May 8, 2012
The New Aesthetic: The New Aesthetic tumblr is now closed.The New Aesthetic project was...

new-aesthetic:

The New Aesthetic tumblr is now closed.

The New Aesthetic project was begun one year ago by James Bridle on May 6th, 2011, with a blog post at RIG London, and continued with a series of talks and discussions, online and offline. Many thanks to all of those who have participated in and…

May 7, 2012
Nintendo: Theory No. 5 About Why Nintendo Lost Money Last Year(via @Kotaku)

“Over at Yahoo (or maybe The Week), some unnamed editor has rounded up the opinions of four other writers to alchemize a theory or four about why Nintendo lost more than $400 million last year, the company’s first annual loss. I’m not sure how they missed the theory that I dare say is the right one:”

May 7, 2012
When Consumers let Themselves Down

Ryan Rigney tells us to stop letting nostalgia guide our wallet when it comes to iOS purchases. We get the games we deserve, and when publishers are rewarded for lazily shoveling ports onto the App store, nothing good can come of it:

“Why would a big publisher like Capcom take the risk on creating an original iPhone game designed for the strengths of the touch screen when fans just eat up substandard ports of games with notable names? Why not just rake in the profits from fans too drunk on nostalgia to resist? Publishers will never resist the urge to rake in easy sales from emulated versions of previously developed games, despite the fact that customers buying these games are, in most cases, getting a sub-par experience.”

Of course, Capcom is a particularly disgraceful offender when it comes to profiting off of rereleases and remakes instead of creating  new titles or original IPs. But the trend is certainly a troubling one overall, and not exclusive to the App store.

HD remakes are only just beginning. By next year we’ll probably be up to our ears in HD renderings of games that weren’t half as good as we remembered.

There’s also the 3D effect, which has diverted precious Nintendo talent and resources away from making simple new sprite based Zeldas and directed them instead at re-dimensionalizing classic but tired favorites like Ocarina of Time and Majora’s Mask and Link to the Past (both of which Nintendo has hinted at).

As new platforms present more opportunities for established publishers to hawk their wares, the need to push back against companies trying to make an easy buck will continue to grow. Other mediums matured in different contexts. The novel for one had centuries to diversify and grow before the digitization and hyper-commercialism brought on by the Internet. Now everything is competing with everything else, and large corporations like Capcom are still industry leaders due to earlier successes, despite now feeling too much pressure to comfortably invest in riskier and more innovative projects.

Rigney’s point also raises questions about how well certain platforms function in terms of consumer demand vs. quality outcomes. Kickstarter is completely consumer driven (in a very empowered, participatory way) and yet it has encouraged all sorts of different gaming projects (admittedly quite a few of them are nostalgia based, but a lot more aren’t). The App store, though also consumer driven, is built in such a way that while it has fostered some truly great originals, it’s also been a breeding ground for clones, knockoffs, and the very kind of ported shovelware Rigney (and I think most of us) could live without.

But a more thorough analysis of how distribution platforms like the App Store and Kickstarter (or XBLA and Steam) compare and contrast, and how these differences and similarities affect what get’s sold and bought on them, will have to wait.

May 7, 2012

I’m feeling quite out-hipstered today.

polygondotcom:

John Teti loved Fez. Our own Chris Plante did not. They make war at The Gameological Society

(Source: youtube.com)

May 7, 2012
are2:

Spielberg

are2:

Spielberg

May 7, 2012
thisistheverge:

New York’s Chinatown Fair arcade reopens, but the game has changed
“A cross between Dave & Busters and Chuck E. Cheese”

thisistheverge:

New York’s Chinatown Fair arcade reopens, but the game has changed

“A cross between Dave & Busters and Chuck E. Cheese”

(via polygondotcom)

May 7, 2012
A Brief Interlude

Too long without a post, but not without a reason (sort of).

Over the past month and a half I’ve started writing at a site called Nightmare Mode, which you should really check out because it’s got the ravings of not just yours truly, but also a lot of other fine minds, writers, and fools.

My own posts have included this bit on videogame depictions of war, why the end of Mass Effect 3 left me blue below the face, how some classrooms are using interactive stories to teach history, as well as a couple of other things.

You’ll also see me over at Bitmob from time to time trying to stir up discussion with one too many polemic headlines. I wrote late last month about my frustration with Inafune’s comments at GDC 2012, and earlier this month about why I think calling videogames art before they are is a problem.

In other news I attended this year’s PAX East, which was as incredible as it sounds. And may yet be headed to next month’s E3. Either way, I’ll try to get some posts up here in between my other writing from now on. With any hard work you’ll see my byline pop up in the community sections of 1up and Destructoid, and also IGN where I write about comics.

And of course I’ll continue to post longer form content at Nightmare Mode.

Right now I’m playing Fable II, Last Story, and GTA IV (some backlog and some new stuff). And of course a million and one indie PC titles when I can find the time. I’m also playing Wakfu and a couple other new lower Spec MMOs so hit me up if you’re ever interested in getting together.

Update complete. Keeps it real folks.

March 28, 2012
A Summary of What I Don’t Understand About Mass Effect (Spoilers)

(Note: Spoilers!)

In the first game a single Reaper controls a Turian and an Asari to get them to make armies, presumably for the purpose of making harvesting the galaxy easier.
 
You fuck those plans over by the end of the first game, so that come the second one, the Reapers must take out their Prothean husks (why are they still around?) to have them collect only humans to make a human Reaper, presumably for the purpose of Reapifying human life and making it easier to harvest the galaxy.
 
You fuck those plans up as well, and then all of the sudden the Reapers are like, oh shit, time to just fucking go there and do this shit ourselves.  At which point they begin harvesting life (except for the Quarians, Solarians, Krogans?) but in such underwhelming numbers that Shepard has time to fly the Normandy around the galaxy like it’s the fucking Millenium Falcon doing god knows what.
 
Until the end of the game, at which point the Reapers take the Citadel to Earth (why Earth?) because they found out from an indoctrinated Martin Sheen that it was the catalyst that would unleash the giant space penis (why didn’t they already know this given that the AI controlling them was hiding out in the catalyst the whole fucking time?) at which point the Reapers are tricked into not protecting the one way to get to the Citadel: a space gate on Earth, in London, constructed for the purpose of doing jack shit on the Citadel for absolutely no apparent reason.

Why would anyone have a problem with this?

March 26, 2012
The Verge Sits Down With Reviewers to Praise Mass Effect 3

Mass Effect 3 was amazing, and some people just can’t understand why you might not agree.  Now there’s nothing wrong with discussing the finer points of a videogame; the reasons it succeeded or failed.  And in the case of a title like Mass Effect 3, it shouldn’t come as a surprise that a lot, maybe most, don’t have much to knock it for.

But light discussion by a few critics can also devolve into a “101 reasons why I love Mass Effect 3” circle jerk as it did over at The Verge earlier today.

It’s clear some prominent voices in the gaming media had a few things to get off their chests.  But I’m not sure name calling is the best way to start, “There’s been petabytes of back and forth and bickering and crying over the last three weeks by a certain vocal group of Mass Effect 3 players.”

But don’t let that condescending introduction set the tone for you prospective reader, or do, who the fuck cares anyway.  Onto the main order of business.

Adam Sessler, Kevin VanOrd, Francesca Reyes, and Arthur Gies have been brought together to get at all the reasons they loved Mass Effect 3, and perhaps help enlighten some less impressed players.  

Adam made sure to repeat his confusion about reactions to the ending, “I didn’t realize the ending was not to be liked.”

Fran courageously hated herself for wanting a different ending, stating as much, “I hate myself for wanting a happy ending, you know?”

And Kevin, trying to grapple with even the possibility, declared, “It’s hard to imagine anybody going into the final moments thinking that sacrifice wasn’t a possibility, or even almost inevitable.  Honestly, who could conceivably even imagine such a thing?!

All of which led Arthur to wonder, “ if it’s spoiled somewhat by the idea that players, or a certain subset of players, will try to game the system no matter what.”  Who would dare try to game any system, let alone game the system of a videogame.  Did you fools listen to BioWare when it discussed its multi-tiered set of endings?  And fearing that a “bad” ending might be a less developed, less resource intensive one, seek to avoid it by playing hours of multiplier or intergalactic fetching?  Then you’ve ruined it for yourself!

But to their credit, Arthur & co. remark at length on the diversity of possibilities which adhere in the Mass Effect Universe.  So many that, without spoiling them here, one might have the impression that there are several ways to play the game, and several ways for it to be enjoyed.  An ‘AAA’ tribute to “to each his (or her!) own.”

In Mass Effect 3, who will die?  Who will live?  And who the fuck knows why?  Because as Kevin notes, to ignore the complex contingencies of the middle game for the ending is to miss the galaxy for a single star, “They’re being very selective about it, because they’re going to youtube and looking at all the endings, so that they can complain about how similar they are, while simultaneously ignoring how very different all of, say, our experiences were from each other.”

Mass Effect is about all of the little, sentimental possibilities.  Look only at their culminating outcome and you might miss that fact.

But don’t fret, because the endings really aren’t similar!  What Kevin won’t tell you is what Arthur will, “one of the things I like about the ending is that they just totally fuck that universe up by the end. It is completely different, no matter what choice you make.”

Except not all of the choices, since as Arthur says, two of them lead to the same thing, even if the second one is “really bold.”  But who cares right?  Everyone’s reaction to the game is valid, yes?

Specifically with regard to the game’s ending it was Adam who wondered this time, if “it was a ghost in the machine.”  And interesting nod to Descartes’ brand of mind-body dualism which really gets at the heart of the Reaper-mind-Shepard-body quadrualism, or something, like that.

But the important thing is how literary the ending of Mass Effect 3 is.  ”From a literary perspective,” says Arthur, “I think that that’s slick.”  Adam agrees, “In a literary fashion, they have left it somewhat open.”  Because if you remember one thing, remember that ME3’s ending is “literary.”  Like books and shit.  You know, smart things.

To close, the group makes sure not to let the “elephant in the room” get away from them, right Arthur?  Because according to him that’s the big, blubbery mammal “complaining” in the midst of everything.  

Adam tells the disappointed fans what they just don’t seem to understand, “Are you supposed to get a prize? I don’t want to mock too much, and a lot of people have lauded me for not mocking, but as this thing has gone on, I’ve become increasingly frustrated that – the game doesn’t owe you anything. That’s actually something you’re supposed to get out of it yourself.”

Right, tell’em Adam!  See disaffected Mass Effectians, it’s not the game’s fault if you don’t like it, or think it’s bad: it’s your fault.  The ending is something you’re suppose to get yourself.  If you didn’t get out of it what the designers intended, and what these fine critics clearly did, than well, go fuck ya selves cause your clearly demeaning this entire project.

You’re forgetting that Mass Effect 3 is ART.  Listen to Adam, “I do wonder if culturally we’re really at such a state of reward for doing anything that the pleasure of the art is not satisfactory.”

The problem with anyone who hated the ending is that they think it should, could, or might have been something other than it was.  But no, this is ART we’re talking about. It was intentioned by a small group of master craftsman driven not by a pay check, or the needs of the sales department, or the desires of the shareholders, but only their magnificent souls!  Driven by their muses, the Mass Effect team created the art they wanted to, the art they needed to; nothing more, and nothing less.

All of that DLC?  That was part of this art.  The mobile apps and Facebook spin-offs?  Art!  Do not see this as a commercial enterprise in which developers make an AAA title that publishers can distribute to Gamestops and the rest to be sold at $60 a pop.  Look upon Mass Effect 3, and it’s authentically authored ending as an aesthetic consummation of the all things creative.  Not a piece of entertainment sitting in a green box on a metal wired shelf.

Because you misguided Mass Effect fans, Arthur & co. are worried about you.  Adam himself says it best, “the general satisfaction of playing an exceptional game, an exceptional game series, isn’t enough. And that’s a little bit worrisome to me, I’ve gotta say.”

Why aren’t you satisfied you god-forsaken cravens!

You guys are, according to Arthur, falling prey to “groupthink” and “mob mentality.”  In other words, you’re completely wrong but unfortunately none of you realize it.  After all you’re the great unwashed of the vidoegaming masses.  Arthur thinks your entitled, and so does Adam, who try as he compassionately may, can’t think of a more “delicate word,” to label you as.

Because despite how different each play through can be for every player, you better like what you get.  It’s your own fault if you get anything less, and your own complaining, entitled fault if you don’t understand why that’s obviously the truth.

And I kinda have to agree.  The critics are right on this one.  And sometimes the only way to get that across is to dip each abrasive generalization in a steaming pile of condescending bull crap.  Whatever you’re opinions, please don’t express them.  Because in doing so you wouldn’t just be wrong, you’d be a whinny bunch of idiots.

February 17, 2012
Demo Debriefing: Binary Domain


Binary Domain doesn’t have much going for it.  The game doesn’t hail from an established franchise, but is instead a standalone third person shooter from the developers of Yakuza.  It’s also a Japanese developed Western style shooter, which in trying to appeal to both the American and Japanese markets, might end up succeeding in neither.  And so far the game has failed to cause much of a splash, with little media attention or gamer anticipation despite a release date that’s just around the corner.  

But the team behind Binary Domain claims the game will do two interesting things.  First, it will tell an interesting story about a Japanese dystopia in the year 2080 where socio-economic stratification has fragmented cities and where a robot uprising causes humanity to question how it defines itself.  No small project.  The second thing Binary Domain will attempt to do is weave these themes into its gameplay with “consequence” based squad tactics.  Players an influence how their relationships to NPC teammates develop based on chosen dialogue and actions during combat.  More “trust” means more help from your squad mates, while less will lead to chaotic teamwork or none at all.  

However, while both of these things sound interesting in theory, that doesn’t mean they’ll be compelling in practice.  And any doubts as to how well Binary Domain will live up to its promise are only amplified from playing the demo.

All of the third person shooter mechanics players have come to expect are present, but less than inspiring.  Taking cover is easy enough, the weaponry is competent, and every once in a while some part of the environment’s backdrop will be just pretty enough to catch your eye.  Otherwise, enemies are predictable and not horribly difficult to dispatch.  Some robots are heavily armored, others have shields, and a few have sniper rifles.  The rest are simple grunts which pop up from cover to varying degrees of success.  

At the end of the first stage (the demo contains two), a “boss” of sorts will appear that requires a bit more work to take down, with NPC’s guiding you through the steps necessary to do so.  The second stage, while slightly harder, ends just as the player encounters another hulking piece of sentient machinery.  

And so ends the Binary Domain demo.  Short but not quite sweet.  The concepts with which Binary Domain first caught my attention weren’t on display, and nothing about the characters, location, or enemies felt very unique.  Only poorly written one-liners and silly clichés helped to distinguish the main character and his comrades from the grey-scale automatons they were fighting.  In fact the demo struggled to exhibit any strong sense of “humanity” at all, leaving me to wonder if the vague  repetitiveness players encounter in the demo is simply the first step toward the mechanical dystopia where Binay Domain takes place.

Liked posts on Tumblr: More liked posts »