Call for Essays About Any Aspect of Popular Culture, Present or Past

 
Bookmark and Share
Text:AAA
Thursday, Oct 2, 2014
P.T. is scary because it It keeps you vulnerable, it keeps you guessing, and it keeps you reliant on other people.

P.T. is one of the best horror games I’ve played. It doesn’t radically depart from genre conventions, but rather embraces them and rations them out in a way that preserve its own mysteries. The game’s strength comes from its limits. The control scheme is trimmed to the bare minimum, and I defy any single person to completely understand the plot or puzzles by themselves. P.T. is scary because it keeps you vulnerable, it keeps you guessing, and it keeps you reliant on other people.


Bookmark and Share
Text:AAA
Thursday, Sep 25, 2014
Between the four of us shooting into the mouth of this cave there is an unspoken agreement.

I’m shooting fish in a barrel with total strangers. We are on the outskirts of fallen Russia in Destiny, just outside Skywatch, facing a cave off in the distance. Every five seconds or so a group of Hive enemies spawn inside and quickly get mowed down by our weapons as they stream outside. We are exploiting the loot and spawn systems in Destiny to level quickly and collect all the tasty engrams that give our characters rare weapons and armor.


I am trying to understand why in Destiny, a shooter from one of the most prestigious studios in the world, this group of players choose to spend their time harvesting digital goods instead of playing the game “proper.” Since players found the exploit a week or two ago, you can consistently find people alternating gunfire and picking up loot. They are practicing the mundane art of the grind in the most efficient way possible—not exactly the most thrilling experience you could imagine.


Bookmark and Share
Text:AAA
Thursday, Sep 18, 2014
The types of decisions I made at the end of season two were heartfelt ones, but they’re not practical and they’re not the kinds of decisions that keep people alive.

The Walking Dead is deviously good at at playing on your sense of hope. Perhaps there is some way to make it out of this catastrophe if I say the right thing, act quickly enough, or maybe with just a bit of luck, I’ll somehow outrun these zombies, rehabilitate these broken people, and live out my days as a contented subsistence farmer.


This will never happen, and I try to direct the characters in The Walking Dead accordingly. People need to be responsible for their own actions, they need to be responsible for how their actions impact their group, and they need to be held accountable for the decisions they make. These principles are what caused me in season 1\one to give up on Ben and leave him behind. They’re what drove Lee to strike out on his own after screwing up and being bitten. They’re what drove Lee to be caring, but firm, with Clementine so that she was ready to act and make her own decisions.


All this means that for me, both Lee and Clementine come across as utilitarian. If someone is dragging the group down, and they don’t want or cannot benefit from help, it’s time to say goodbye, even though it might be a sad goodbye. With season two’s introduction of AJ, an infant who is instantly orphaned, my resolve (and therefore Clem’s) was shaken. Wanting to care for a defenseless baby is tempting and socially compelling, but it’s the baby’s symbolism as a turning point in the larger world that makes it even more tragic.


Bookmark and Share
Text:AAA
Friday, Sep 12, 2014
Year Walk tells a story that comes alive in its telling, that grows up around the player, out of its display box, and into a forest.

When I was a kid, my mother had me take a wooden mask that we owned outside to destroy it with a hatchet. She said it had haunted her dreams. It was a strange precaution to take in retrospect, but at the time, it made sense. As a child, the dark holds all sorts of ghosts and terrors, and the superstitions and beliefs passed on in family stories become fact when the sun sets.


I can tell you some of the stories I grew up with now—about a pile of cursed clothing or my curandera aunt who could reliably free a house of evil spirits—but they would lose their vigor in the telling. There is a difference between a story about folklore and a folklore story.


Bookmark and Share
Text:AAA
Thursday, Sep 4, 2014
Don’t let the cute characters fool you. Pikmin 3 is horrifying.

This column contains spoilers for Pikmin 3.


I’ve played all of the Pikmin games and have always been slightly uneasy about the message lurking underneath their playful facades. Maybe it’s revisiting the series almost 10 years later or maybe it’s that the latest game more openly embraces its dark side, but Pikmin 3 has put its more disturbing aspects into focus.


Now on PopMatters
PM Picks
Announcements

© 1999-2014 PopMatters.com. All rights reserved.
PopMatters.com™ and PopMatters™ are trademarks
of PopMatters Media, Inc.

PopMatters is wholly independently owned and operated.