Call for Columnists: Brainy, Artful Generalists, Rejoice!

Wednesday, Feb 13, 2013
Hamlet tried. Lear tried. Macbeth tried. Pac-Man tried. Play while you can. For in another level or two, you may die.

So, traditionally the comedy ends with a marriage and the tragedy ends with a death. So, Super Mario Bros. is something like a comedy, right? And Pac-Man is a tragedy?


Of course, Super Mario Bros. and the comedy both have something in common, they both concern having a goal, one that a player in reaching may still have to encounter some problems along the way to resolve, but in the case of Super Mario Bros. and the comedy, both are optimistic works that assume that problems can be solved, something like consummation can be reached.


Tuesday, Feb 12, 2013
The audience, if they’re still watching (or playing), becomes hyper focused on the mundane details that in other works would be ignored or edited out.

Dear Esther seemed to have ushered in a new genre of game last year: the First Person Walker. In its wake followed other notable games like Thirty Flights of Loving, Proteus, and the upcoming HD release of The Stanley Parable. Also, are the entries of its sister genre the Third Person Walker with Journey and Bientot l’ete. Much has been written on whether or not it and its brethren are games or not, but not a lot on what the game actually accomplishes.


Dan Pinchbeck, Dear Esther’s creator and a researcher at the University of Portsmouth, set out to see what would happen if you stripped everything possible out of a game and left only the bare bones of interactivity behind. It was an experiment to explore the intersection and interrelation between gameplay and storytelling. The result is a game that strips out any ability to interact with the world other than observing it. Many have dismissed it by calling it a guided tour of an island, but really it is an apt description of, if not what it’s about, the player’s behavior in the game.


Friday, Feb 8, 2013
All games are simulations. They use the cold, pure logic of mechanical systems to create warm emotional connections.

All games are simulations. They use the cold, pure logic of mechanical systems to create warm emotional connections. It’s all a wonderful kind of manipulation, and when it works, it feels like magic. Journey is a great example of this kind of game, one that works its magic on the player whether we want it or not by reinforcing a certain thought process over and over again until the player unwittingly agrees to go along with it.


When I started Journey I didn’t want a cooperative experience: I actively avoided other people, I got angry at the mere sight of them, I didn’t want them solving my puzzles or showing me the way, yet by the end of the game I found myself chirping frantically for my lost companion, hoping he’d return.


Thursday, Feb 7, 2013
Can planet-sized explosions ever get boring? Asura's Wrath suggests that the answer involves finding the right dosage.

I’m not the biggest fan of the Dragonball Z series, mainly because I get bored waiting for people to charge up their power levels, hearing people discuss their power levels, and being surprised others’ power levels do not match their expectations.  I like an “over 9000” joke as much as the next Internet denizen, but I prefer a little more interactivity in my melodrama.  Enter: Asura’s Wrath.


Wednesday, Feb 6, 2013
As much as I kind of hate its retrograde commitment to the classic boss fight, still I have to admire the “truthfulness” of Devil May Cry in allowing the numbers behind the image and the actual image itself to reflect one another. That giant-unborn-baby-guy boss is what he appears to be -- frickin' hard.

The Devil May Cry reboot has a number of things going for it: pretty good voice acting, a more interesting iteration of its protagonist, a continued commitment to absurd and grotesque spectacle, and some punishingly fun gameplay.


However, the game doesn’t exactly reinvent the wheel.  The reboot iterates on previous ideas in the series, in many cases improving on those ideas, but then, there are the boss fights.  And it’s 1989 all over again.


Enter the boss, that guy with the health bar that stretches across the screen and whose attacks hit you like bricks as you plink away at his seemingly endless supply of health.  Oh, and “behind” that life bar is another colored life bar.  Because once you chip away at that health bar, then you can do “true” damage, only then can you actually begin to hurt this guy.  That is, until he regenerates the original life bar, so that you have to whittle it away again before getting back to “really” hurting him.


Sigh.


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