So last week I made a post about the snobbery around "literary fiction" and how anything from 'genre' is looked down upon is so irritating. And that's true and I stand by it. and I just want to say it's hilarious (/derogatory) how that gets reversed in Gamer(TM) spaces. For like 15 years now that type Gamer(TM) has been throwing a fit about more grounded, narrative/character driven pieces, from Gone Home and its contemporaries that led to the originally pejorative genre name of 'walking simulator' to the latest culture war nonsense about Mixtape. Which isn't really my jam-- because it's a nostalgic coming of age piece for both a time period and a sub-culture I'm not nostalgic for-- but which I know enough to recognise as a love letter to both rock music and an entire sub-genre of film.
And when I see these guys bitching and moaning about these more grounded stories (relatively! Mixtape still exists in a Very heightened reality) I do feel the pretentious part of my soul rise up like. Actually you know what, DO get comfortable with a text that doesn't have monsters or magic or whatever in it. Better yet, get comfortable with a game that isn't based entirely around violence.
truly it goes to show how arbitrary these things can be that the two subcultures around entire mediums can be annoyingly judgemental in opposite directions
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My toxic gamer trait is that no matter what genre, when a conflict arises i always want to talk it out no matter how matter how loudly the game telegraphs that talking isnt an option
I've installed the app again to upload things from my phone. Inevitably these posts will need editing from a PC afterwards because the app is trash. Also I've brickwalled it from notifications because of-course I have.
Dear lord I hope these line breaks work.
I’m going to insert a character between each one, just in-case. The way they cascaded-in from the app was disastrous. The app is a nightmare.
Before the pandemic, I relied on a local laundromat to clean my clothes. Once every week or two, I crammed as many articles from the hamper as would fit into an oblong laundry backpack that looked like it was meant for mountaineering. Then I loaded my laptop into a laptop bag so I could work on work while waiting for my clothes. I strapped on the backpack, slung the laptop diagonal over a shoulder, and took the three-liter jug of detergent in my right hand, leaving my left hand free to grab the house key and work the doorknob.Â
As you might imagine from the above description, laundry day was kind of a drag, and I often dreaded it or put it off until even my least flattering pair of pants smelled from overuse. So I’m beside myself as I declare that Death Stranding, a game whose essential offering is to recreate the laundry day experience almost exactly, is one of the best games I’ve ever played. What might have been a disastrously unfun fetchquest buffet has instead proven a supremely engaging and thematically rich work, not to mention one of the most eerily prescient pieces of pop culture I can recall.
The First Walking Simulator
I’ve heard people pejoratively describe Death Stranding as a “walking simulator.” As far as I’ve seen, this is mostly an exclusionary term “gamers” use to describe games they don’t think belong in their hobby—narrative-driven titles like Gone Home and Life Is Strange, as well as more abstract arthouse titles like Bound and ABZÛ, neither of which have much walking.
Bound and ABZĂ›, two "walking simulators."Â
In one instance, I watched a Twitch streamer use the term in his rationale for why Death Stranding sounded too boring to stream. This was particularly ironic because he was streaming Killer 7 at the time, and had just finished (correctly) explaining to his viewers that Killer 7 was “basically a point-and-click game with walking.” I’m a Killer 7 fan myself, but I feel like Killer 7 fans are actually the perfect audience for Death Stranding, with its genre-hopping tone, lightweight mechanics, overwrought lore, and densely loaded symbology. They even share a number of specific ludonarrative concepts, such as having to clean up after the dead, the use of blood for bullets, and invisible enemies. Suda 51 and Kojima are probably the two most prominent Japanese game auteurs, as well as friends with a history of collaboration.
↑ Not to belabor a side point, but there's some thematic overlap is all.
Even putting all that aside, the so-called “walking simulator” genre essentially is the modern-day "point-and-click with walking." Killer 7 was just a decade early. Death Stranding, meanwhile, doesn't play like those games at all. Those games are essentially on rails, propelled forward solely by their narratives. In Death Stranding, you can shove the narrative completely aside and spend a hundred hours playing with hi-tech toys, hiking through the wilderness, 3D-printing infrastructure, off-roading on an electric motorcycle, placing terrorists in embarrassing positions, snowboarding down mountains, and hunting giant monsters. Death Stranding has more in common with Metal Gear Solid V or Grand Theft Auto than with any game that’s ever been called a walking simulator. The accusation irked me.
But the more time I spent with Death Stranding, the more I had to face the facts: it simulated walking really well. Better than any other game I could think of. Where in most games, topography amounts to little more than a cosmetic feature, in Death Stranding it affects your every step. Any incline steeper than forty-five degrees and you start to lose stamina. A steep decline affects your balance, as does turning. You can manipulate your shoulder straps in real time to slow your exhaustion and maintain equilibrium, but it comes at the cost of movement speed. Sprinting is efficient, but if you have a heavy load, one little rock on the ground could send you tumbling headlong down a mountain. Crossing streams drains stamina quickly and can be dangerous if you wade too deep, but the water also replenishes the canteen you use to restore stamina. Every on-foot trek from point A to point B is an exercise in mindfulness, because every step counts, and every misstep hurts. Virtually no other game offers this level of connection between player and terrain—least of all so-called “walking simulators,” where typically walking is just a side-effect of looking. “Looking simulators” is what those games are. Even games that have inventory systems with weight management elements don’t have real-time cargo shifting. So yes, I suppose Death Stranding is a walking simulator—the only one.
In writing this, I discovered Polygon has an amusing video that arrives at a similar conclusion, but it doesn't get into why simulated walking would make for an enjoyable game. I'll get more into this in Part 2 Â of this three-part piece, coming very soon!
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“Life is Strange is a five part episodic game that sets out to revolutionise story based choice and consequence games by allowing the player to rewind time and affect the past, present and future.
You are Max, a photography senior who saves her old friend Chloe by discovering she can rewind time. The pair soon find themselves exposed to the darker side of Arcadia Bay as they uncover the disturbing truth behind the sudden disappearance of a fellow student.
Meanwhile, Max begins to have premonitions as she struggles to understand the implications of her power. She must quickly learn that changing the past can sometimes lead to a devastating future.”
Life Is Strange might be one of the most influential narrative-based combat-free games to come out in the past few years. It’s time travel mechanics are interesting, the branching narrative is solid, and the characters and relationships are dynamic. Some of the setting is a little weak but this game has a high replay value and its easy to sink many hours into it.Â