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by G. Christopher Williams

2 Dec 2015


This post contains spoilers for Cibele.

At first, playing Nina Freeman’s Cibele can feel creepy. You find yourself looking onto a very pink, very anime-themed desktop, poking through the files, images, and folders stored there by a teenage girl.

It is, however, a smart and clever way to present the backstory of the player character, a young woman named Nina and a doppelganger of sorts for the game’s developer, Nina Freeman. It just feels a little intrusive, a little too personal, rifling, as you are, through someone else’s old high school photographs, teenage poetry, and the thoughts of an adolescent about sex and anime.

by G. Christopher Williams

25 Nov 2015


I’ve finally gotten around to playing Hotline Miami 2, so I’ve been thinking a lot about blood lately.

For those unfamiliar, Hotline Miami and its more recent sequel Hotline Miami 2: Wrong Number are horrific games full of carnage… and, well, more carnage. In the first game, you play as a psychopath who receives messages on his answering machine that provide locations for him to commit mass murder in. In Hotline Miami 2, you play as a series of psychopaths doing much the same.

by G. Christopher Williams

27 Oct 2015


In the morning he braved the sun. He needed to enrich his supply of Vitamin D and raise his arms sunward, petitioning gods, he said, even if it meant the stealthy genesis of abnormal tissue.
“It’s healthier to reject certain cautions than fall in line. I assume you know that,” he said.
—Don Delillo, Point Omega

It’s nearly Halloween again, a time to ponder monsters.

by G. Christopher Williams

21 Oct 2015


I’m pretty addicted at present to Darkest Dungeon. But then again, I’ve always been a bit of a masochist.

Those who are drawn to games like Dark Souls, Super Meat Boy, and The Binding of Isaac should understand. Play is supposed to be a pleasure, but folks like ourselves recognize that you can’t fully appreciate pleasure without pain.

by G. Christopher Williams

7 Oct 2015


The thing that struck me most about reading the first issue of Titan Comics’s Assassin’s Creed was its focus on an element of the video game series that has faded in its interest for me over the years. This issue spends much of its time, not in the past, but in the present with a character who will be experiencing the simulated memories of an Assassin.

I was fairly intrigued by the first Assassin’s Creed game’s decision to frame the experience of playing an assassin during the time of the Crusades with a conceit that allowed the game to justify some of the more game-like qualities of a somewhat historical simulation. While most of the player’s time with the game is spent in the guise of Altair, the game’s titular assassin, the game also featured brief narrative vignettes that concerned a character named Desmond Miles. In the present, Desmond was actually hooked to a machine called the Animus that allowed him to “play” his ancestor’s past (his ancestor being Altair) through the simulation of that period created by the machine. You know, like he was playing a video game.

//Mixed media
//Blogs

Supernatural: Season 11, Episode 12 - "Don't You Forget About Me"

// Channel Surfing

"In another stand-alone episode, there's a lot of teen drama and some surprises, but not much potential.

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