, where JRPGs rose up to almost solely occupy a space as "the games that tell stories" there's a kind of romanticism that comes up when some people talk about the genre. That's understandable but it perhaps overplays the depth of the stories that are told in JRPGs and really in video games generally. Most games stories are pulp and hardly revolutionary.
It's okay to admit this. Good, even, to understand that you could have gone to the movies at many points this year and probably watched something with a bit more meat to the bone than whatever video game you were playing at home. That's just the truth and it doesn't make games less beautiful. Still, a lot of people in games (players or developers) struggle when confronting this truth.
disclaimer: some motherfuckers don't seem to understand that when you say something like "many games are not telling advanced stories" that's a pretty mild thing to say. and it's also not a value judgement on whether or not games are worth our time. they are. but games are not exceptionally different or more special a medium than any other, I think. yes, many games are beautiful and tell amazing story. but also a lot of games are quick to consume trash.
the difference rests in the audience, their anxieties and the craving that many people have for games to somehow be the *most* special or *most* beautiful medium when I don't think art works that way. and I think if we are going to be honest with ourselves and account for our cultural moment, we need to be honest about games. if that bothers you, I don't know what to say and I don't know if I care to take any more time in my writing to assuage your bruised ego.
We all agree that games are art but when some of us confront the fact that very often there's often better art found on our bookshelves, it can lead to a paralyzing fear. it's fine though! and life just gets easier once you acknowledge this is often the case and embrace that games cannot simply be a medium that exists by themselves and only judged by their own rules. they exist next to all other works and it's totally okay for us to talk about them in relation to other art
but throughout the 2000s, video games have grappled with this fear, experimenting with all kinds of ways to invite praise and seeking a certain kind of respectability. this usually means intimating films many years after they've done something. AAA games in particular often chase after other mediums instead of trying to sharpen *games* themselves. they try very hard to be less like a game.
Children of Men pioneers long camera shots and twelve years later, God of War boats about never taking the camera of Kratos. So it goes on and on in ways I'm not gonna really catalogue. indeed, the Sony prestige model is the perfect touchstone for the kind of anxiety I'm talking about. the ongoing quest for "playable cinema" that fails to understand that how oxymoronic of a term that is.
and yet we seek it insatiably.
This is the snag with Expedition 33 which colors so much of the conversation about the game. For all the craftsmanship and all the ways I see, in the artists who made it, kindred spirits... I cannot help but also see a game gripped by this yearning.
You might think that unfair of me to say but remember that I'm not really talking about Expedition 33 the video game. so if you wanna talk to me about how the story changed you life, I think that's great! I can totally see how that could happen with this cast of characters in a way that maybe it didn't for another RPG. this is a well made piece of work and if it affected you, swept you off your feet, or whatever you are not wrong to have felt that way. though I might caution you to avoid saying something like "there's never been a story like this!"
what I am really talking about is Expedition 33 the Rhetorical Object and what i see first and foremost is a game of certain luxuriousness and richness. people have grasped that quality and made it a kind of rallying cry. see? see? even with less budget we can still make One Of These and have it feel suitably AAA. It can hit That Threshold.
we can be Like Them.
That last part is where I stumble. Yes, this is an "indie" game insofar as it wasn't backed by a major publisher but its sensibilities, the kind of production it is trying to emulate and embody is distinctly that of a high budget, mass market AAA product. and much of the conversation about the game has not really been about the story itself (which is often compelling but also has a back third and conclusions that I think I actually not particularly good) but how a "small indie team" managed to create what was nominally a AAA game. because that's what Expedition 33 is.
i don't think the artists sat down and said "okay, how can we make this look respectable?" but I think it clearly has thoughts about what leads to mass appeal and they just happen to align with the kinds of tenets and discussions I've heard in conference rooms. if you don't think people talk about games in terms of awards, sorry but yes they sometimes do!
and remember: games can "do" many thing things at once and art very often does things that the artists and creators may not intend! and players or other public figures (marketing men, YouTube culture warrior types) can absolutely turn games into symbols that the creators did not intend for them to be. games are often two things: a text and a conversation. that's just how this works. so even if the developers of E33 didn't intend for any of this, that doesn't stop it from happening. sorry that just how art works. it does stuff!
because Expedition 33 is a game of suitably lush stylisms... though not too lush that we can't also have a bit of photoreal alpha-graphics here and there... whose story is backed up by the performances of many skilled actors, a few of them Hollywood figures, all underscored by a highly *produced* orchestral score. many people (not all of course but in a sane work I wouldn't need to make that disclaimer because of course not all! maybe not you even!) were drawn to this game not because it was an RPG but because it looked so much not like what their mental image of an RPG was. this was "respectable."
"I could tell folks about it and they could look up a picture and I wouldn't feel embarrassed." is a kind of sentence that pops up around the game sometimes. because if gamers are one thing, they are often extremely embarrassed by the games they play.
I have been playing Trails of Cold Steel in my spare time during this holiday season and in general I don't think this game, which is far from the best Trails game even, is doing anything much worse or better than Expedition 33. at least not in a sense that makes it inherently less worthy of my time. it's probably gonna piss people off but I think often they are doing similar things. employing similarly journeyman writing approaches. they operate on a same kind of broadness even if they are telling different stories. and in this, I actually commend Expedition 33. for all the anxiety I see in the game's production design, the tone and feel does match other RPGs.
but that's the snag isn't it? when you boil it down, Expedition 33 is just another RPG. (something I say with love!) it's not really any more respectable a story than any other in the genre. it's equally broad as anything else within the space and contained in that broadness I think there's a very real kind of humanity to be found but you can find that same humanity here in Cold Steel or Lost Odyssey or many other places. I found great reserves of it within Octopath Traveler 0 recently! RPGs kick ass. it's just a good format and in embracing the genre, Expedition 33 can be inspiring. hell, I think a 7/10 RPG will put any prestige games to shame. the form is just that potent
which is to say that Expedition 33 is... a video game! lean in close and you will find it is a similar shape to most other games of this type. compelling, sure! revolutionary? industry changing? I'm not sure.
but Trails of Cold Steel looks and feels "of the genre" and engages more blatantly in some tropes whereas Expedition 33 does not always. and even when that games does The RPG Stuff it looks like the Big Boys, carries itself like the Big Boys. and so I cannot help but read, to some extent, the conversation around that game and the resulting awards adulation through anything other than a respectability politics lens.
a lot of people turn their noses on JRPGs! I outlined a recently example of this in my Horses blog mentioning how Ian Bogost, a kind of model games academic, often colors his criticisms of video game story telling with Orientalism. Japanese RPGs and their stories, when he mentions them, are inherently less worthy of being considered "serious games." and I think many people feel this way. there's a kind of embarrassment with RPGs (particularly Japanese works) for their broadness and brighter aesthetics, for their tropes and forms. so many... though not all... people coming to Expedition 33, I think, are folks who felt chagrined by RPGs but by virtue of the game's AAA qualities. it felt safe to them.
take that with all the implications you can. what made it felt safe? well, it was like a movie. it was more obvious western even though it was working in the same emotional space as the rest of the genre, etc etc..
If you look a certain way, embody certain aesthetic markers of "quality".. people fundamentally treat you differently. this is true not just in life but with art. Last night, as Larian revealed their new Divinity game's trailer (which... hell yeah brother let's go!) I watched a scene of highly detailed gore. Flesh teared, snapped, burned. Lusciously, gorgeously and on the main stage there was a moment where folks at the Game Awards simply watched animated torture. meanwhile, visual novel makers or art game developers have their games banned from storefronts. what gives?
I guess they just don't look quite so good anyway y'know?
This is the same thing that catches me with Expedition 33. looking a certain way, meeting a certain kind of quality, made it an easy choice for awards but it is also a game that Keighley could not ignore sucking into the machinery of his prestige celebration. it was easy to! the game made it easy by seeking those AAA markers and signifiers. it's undeniably a good game but it also looked the part. and because it looked the part, it's not just an RPG anymore but *the* RPG that's redeeming a genre which is not particularly in need a redemption.
and so the attempt to escape the pain of being locked in a genre... creates more pain for the genre. more frictions, more contortions as the game is subsumed by capital forces and becomes a symbol. you too could be respected like this if you just made you games look like ours. the art exists but another thing is also birthed. help, i've been turned into a marketable plushie! help, I'm not longer just a decent RPG but an object lesson about production.
thank you Unreal Engine 5, I couldn't have done it without you.
finally, I can be the thing I've always wanted to be.
I can finally be "one of the good ones"
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Ocarina of Time: A Picture's Worth a Thousand Years
When I am asked why I love games, I have a fairly default answer: I enjoy the process of being invested within a story as a result of my direct action, and love the ability to affect meaningful change within a virtual world. Iβll often flip the words around and add in some stutters, but the ethos is generally intact. Video games allow me to do something, to mean something, and as such, allow meaningful things to be done to me, in ways that bring about a lot more emotion than they would if I were simply watching somebody else play.Β
But I recently played The Legend of Zelda: Ocarina of Time for the first time, and as the game came to a close, I felt oddly helpless. I watched as a 17-year-old Link placed the Master Sword, his Master Sword, onto the Pedestal of Time, and I watched him return Hyrule to the way it was seven years prior, himself included. He became a child again, and went to meet Zelda, just as he had at the gameβs outset, a meeting that had already set the core plot into motion. Of course, my actions throughout the game had led to this; I was strung along by the gameβs arbiter of progression, Navi, but I picked up the controller and moved Link around. But what was happening on the screen was utterly and entirely out of my control now. Ganondorf had been defeated, peace had been restored, but for a brief moment, I was helpless, and I was unhappy. Why was Link moving backwards? Why would a game so concerned with the power of time play with it so loosely? But, a few confused minutes later, I came to a realization. Link was not playing with time. Link was following the rules.
***
On Earth, there are a wide variety of unspoken truths that humans, no matter how hard they may try, cannot overcome. We cannot touch fire without being burned. We fall when we enter the air. We cannot travel through time. Of course, we can make approximations. We can develop lighters and harness fireβs elusive heat, build planes and helicopters to soar above the Earth, create art that harkens back to a bygone era. But ultimately, if you pit a human being against Mother Nature, the human isnβt winning.Β
Video games, however, allow us to bend or even snap these rules in two entirely. Mario throws fire from his hand as if it were a baseball. Madeline dashes throughout the air in whichever way we wish. Tracer can dip back to moments prior, cleansing all traces of the present sheβs leaving behind. The characters within the games we play are beholden to a different set of rules, typically alien from our own, defined by code and data. Itβs why games are such an effective method of escapism. Our playable avatars do not struggle with the unstoppable forces we come up against, our problems are trifles to them, and the inevitabilities of their lives are not the same as ours.Β
Within Ocarina of Time, though, you play as a character who is, generally speaking, nailed to the same ground as us. Despite living in a world of living rocks, fish people, and fairies, he is utterly human in his vulnerabilities. The rapids of Hyruleβs rivers sweep him away. His lungs are small, forcing his underwater excursions to remain brief. The heat of a volcano beats down upon him, until he is forced to either leave or succumb to its pressure. Despite all his strengths, Link is weak. He cannot defeat the ground he steps upon, or the wind that beats down upon him, or the time that withers his body. In the idealistic world of Hyrule, these are still obstacles to be overcome.
And it is due in large part to this humanity that Link serves as such a strong surrogate for the player. We can see our burdens placed upon him, and watch as he fails to fully bear them. We know this struggle, and we empathize. After all, our inherent flaws are a unifying force; none are born without them, and none grow to surpass them. Linkβs similar inability to overcome nature is almost comforting as a result, a reassurance that not all heroes are superhuman. Though his silence is an asset, it is when Link cries out in pain that we see ourselves most in him, and see our world in his. This deep, thorny attachment to Hyrule that Link finds himself developing parallels humanityβs own relationship with our Earth, a constant cycle of trial and error in a hopeless effort to conquer an impenetrable land. This ouroboros of earthly callousness is implicitly understood and well-documented throughout human history, and Linkβs submission to the elements around him is steeped in this history, bringing us deeper into his world by acting in lockstep with our own.
***
Of course, Ocarina of Time is a family-friendly game, made in the infancy of 3D technology. In no way could it convey the societal upheaval presented by the earthquakes of Japan, or the fires of Pompeii. But, in the gameβs persistent presentation of nature as an insurmountable obstacle, one that only bends and never breaks, the ethos of subservience to a higher natural power is embedded within it. Like all art, Ocarina of Time is a mirror of the world that produced it, and this world is cruel. All one can do is support their own microcosm of it, and protect what lies ahead of them. In line with this, Link exists not as the focal point of Hyrule, but as a small piece of it, beholden to its whims just as everybody else is.
And just as we have been forced to adapt, so too were the citizens of Hyrule. Theyβve devised ways to play with the rules of nature, tug at lifeβs invisible strings. Throughout the game, you can purchase or find tunics. A red tunic protects Link from overbearing heat, allowing him to exist within volcanoes and other high-heat areas without a time limit. A blue one lets him breathe underwater indefinitely. Elsewhere, a pair of Hover Boots can be found, allowing for a brief release from the shackles of gravity. And of course, the gameβs central axis, the Ocarina of Time, is another attempt to break free from natural cages. It lets Link warp around the kingdom, summon objects from nowhere, alter the weather, and most importantly, play with time itself. He can change the time of day, but more notably, he himself can skip through time with the Ocarina and the Master Sword. Link gets the unprecedented opportunity to skip past, and return to, his childhood. Itβs by far the largest rule-bending in the game, the closest Link gets to cheating nature.
But youβll notice I never said βbreaking,β and this ties back to that initial confusion and sorrow I felt when Link, after saving Hyrule, returned to his childhood. I couldnβt discern a reason for Ocarina of Time to undo all the growing he did, to rip away the time he spent becoming accustomed to the adult body heβd inhabited. Of course, though, this was my misunderstanding. Link hadnβt done any growing. All he had done was contort time to fit his goals, and once those goals were achieved, nature had to take its course. He had to live his childhood. And this says something grander about the nature of these exceptions to the rules of Hyrule. The tunics, the boots, and the ocarina are all powerful tools, but they have caveats. Theyβre conditional. Temporary. There is no procedure that can heal the wounds that Hyrule doles out, only bandages to cover them up. Even in the final dungeon, Link needs a red tunic to withstand the heat. The hover boots only give him the smallest of windows to be liberated from gravity within until heβs saying hello to Wile E. Coyote on the way down. Link never defeats his obstacles. He merely sidesteps them. And the effects of the Ocarina and the Master Sword, the powerful, mature form Link is given to slay Ganondorf with? Well, theyβre on a timer. One less rigid than the tunics, or the boots, but an omnipresent one nonetheless. Itβs an hourglass set by the player, with infinite available sand, but only one true conclusion. You can choose to live forever in Ocarina of Time, but the longer you stay there, the more Hyrule suffers under Ganondorfβs iron fist. To play with time as one is given the ability to is unnatural. One could even argue cruel. Not only does it prolong the devastation of a once-idyllic kingdom, but it robs Link of the experience Ocarina of Time embodies so well: Growing up. To dodge nature for so long is unsustainable, and the game knows it.
***
Throughout my exploration of Hyrule, and my coming to terms with Linkβs decision, I came to a realization. Despite all that had changed within the kingdom, and all the damage that littered its cities and villages, there was a consistent undercurrent that lay beneath it, carrying its inhabitants through the dark ages that the game chronicles. A persistent culture and artistic language that, through all its hardship, makes Hyrule a place of hope. Whether unconscious or realized, Hyrule is bound to life by its citizens, and the reverence they place upon their home and its history.
For example, the longstanding culture of the Sheikah, one blending traditional defense with more spiritual customs, is one that has protected the royal lineage for decades. When the kingdom is left empty and barren, all that stands between Ganondorf and ultimate power is Sheikah art, their music and the Ocarina standing as a powerful reminder of peace and what stands to be gained by combating Ganondorf. Their legends and creations help spur not only Link, but Zelda, to action, inspiring action within paralyzing moments of fear. In fact, the ultimate impetus for Linkβs journey is a story, art passed down verbally until reaching the ears of one who needed it most. As much as Zelda could tell Link that Ganondorf is bad news, when laid against the backdrop of ancient legend and history, that moment means more. Ganondorf is not only bad news, but he is bad news of long-imparted legend, and this is where Ocarina of Timeβs dichotomy between environmental domination and individual subservience becomes so important, where the lines become blurred.Β
I bring all this up not to dive into the lore of Hyrule, interesting as Iβm sure it is. No, I bring it up because the gameβs most fundamental motif, its exploration of music as a driving and essential force within Linkβs adventure, speaks to that relationship between humanity and Earth, the divide we canβt seem to shift. By the end of Hyruleβs life, there will be little left, but what will remain is song, poetry, and art. This is Ocarina of Timeβs gambit. It shows us this natural trauma, forces us to grapple with our shaky foundations, in order to demonstrate the one way human ideas can live on, long past the death of their progenitors: Creation. Ocarina of Time is filled with creations, both small and large, objects and ideas that lend Hyrule a sense of permanence that is otherwise so thoroughly called into question by Ganondorfβs devastation. After seven long years of turmoil, Skull Kids still perform their music. Goron City's walls are still plastered with paintings. Epona still recognizes the songs of her youth. The Ocarinaβs tunes live on, if not in Linkβs memory, then in the world he played them into. Despite all the hardship of a life in seemingly constant competition with a harsh world, there is a cold comfort in knowing that somehow, you may live on, the memories and culture you steeped yourself within leaving a mark on the world in your own art, just as the art of Hyrule will persist long after Link has gone. It is the one victory that Hyrulians, and we as humans, have over the passage of the days.Β
What left me truly charmed by this revelation, this understanding that Ocarina of Timeβs Hyrule is one not of dominant conquest but of subtler creation, was that life had once again imitated art as it is often wont to. Itβs been over 25 years since Ocarina of Time was released. Many more Zelda games have been released since then, and many more have built upon its ideas. But despite this, the rivers of time have not washed Ocarina of Time away, nor have they even eroded it. It stands just as strongly today as it did back in 1998, and throughout my time with it, I could hardly believe that it was as old as it was, with hardly an edge dulled. It gives me a strange sense of comfort, of peace. I could go my whole life without touching Ocarina of Time, and its legacy would go unharmed. Within the game exists this microcosm of the minds that birthed it, the fear of the unknown, the unquenchable thirst for adventure, the appreciation for worlds long gone with little but their creations to be remembered by. Itβs playable history.Β
***
Ocarina of Time reminds me that very little is forever. Most tangible things have shelf lives, expiration dates, destructible foundations. Itβs the nature of life in a callous world. But in this lesson, this imparted wisdom, Ocarina of Time became, in some sense, immortal. All the cartridges may be lost to time, all the artists behind it will pass, but the art will live on. And through it, the shoulders it rests upon, and the works that rest upon its own shoulders, our mark has been left on a world that will one day leave us behind. Time will take us, just as it will take Link. But it canβt take our art.Β
Street Fighter 6 βHere comes a new challengerβ cartoon art of characters A.K.I., Rashid, Juri, Cammy, E. Honda, Dhalsim, Kimberly, Lily, Dee Jay, JP. The other characters are in this post: https://www.tumblr.com/remy2fang/736643049163243520/street-fighter-6-here-comes-a-new-challenger
All of these images were extracted from the game files by me ππ
Street Fighter 6 βHere comes a new challengerβ cartoon art of characters Chun-Li, Ryu, Ken, Luke, Jamie, Guile, Marisa, Manon, Zangief, Blanka. The other characters are in this post: https://www.tumblr.com/remy2fang/736643136812646400/street-fighter-6-here-comes-a-new-challenger
All of these images were extracted from the game files by me ππ
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Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Free to watch β’ No registration required β’ HD streaming
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Free to watch β’ No registration required β’ HD streaming
the strange cool and sad thing about art is that most of the time thereβs a want of an exchange and understanding. I am showing you this thing I made and you will understand me. in my experience it never works like that; every person will have a different meaning and interpretation of our work.
This is cool because personal interpretation is cool. but also there is an impossible void between the feelings and yearnings of the artist and the audience. An invisible call to be seen that will be ignored forever. The intrinsic horror of the unexplained, the un-belabored. This is, itself, art. An underbelly maybe. Can you hear me?