It may be safely said that most people with even a passing interest in the video-gaming hobby have at one point or another heard of Metal Gear Solid. It is one of the iconic games released for the PSX—a game so well-liked that it was given a complete overhaul and update with the release of Metal Gear Solid: The Twin Snakes for the Gamecube. Now I will freely admit—cheerfully admit, even—that the visual style of the old Metal Gear Solid left a bit to be desired.
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From campy exploitation to the exploitation of addiction, the Moving Pixels podcast discusses a few of this year’s flash game releases.
You can find free-to-play versions of the three titles that we discuss in this episode below:
Dragon Age II is about prejudice, against refugees, foreigners, and those among us who are simply different. The citizens of Kirkwall hate the refugees from the Blight, they hate and fear the stranded Qunari, and like everyone else in the world of Dragon Age, they fear mages. Oh, and mages fear the Templars. The conflicts are well presented; neither side is very sympathetic as the victims often lash out with violence at their oppressors, justifying further oppression. Dragon Age II seeks to explore this vicious cycle of hate, and for the most part, it succeeds. Prejudice against mages isn’t just a major theme, it’s an important plot point with ramifications that will change the world of Ferelden. However, this delicate balance falls apart whenever the player is put in the role of victim because the player is never truly victimized or oppressed.
I like to think of myself as the strong, silent type in online multiplayer situations. When I’m not playing with people that I know, I generally keep to myself. I often don’t even bother wearing a headset. However, there are times when silence isn’t a choice: non-verbal communication is often enforced by practical, technical, or design choices. There’s no denying the convenience of being able to speak directly to one’s fellow players. Even so, some of my most memorable experiences in multiplayer communication have involved very few words.
Voice chat is a well established feature in video games, but it is by no means ubiquitous within the online population. Unlike Microsoft, neither Sony nor Nintendo has been proactive about giving their online communities voices. Similarly, while it is reasonable to assume that PC players would have microphones, compatibility issues and a myriad of VoIP clients don’t guarantee the kind of standardization that comes with the Xbox Live’s system and bundled microphone. Multiplayer game developers must face the fact that a portion of their audience will not be able to speak to one another.
Chapter 1 of Rage Quit is available here.
Chapter 2 of Rage Quit is available here.
Chapter 3 of Rage Quit is available here.
Chapter 4 of Rage Quit is available here.
Chapter 5 of Rage Quit is available here.
Chapter 6 of Rage Quit is available here.
Chapter 7 of Rage Quit is available here.
Chapter 8 of Rage Quit is available here.
Chapter 9 of Rage Quit is available in .pdf format here.
The reboot happened seven minutes ahead of schedule. Randal hoped Lea had gotten his warning. He had no idea if she was even monitoring that e-mail address anymore or, for that matter, how she was monitoring it in the first place. But with PB looking over his virtual shoulder, he couldn’t use his IM client to chat with her. He hadn’t thought twice about warning her, although now, as he thought back on it, he wasn’t exactly sure why. PB’s plan seemed perfectly reasonable. Lea was some weird result of mashed together code, and therefore theoretically repeatable. But if there was any chance he’d never see her again, that was a chance Randal decided wasn’t worth taking. Besides, all he’d done was warn her. If she was able to figure out her own means of escaping PB’s trap, then Randal thought she deserved to keep living. Survival of the fittest or whatever.