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Friday, Mar 16, 2012
As the combat in Assassin's Creed changes from game to game, so do the character traits that it implies.

In Assassin’s Creed, the protagonist is always portrayed as a Master Assassin. His allies respect him. His enemies fear him. In the later games, he recruits new Assassins, trains them, and presides over their “graduation.” He’s clearly the leader, and he’s clearly a capable leader. But as the combat changes from game to game, so do the character traits that it implies.


The one-hit kill counter system that has been in place since the first game says a lot about the Assassins as a group, since this seems to be their default fighting style. It’s defensive in nature, emphasizing technique and technical mastery over aggressive flailing, which is to say: button timing over button mashing.


Friday, Mar 9, 2012
AMY is the story of two women surviving against a bunch of men.

I’ve already written at length about the mechanics of AMY. While the narrative isn’t worth writing about, the game still has a few fascinating quirks worth exploring. Specifically, its use of gender.


Featuring women and children in a horror story is nothing new. Lana and Amy’s relationship is interesting on a mechanical level, but it’s too shallow on a character or narrative level to act as any kind of commentary on gender in horror. In fact, AMY doesn’t do anything new with gender roles, but it’s interesting because it offers such an obvious example of how both genders are portrayed in survival-horror games.


Friday, Mar 2, 2012
I acted like a monster, and the world treated me as one. Why was this surprising?

This post contains spoilers for each of the three endings to Warp.


Warp is a cute, challenging, and fun puzzle game. You play as a little alien who can warp a short distance. With this power, you must rescue a friend and escape the science facility where you’re being held captive and experimented on. You’re a weak creature—get shot once and it’s game over—so it helps that you can warp into people or barrels to hide… and then you can explode out of them with such a show of blood and gore that it would make the chestburster from Alien jealous.


My fist time through the game, I loved the explosion of gore. It was cathartic. The opening cut scene lets you experience the horror of live experimentation first hand; you feel the alien’s pain. Later on we see similar experiments performed on other aliens, scientists slaughter them just to see how they die, and then we’re forced to fight a fellow alien that’s been tortured to the point of insanity. These people, both the guards and the scientists, are not innocent bystanders in some large scale conspiracy. They’re out to kill you and your kind. So I killed them first. Over and over and over again.


Friday, Feb 24, 2012
AMY casts both woman and child (Lana and Amy) as both protector and victim.

Survival-horror games often cast players in the role of a protector—of a sort. It’s an added responsibility that adds tension to the experience. How can we protect another when we can barely protect ourselves? Silent Hill 2 tasked us with protecting Maria, then toyed with us as it forced us to fail over and over again. Silent Hill 4: The Room tasked us with escorting our battered neighbor through past levels. Resident Evil 2 showed us Claire protecting Shelly, and while that was more story than mechanics, it still cast the playable character as a protector and that status fueled much of Claire’s motivation.


AMY takes this trope further, casting both parties, woman and child, Lana and Amy, as both protector and victim. The resulting co-dependence forms the backbone of the game and makes AMY one of the most interesting horror games to come out in a long time.


Friday, Feb 17, 2012
The value of the online pass all comes down to a matter of perception. Value added or value subtracted?

I’ve always hated the online pass. I’ve always thought that it was inherently anti-consumer, a greedy nickel and diming of gamers, justified by the self-righteous call to “help the developer.” I’ve always hated it, except when I liked it.


I’ve always liked EA’s “Project Ten Dollar.” I’ve always thought that it was clever to reward people that bought a game new with a coupon with some free downloadable content. It’s positive reinforcement, a “you’ll catch more flies with honey” type of marketing. I’ve always liked it, except when I hated it.


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