Latest Blog Posts

by Erik Kersting

15 Sep 2015

Video games don’t often require the player to hide our true intentions. Even games with a stealth mechanic, the objective is to stay out of sight, only occasionally using deception as a way to distract a guard. Even then, deception is very rarely a truly fleshed out gaming mechanic. The obvious reason for this is that AI just isn’t advanced enough to make us truly feel as if we are fooling it in a meaningful way, rather than in a predetermined manner. When our actions feel predetermined, we no longer feel like we are being creative, sneaky, or deceptive, but rather just playing within the rules of a game.

Thus, Hidden in Plain Sight, a game completely ruled by deception and acting, does away with AI as an adversary and instead pits the player against other humans who share the same goal. The game, which features multiplayer mini-games in which all the players attempt to achieve a goal while remaining undetected, is a master class not in finding an optimal way to play (like most competitive multiplayer games require of the player), but in trying to deceive others through the process of play. There is no online multiplayer for this game, to play it you need every other player to be in the room with you, but that is what makes this game so interesting, the relationship between players.

by G. Christopher Williams

14 Sep 2015

This episode of the podcast we crawl into the second episode of Life Is Strange.

Last time, we discussed a lot of the mechanics in the game, especially the rewind mechanic, that allows one to revise one’s actions in a young girl’s life. This time out we get into more of the characters that populate this world and also learn that some of the uglier events of adolescence just can’t be revised, much as we might like them to be sometimes. Sometimes we just have to figure out how to cope with what is, no matter how much we would like to rewind.

by Nick Dinicola

11 Sep 2015

I’m one of those people who is genuinely excited for virtual reality gaming, but then I get genuinely excited for any weird new control scheme in gaming, be it a Wiimote, touch screen, analog sticks, pressure sensitive buttons, or any of the other cool and debatably-useful-but-definitely-underutilized controller gimmicks we’ve seen in the past decade of gaming. I even liked 3D gaming, and I wrote a couple articles several years ago about the unique issues facing 3D games. After finally being able to play some VR games at PAX Prime this year, I think that it’s worth comparing and contrasting this new gimmick/hook with that latter gimmick/hook. 3D and VR make for interesting contrasts because they seem to have the exact opposite problem from one another when it comes to selling themselves to a wide audience.

by Scott Juster

10 Sep 2015

This piece contains spoilers for Everybody’s Gone to the Rapture.

At times, Everybody’s Gone to the Rapture feels very grounded. Despite it being a story about a supernatural visitor that causes the population of a small English town to inexplicably vanish, the world and its inhabitants often feel authentic. However, due to the way that you interact with and learn about the world, this feeling of “being there” is inconsistent. Everybody’s Gone to the Rapture is a story about humanity, but the tools that you use to understand the story are unfortunately alienating.

by Eric Swain

8 Sep 2015

In my last post, I explored our views, as humans, about artificial intelligence and our contradictions in holding those views. I made mention of the three main players of the game The Fall, all machines, and the ways in which they emulate humans. We have made machines in our own image to one degree or another, and the game seems to be itself a representation of our fear of the machines owning that emulation of ourselves. Instead of following our orders and having their choices and identity dictated by our control, the machines move beyond their simple base parameters and try to become their own beings.

I’d argue that only ARID, the protagonist of The Fall, succeeds in attaining such consciousness by accepting the most human trait of all, self contradiction. But even in the limited emulations of humanity of the System Administrator and the Caretaker, there is still insight about what they see in us: what an intelligence, alien to our own, sees and thinks of human behavior through what they mimic in us and how they mimic it.

//Mixed media

Terror, Dolls, Madhouses: Three for the Price of Price

// Short Ends and Leader

"Three Vincent Price projects from American International.

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