Call for Papers: Director Spotlight: Orson Welles

Tuesday, May 21, 2013
Maybe a game doesn’t have to explore every facet of interpersonal relationships but it should not uniformly trust the player’s engagement with the world, and it should certainly hold the player accountable for being an asshole. There should be more to relating to a game’s NPCs than sitting down and nodding.

For the last few weeks, I’ve been absorbed in Persona 3. The fourth in the Persona series is usually credited as the one that left the biggest impact on its players (Leigh Alexander, “High School Memories”, Polygon, 4 April 2013), but, though I’ve only played halfway through its predecessor, I can’t imagine any game improving on Persona 3. It’s a truly excellent game, and it’s disappointing that it seems to often get lost in its successor’s shadow.


Persona 3 casts the player as a newcomer to a Japanese private school, where a hidden “dark” hour after midnight puts all but a few students into stasis. During this hour, cracks in the world open up and allow monsters to emerge and suck out people’s minds while they’re vulnerable. The power that the player character and his classmates uses to defend the town, their personas, grows as the player builds friendships with people in everyday life.


Tagged as: npc, persona 3
Friday, May 17, 2013
Thomas Was Alone turns a simple rectangle into a tragic hero.

There’s an old Ikea commercial about a woman getting a new lamp. She gets rid of the old lamp, placing it out on the sidewalk with the garbage in the rain, and from outside, we watch through a window as the woman turns on her new lamp and sad music swells. Then a guy steps into frame and says, “Many of you feel bad for this lamp. That is because you crazy. It has no feelings, and the new one is much better.”


It’s a funny commercial that makes us consider the emotional efficacy of the tools of cinema: shot placement, setting, lighting, music, etc. When these tools are used correctly, we can be manipulated into feeling sad for an inanimate lamp.


Games have their own unique tools of storytelling, and Thomas Was Alone uses all those tools to a similar effect as it crafts a shockingly moving story about a bunch of rectangles.


Thursday, May 16, 2013
I don't know what's in the cube, but I do know that what's outside of it offers valuable insight into the current state of video games.

The end is in sight. Even as I write this, people are chipping away at 22cans’ Curiosity: What’s Inside the Cube? Block by block, they’re inching towards revealing what Peter Molyneux has described as a potentially life-changing experience for the person that reaches the inside. It’s the type of sentiment so outlandish, so classically Molyneux that it preemptively parodies itself. There has been a lot of talk about Curiosity: whether it’s a game, whether it’s a scam, and (of course) what’s in its center. Maybe I lack faith or imagination, but I think the story around Curiosity is its most interesting feature. Regardless of how you feel about it, Curiosity is a case study of some of today’s most important industry dynamics:


Wednesday, May 15, 2013
While one would hope that humanity would aspire to a cleaner, post-apocalyptic condition, for the sake of art I guess I have to settle for dirty toilets and filth encrusted walls.

This isn’t my first time through the metro.


I played through a goodly chunk of Metro 2033 on its release, and I was impressed by much of what others have observed about the game.  The world of Metro is incredibly beguiling, a rich, detailed post-apocalyptic Russian underground whose craftsmanship is hard to ignore.  Like games like Bioshock, the world of Metro is one in which it is a pleasure not merely to run-and-gun through, but one that begs to be closely looked at and appreciated for the authenticity of its scars and ruin.


This week, it's minimalism. It's video games. What more can we say?

This week Nick and I talk minimally—about minimalism in video games.


What more can we say?


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