Tuesday, January 31, 2012

Broken Languages

I finally wrote an exhaustive review of Katawa Shoujo, the visual romance novel set in a facility for disabled teens (you may recall I first covered it back in 2010, exploring the cultural genesis of such an unusual idea). Over the past few weeks since the fan-made game's made its long awaited launch, tons of you have been mailing and tweeting to see if I'd played the final version, so now here you are.

Games about conversations, about dating, about things less tangible than action, are clearly overwhelming to develop (and also to interpret critically, come to think). But I like when people try. Boy, do I! Over at Gamasutra, we're doing those annual Road to the IGF interviews with the festival's finalists, and today I've done one with the folks behind Prom Week, a game that promises an unprecedentedly sophisticated conversation engine.

The team gives a pretty fascinating interview. Mattie Brice asked me on Twitter about why more people don't try to push social simulation technology (like, why was Facade so long ago, for example, with few comparable examples since?)

I think it's because not only is it an enormous technical challenge, there's also the perception that it's a niche, a thankless academic corner that will never reach beyond an "indie" audience. Good thing some people try, though. (Mattie, is it a coincidence you go by xGalatea online, where Galatea the game is among the most iconic examples of groundbreaking, conversation-oriented interactive fiction in history?)

Anyway, back on task; I also interviewed the creators of musical landscape game Proteus for the Road to the IGF series. Cannot believe it's only a handful of weeks til GDC!

This past weekend was the 2012 Global Game Jam. Good thing I have loads of friends who make video games for me to look at and talk about! As soon as I catch up with what all my favorite people have got done I'll let you know about it.

Monday, January 23, 2012

Baby's First Game Review

When I was a kid I didn't necessarily aspire to be a video game journalist; primarily I wanted to be an actress, and then occasionally I had designs on becoming a surgeon, until my third grade teacher told me I'd have to buckle down and get better at mathematics if I hoped to make it through medical school. Fuck math, man.

I wanted to become a surgeon because of a computer game, though. Sometimes I don't fully realize how omnipresent games were throughout my life until I look back on my childhood journals and papers and stuff from this sheaf of old junk rescued from my parents' house (where I found my classic Phantasy Star II 'novelization'!).

Anyway, last night I happened to find one of my earliest "game reviews". Judging by the rest of the content of the journal I found it in, I must have been about six when I wrote it:


Fun fact: Donald Duck's Playground for the Commodore 64 was made by Al Lowe, creator of the Leisure Suit Larry series. Believe it or not, I also played those games when young. My parents probably should not have let me. I got a real kick out of being able to interview Lowe a few years ago.

Don't believe the review, either. I wrote it while frustrated. Donald Duck's Playground wasn't weird, it flippin' rocked and I played the shit out of it.

It's Raining

Continuing with my commitment to revisit the Metal Gear Solid franchise alongside the HD re-release, I've finally written a fairly lavish tribute to what I consider to be overall the finest entry: MGS3, with particular attention to the fight against The End. That's just one of the elements I think make the game such a standout; I re-finished the game at the weekend for the first time in a few years, and I still got all teary at the end.

There's so much more I could say about it, too. The Boss as one of gaming's best female characters ever-ever, the strange palate cleanser of that "ladder scene", the impeccable use of Cold War anxiety elements, blah blah blah. Suffice to say I actually think MGS3 is a perfect video game, and I don't say "perfect" often if ever.

If you missed any bit of my past month's self-indulgent MGSism, here's a blog post on MGS1, and a Kotaku feature about the authorial intent of MGS4. I'm never satisfied that I've said exactly what I want to say about these games, but once in a while, I should probably try writing about other things, eh?

Oh, I have done, a bit. I caught up with 5th Cell to see what it's been like launching their first new IP since Scribblenauts (on iOS, no less!) -- and moving into self publishing. They're also working on an uncharacteristic 3D shooter for XBLA, and Jeremiah Slaczka tells me why it's so important for the studio to continually try new things.

I also talked to Sulake, which makes Habbo, about this intriguing strategy the company is attempting to increase user retention by adding iPhone apps that integrate achievements with what players do in the main game world. What's interesting is they aren't Habbo apps; they're stand-alone games that allow players to showcase their achievements and stuff in the Habbo world. Just about everyone is going multiple platforms in order to compete and engage users in the tricky online space, and it has interesting implications for the rest of gaming, I think.

GDC will be here before we know it, and with it, the most wonderful time of the year: The Independent Games Festival! I've got a bunch of interviews in the works with the finalists of the IGF that you'll be seeing in the coming weeks. If you've got a newsstand near you, check out the December/January issue of NYLON Guys for an in-depth interview with Phil Fish about Fez, and in February/March, I feature Alexander "Demruth" Bruce about Antichamber.

In other news, Indie Game: The Movie showed at Sundance, and I hear via the Twitter that HBO is considering doing some kind of series about the experience of indie game designers based on it. I'm excited that the wider world is starting to understand that these people are some of the modern age's most important artists.

I've been super busy; then again, aren't I always? For some reason lately a high volume of you have sent me articles, blog posts, etc. asking for editing, advice, feedback, thoughts and whatnot, and I just haven't been able to get to any of it. I'm really really sorry! I'll get back to you if I can, but please don't be too mad at me if I just don't have the bandwidth right now.

It continues raining/snowing here in New York. Via thisismyjam.com, here is Broken Water's Kamilche House, a good song for days indoors.

Monday, January 16, 2012

Scoring Sentimentality

When it comes to entertainment media, I generally think objectivity is a ridiculous notion. We can accept this in most kinds of art -- i.e, "I don't like this" is not thought to be analogous to "this isn't good." We can like things that are bad, and we can feel alienated or repelled by things that are well-crafted if they're not our taste.

It seems more difficult for gamers to accept this, and by "gamers" I mean the kind that are "hardcore" enough to be overly invested in what other people think of something they like. I maintain that probably the biggest reason people read reviews is not "to find out if a game is good," but to help them crystallize their own opinion -- or to make them feel validated in that opinion.

But there's still the assumption that a review can be generally correct or not, vs. something one agrees or disagrees with; certainly it doesn't help that as a technology product there are aspects of a game that are governed by quality rules, that have a right and a wrong way they can be executed.

I hate that. I think for the most part the most interesting work in gaming culture gets done when we let go of this distant idea of games as only product; they are so personal, so subjective, so experiential.

There are people out there who think that Ocarina of Time is the greatest video game ever made. It isn't[*], but I know why a lot of people think so. Read the latest of my Edge columns to come online and see what I mean.

Speaking of products and reviews and stuff, I had a thought-provoking question posed to me the other day, and it spawned an entire editorial: Why doesn't the games press review Facebook games? Would having them on Metacritic or something offer a useful baseline for the space so that it can actually evolve?

All I'm doing right now is replaying MGS 3 in HD. Yep, still my favorite video game.

*"Ocarina of Time is the greatest ocarina-themed videogame of all time." -- Ian Bogost

Friday, January 13, 2012

Take Care Of Each Other

So given that there are still so many patently horrible people in the world, it continues to be important to emphasize what we all can do to contribute to a civilized, mature and inclusive culture around video games, which often seem to be a little slower to it than other entertainment industries and business segments.

How I feel about women in media -- and some of my personal experiences being one -- was the focus of the talk I gave last month in Toronto at TIFF Nexus, and the video of my keynote is finally online for you to watch! Bear with me: I was incredibly intimidated by the amazing honor of having been invited to speak, and I don't speak so fast nor drop so many 'um's during the talk as I do in the first ten minutes, ha.

During the talk I namecheck Harmonix's Matt Boch, since I was so struck by what he said at NYU's PRACTICE event about gender as performance in Dance Central. Although unfortunately I didn't get that quote down in my initial coverage of his lecture then, ultimately I followed up with him for a larger interview on what exactly that means, and that's now up at Gamasutra, too -- his perspective is fascinating and I highly urge you to read it.

UPDATE! Kirk Hamilton responds at Kotaku, with 'On Playing Dance Central 2 while male.'

Those Harmonix folks are seriously cool people, by the way, as I had the fortune to observe when I was invited in to do an in-depth studio profile that ran in OXM back in the summer. Check it out if you missed it the first go 'round.

Also, toward the end of the talk I paraphrase a Seth Killian quote from PRACTICE regarding misogyny in the Street Fighter community, and the actual quote plus context in Stephen Totilo's coverage over at Kotaku.

On the subject of cool people, my friend Denis Farr writes a follow-up at Kotaku about some of his thoughts since the time he first spoke out on the site as a gay gamer who has experienced homophobia (trigger warnings for such, natch), using this Blizzcon incident as a launching point. He is brave and honest and both of his articles are worth your time.

I have absolutely no time for nor interest in the kind of people to whom these voices and perspectives are somehow unwanted (I mean, I'll forgive you if you don't sit through my whole keynote, but you get what I mean). Games are for fun, we can play, etc., but as in all things we should all aim to be the kind of people who care about where one another are coming from and who are willing to listen.

That seems really, really basic to me.

Thursday, January 12, 2012

Performance

"It's sad to me to think that we're the entertainment industry, and we're the most technologically advanced of all the entertainment industries, and yet we seem to be lacking in a social progressivism that matches our technological progressivism."

Tuesday, January 10, 2012

Gone Baby Gone


I saved Skyward Sword for after the holidays, despite the fact new Zelda games are currently a sort of Christmas-to-New Year's kind of ritual for many people.

I'm really liking it so far, inasmuch as I can like a new Zelda. To a certain extent my enthusiasm for the brand has diminished with each installment; might just be some formula fatigue, like I got with Pokemon and Harvest Moon despite the fact that games in those series have probably collected hundreds of my hours over the years.

A Link To The Past has this distinctly alien, mysterious quality that I think the brand has lost over the years in favor of a prettier sort of magic. Zelda games are so ritualized now, so tautly Nintendo (not a negative adjective by any measure) that they start to feel like Disney rides or something.

Never stops me from finding things to love about almost every one, though. This time it's Zelda herself, and I think she's indirectly brought something new and special to Skyward Sword I've explained in my newest Gamasutra editorial, if you'd like to have a look.

Also new at Gamasutra: A look from inside Prototype 2's dev team, with its nifty design director -- even if you're not that into Prototype, he's uncommonly candid about some of the twists and turns these internal processes take. What's the value of a Masters of Fine Arts in game design? NYU's resident smart cookie Frank Lantz explains.

Finally, Microsoft has tapped Arkadium to explore cross-platform social gaming; Microsoft Games Studios, to be precise. If you don't really know what that means or you think it sounds irrelevant, you should probably read my new Kotaku column on the biggest new ideas in the games space that you should fully expect to start invading your familiar world in the months to come.

Lastly, I jump on the "Shit ____s Say" bandwagon (if you haven't seen Shit Girls Say, Shit Black Girls Say or Shit Girls Say to Gay Guys, to name a few, git yr azz up ons) by writing Stuff Gamers Say over at Thought Catalog. They are all composites, and one of them is me.

Yes, I know Katawa Shoujo is out, although I appreciate all nine thousand of your mails and tweets. If you don't know what I mean, please read this article I did at Kotaku on the development of this Japanese-style dating game about disabled girls, and the niche internet communities that birthed it.

Yes, I'm going to play and review the final game and you will be the first to know about it when it runs. Properly playing visual novels takes time.

How y'all doing? What're you playing? If I made you forums, would you use them?

Tuesday, January 3, 2012

Happy New Year!

Happy new year, everyone! Hope you've all had a good holiday. I spent several solid days being drunk and playing Skyward Sword, which I hadn't gotten to until now. I suppose I'll have some kind of formalized "thoughts" or whatnot on it soon, but for now I've gotta focus on catching up from some prolonged nightmare flu and an intense holiday period.

I wrote about the peculiar comfort in being ill over at Thought Catalog, plus the uncommonly silent limbo of spending a holiday in New York City if you're not particularly Christmas-oriented.

Okay, so one article about being sick, one article about a holiday, and here, one sort-of serious satire about my struggles to get my work done on time and well. Believe it or not, there were some people out there who thought this piece was real advice. I disclaim all liability for what will happen to you if you're that oblique!

Right, but somehow I still did get some stuff done: An editorial on Skyrim. All right, trolls: I think Skyrim is completely rubbish. I have no interest in playing it any more. I have no idea who designed the combat system, looked at that swordplay and went "HEY IT WORKS IT'S PERFECT." Like, really? The game also combines a lot of things I'm just not interested in: high fantasy setting, open world, and loads of lore.

However (who am I kidding, half of you will not read the 'however' and have already begun typing me nerd rage death threats) -- HOWEVER, I totally get why people love it. Totally get it; I wrote a bit about that at Gamasutra.

People like feeling like they're an influential part of something larger than themselves; they like games that give them things to explore and share together. That's the principle with which Jesse Schell is working with his company's new Puzzle Clubhouse, an intriguing new idea for crowdsourced game design. Check the interview.

And it wouldn't be a new year at Gamasutra without our usual exhaustive year-end roundups; I contributed Top 5 Controversies a bit ago, and now I add Top 5 Surprises.

As usual we round up all our year-end material -- including our overall top ten games -- into one big feature for your reading pleasure. This year, our individual contributions to the game of the year list were bylined, so you'll be able to see which titles I vouched the hardest for. Give it a read!

Lots of you have asked what I think of the big changes going down at Kotaku. I've worked with the staff there for some years, including both Brian and Joel, and I wish them tons of the best in their new endeavors, Brian in particular after years of service to -- come on, face it -- our space's most relevant consumer gaming site.

But I'm also incredibly thrilled to see what Stephen and the new guard (including my real good bro Kirk Hamilton) will accomplish over at the big K. Stephen in particular is a fantastic editor who's done a lot for me, and I think his role as Kotaku EIC spells amazing things.

For those that mailed/IMed/Tweeted whatever, as far as I know I'll continue my monthly column as normal, as I've done for I think nearly three years now!

Friday, December 16, 2011

Sucks

"One of the biggest failings of the videogame industry is that very few people are famous for making games."

-- Gus Mastrapa, Hating on the VGAs is Boring

It's The Most Wonderful Time

Things've been crazy since my trip to Toronto. I'd never been, and I absolutely loved it. What impressed me most was the fact that the art and tech community there seems to exist on a spectrum, with many people creating from multiple points of focus and collaboratively with other disciplines to interesting results -- I found the worlds of play study, child development, hardware hackers, academia and game design often merged.

TIFF Nexus' Women in Film, Games and New Media event was a huge success. The response to my keynote was overwhelmingly positive (I was TRENDING in Toronto on Twitter! Whoa!), and I hope to have some video or something online for you guys soon. If you're an Edge subscriber, a column distilling some of the key points on which I spoke will appear in an upcoming issue. Meanwhile, at Gamasutra I wrote about the results of the Difference Engine Initiative, the local Hand Eye Society's incubator which focuses on inviting and encouraging women to game development where they may not have considered it before. Amazing stuff I'd be pleased for you to check out.

As usual, I've been up to a whole bunch of other things; here's an editorial I've done on signs of life in the maturing social games space. You can make fun of Facebook games all you want, but you can't ignore them, because the lessons from the social space will start pollinating other platforms.

Across the Atlantic from me, veterans of the UK gaming space including Kuju's Ian Baverstock and Jonathan Newth have formed a brand-new consultancy aimed at assisting game developers in navigating this rapidly-changing cross-platform environment. PopCap, which is unequivocally one of the coolest and smartest game companies there is, is ahead of the curve as it takes another step toward seamless multiplatform play for Bejeweled with an interesting new iOS decision. So yeah, get used to this stuff.

I'm excited that once again Gamasutra is doing its year-end top lists, counting down to our games of the year by rounding up the year's most notable industry events; business trends, anticipated games of 2011, and top indie games of 2011.

I chip in with the year's top five biggest controversies, as I'd know from controversy, natch. Our Mike Rose was kind enough to find a pic of Cole Phelps standing nonchalantly while destruction occurs behind his back. There'll be more top lists, of course, so watch our space.

I wrote a tongue-in-cheek Thought Catalog piece about how Facebook is changing the way we talk about our romantic crush behavior. Sappy shit. I'm amazed at how many of the commenters are taking it seriously. Their relationships must be super unfun. Possibly they are replicants.

Is that it? Yeah, I think that's it for now. Man, I hate this time of year. It puts all our brains through a pulper. Of course, Skyrim does that to me too, and yet it doesn't seem to stop me playing it.

Oh yeah, I need to keep on top of recommending you guys music so that you stop asking me if I've ever heard of, I dunno, Wilco or something, and stop calling "indie" a genre. I'm just playin', ladies, you know I love you. Besides, we're all going to blow our brains out if we hear one more pop Christmas song cover right?

Today's Good Song: The People's Temple - Led as One (Si vis pacem, para bellum)

Monday, December 5, 2011

Love On The Battlefield

The big lie of war in video games is that it's something you can win. -- Robert Yang


This week, my Metal Gear Solid retrospective heads to Kotaku for a second. When I found myself thinking over the things I love most about the series, it's that one director's vision is clearly expressing itself with very personal correlation points in his games.

That thought process led me to feel quite strongly I'd prefer for sentimental reasons for there to be no MGS5, or at least for Hideo Kojima to at last get his apparent wish not to be heavily involved. Read all about it here. Surprisingly the biggest trigger of nerd rage for this particular column was my offhanded claim that I'm 'pretty much the biggest Metal Gear Solid fan there is.' How dare I!

Changing gears a little, I've done a new editorial at Gamasutra about the changing shape of the social gaming space, and why so many core developers are capitalizing on new opportunities there. Whether or not you play or make them I'd appreciate you giving it a read, because I think there are a lot of prejudices (some admittedly earned, and yet) and misinformation about the social sector out there.

I'm also excited to go to Toronto this week. I have the honor of giving the keynote for TIFF Bell Lightbox's women in film, games and new media day. I have never been to Toronto (or anywhere in Canada, for that matter), but I know enough awesome folks there that I fully expect to love it. And Mathew Kumar has promised to take me for poutine so I'm completely thrilled. Expect coverage and thoughts on the experience in the coming days.

One of the things I love about MGS, besides the stealth gameplay, is its nuanced examination of what war means to different people. In that vein, here's an editorial I highly recommend. I've written a lot about how "realistic" war games make me kind of uneasy. Mostly I just find them spiritually off-putting, aside from the fact I just don't really enjoy playing first-person shooters as a matter of taste. I don't consider myself particularly pacifistic, even; I just find the relationship between war games and the reality of our modern climate a little bit uncomfortable for reasons I struggle to articulate sometimes (see my piece from last year, 'Who Cheers For War?')

And I struggle to articulate the reason because every time I try, a legion of enraged young men rises up to tell me to shut up and get back in the kitchen, which in itself is disturbing. Anything for which maladjusted people are tempted to scream at the top of their lungs in defense would appear to have a red flag upon it, I think.

Monday, November 28, 2011

Big Ups

Happy belated Thanksgiving, Americans. I stayed at my family's place in Massachusetts for the holiday, and now that I'm back in New York I am fighting to catch up amid the whirlwind of work that December always is. We'll be continuing with our Metal Gear Solid marathon soon! For the moment, though, just some things to catch you up on!

At Thought Catalog, I wrote about the time I adopted a baby robot dinosaur. During the FFVII Letters that Kirk Hamilton and I wrote at Paste, we talked about the broad sketches digital worlds can draw that let us attach our imaginations to things. That sense of attachment is even stranger and more intense when it comes to things that resemble living creatures. And sad. And primal.

There's a new augmented reality game for iOS called Dimensions, and it's very, very neat. It uses the audio in your environment and responds to your movement and activity level to create the sense that you travel among realms of sound. It's easier to experience than to describe, but in this interview at Gamasutra, the developer talks to me about augmented reality and the nuance of making the world around you, subtly, into a magical experience.

There are social games where you click on farm animals and there are real games where you pull triggers and shoot dudes, right? Not anymore. The lines between these platforms are becoming more elastic, and the multiplatform social space and the core gaming space are beginning to borrow from each other more and more. Chris Archer used to work at Activision, but at his new studio, U4ia, he told me he wants to make "first person social" games that bring together the social and FPS spaces.

Of particular interest, he believes that amid all of our networking activities and social media platforms, it's actually harder these days to have a meaningful gaming experience with your actual friends than it was in the ol' LAN party days. What do you think?

I spend a lot of time in the change games space, talking to folks who want to make games that motivate people to support charitable causes or to better understand global issues. One shortfall that's plagued this promising sector for some time is that they've gotten good at raising awareness, but ways to get people to actually do things -- give money, spread the word -- are still under consideration.

A new game from Sojo Studios called Wetopia has found a really promising way to take all of the sharing and visiting and resource management inherent to Facebook games and use it to support major nonprofits. Ellen DeGeneres said she likes it! Check out my interview (with Sojo Studios' Lincoln Brown, not with Ellen, sadly).

Finally, I've gotten to chat to the studio head of IO Interactive about what's next for them. They get to work on a new IP and a new Hitman game once they ship Absolution. In my full interview you can read all about it.

By the way, here are my five most favorite albums from 2011, if you are looking for something new to listen to:

1. Widowspeak (s/t)
2. Parallax (Atlas Sound)
3. Staring at the X (Forest Fire)
4. D (White Denim)
5. Helplessness Blues (Fleet Foxes)

Monday, November 21, 2011

Metal Gear Solid And The Uncommon In The Common


I'm going to send you a love letter, my dear. Do you know what that is? It's a bullet straight from my gun to your heart." -- Sniper Wolf


I just published this Edge column about how I think it's important for designers and writers to remember to consider audiences who don't think the way they do. A lot of times people tell me they don't get why the MGS series is my favorite, so I'm finally going to try to tell you.

It's so important to my work in games writing to stay relevant and current. Oh well! Today, I want to talk about the original Metal Gear Solid.

I find it unfortunately impossible to replay these days, as it falls into the weird, choppy adolescence of the PlayStation era. I can't reconcile the precision of the gameplay with the rough look, and certain methods of moving and aiming that became more streamlined in later iterations are no longer intuitive to me. I love old games -- in fact, I often prefer them -- and I am obsessed with the tech driving new ones, but things that fall in between tend to displace me, no matter how much I liked them when they were current.

(Sidenote: I had a similar experience when I got Resident Evil: Code Veronica from Xbox Live Arcade -- as it's far and away my favorite Resident Evil, I was psyched to revisit it, only to wonder how the hell I ever managed to navigate that game with a character that controls like a tank).

Unfortunately, the excellent Twin Snakes remake is only on GameCube and I don't have one
anymore. But between Twin Snakes and original MGS1, I've played the game enough times to have indelible memories, which are only reinforced by the fact the characters, scenes and themes of MGS1 scaffold the rest of the series to come, and reflect themselves in every installment.

Actually, to a certain extent it was 1987's original Metal Gear that established certain key conventions: The unarmed infiltration mission where equipment needs to be procured on site; the necessity of rescuing a scientist; warring factions, and war weaponry so powerful it could destabilize the world.

By the time the series reaches its fourth game, it becomes so strange, a lattice of decades (Snake's first outing was actually in 1987, in the original Metal Gear). By MGS4, it's as much a game about video games as it is about Snake, his clone brothers and the morality of war. Hopefully in the coming days I'll get to explain what I mean by that bit in a way that finally satisfies me.

But the original Metal Gear Solid doesn't really indicate that degree of ambition. It seems, on its face, to be a sort of dewy-eyed homage to the sort of action and espionage films Kojima is known to admire, and owes a lot of its tone and style to them. Solid Snake's character design appears to owe more than a small debt to such stuff; he has the look of Kurt Russell's Snake Plissken from Escape from New York (the eyepatch comes later).

Recall that MGS1 released into a time when cutscenes, particularly FMV, were very much in vogue. This was when people my age used to bring friends home from school just to show them opening cinematics. It was exciting -- "it's just like a movie," was a common refrain, and at the time that wasn't a negative. We felt awed.

The idea at the time was that if only technology caught up a little bit, games could become great works of spectacle, capable of the same kind of emotional impact and thrill that our favorite films could provide. So a game that aimed more toward filmic narrative, with lots of dialogue and character, plentiful cinematics and scenes of dramatic, playable showdowns was very much in keeping with the appetites of the time.

Except even then, MGS was ambitious. To some extent, the series always reached beyond what players expected -- even beyond what they necessarily wanted. The most important convention established by the original Metal Gear is the idea that those who employ you, those who you trust for leadership, may turn out to be your greatest enemy.

Pulling that off relied on a pretty basic video game concept: All gamers know that a "boss" is "that guy you fight at the end". But it'd been a long time since we asked, boss of whom?

In Metal Gear, you learn that your boss --who gives you orders in the game -- is your final enemy, your Big Boss. Big Boss is his name and none will ever know otherwise for years to come.

Not an especially creative naming convention. In fact, it's straight up weird and it stays that way: The bad guys of Metal Gear 2: Solid Snake include Big Boss, Running Man, Black Color, Red Blaster and Ultra Box. That's only marginally less blunt than a Mega Man. And, I mean, I haven't even made fun of the name "Solid Snake" yet.

What's weird is that those naming conventions, relics of the late 80s, persisted with the launch of MGS1 nearly ten years later. As credits roll over MGS1s' cinematic intro and Colonel Campbell describes Snake's elaborate counter-terrorism mission, it's a funny note: FOXHOUND's demands include the remains of someone whose name is apparently still Big Boss.

It's as if despite Kojima's excitement about taking advantage of new technology to bring his strange film-hybrid gaming vision one step closer to life, there were some old school concepts he clung to -- and one would be hard-pressed to blame a lack of creativity, as we'll see later. Was it that he couldn't be bothered to reinvent those concepts, or that he had a use for them?

One would have to guess the latter. MGS1 became better known for its bosses than for the particulars of its plot; probably that game's slate of unusual major confrontations remains its defining trait. The succession of Decoy Octopus, Vulcan Raven, Sniper Wolf and Psycho Mantis demonstrates precious little more innovation on the naming side; just like most MGS characters, they get a basic title (the adjective-animal conjunction is particular to members of the FOXHOUND unit). They don't sound very interesting, and yet they are.

When Kirk Hamilton and I did The FFVII Letters, we discussed how simple abstractions can become extremely affecting in context, because they leave us room to fill in our imaginations. Generally we do learn about the personal histories of Snake's enemies and their motivations as we guide him to engage with each -- but one of the singularly interesting things about the MGS games is that the gameplay itself is always an abstraction of the story.

The battle with Sniper Wolf, for example, thematically reflects who the woman is. We learn she became a sniper so that she could exact her revenge for the traumas she suffered in the center of a warzone. The battle of marksmen against her is staged in an open snowfield, where distance and precision are paramount and cover is scarce. The player feels vulnerable, and and the tenuous balance between stalking Wolf to becoming her one-bullet prey is anxious. Most people who play that scene fall silent, breath held.

It's not just cerebral, unusual boss design for its time. The quiet tension of the fight, the footfalls crunched into the snow, the distance from rarely-glimpsed Sniper Wolf herself, and the eerie, lonesome howls of the wolves with which she keeps company are an excellent reflection of her spirit. She is being characterized by the player's gun combat against her, quite rare in games about war. It doesn't really matter what her name is. She's illustrated through the player's experience.

But of course, even people I've met who dislike Metal Gear games remember Psycho Mantis. The most sinister of the FOXHOUNDs, the spectre of his influence haunts the player throughout the game -- a black-clad telekinetic who wears a mask to keep out the thoughts of others, and to veil his face from the burns he sustained after his fear of his father woke his aggression and he incinerated his hometown.

The character is creepy enough, but in another breach with what's perceived to be his obsession with imitating movies, Kojima used Psycho Mantis to famously break the fourth wall between the game and the player. The fight with Mantis is designed so that the player genuinely feels like his game hardware is on the fritz; Mantis can even "read" data from games on other memory cards and report back to the player on what he or she appears to like. Ultimately Mantis can "cause" Snake to defy the player's controller inputs -- to beat him, you have to become "invisible" to him by plugging your controller into the second port.

It's a fun trick now, good for old-school anecdotes; many would consider having experienced it once to be crucial to a well-curated gaming background. But back then, it was revelatory. As with the rest of MGS's boss design, Psycho Mantis' ability to pass through Snake and "invade" the player's space used design to illustrate the character.

In that respect MGS could be said to hold onto some of the primitive traditions of earlier games just so that it could subvert them. Since when did the sprite with a life bar and the word BOSS and little else to recommend him get to express himself through game design in the way that Wolf, Raven and Mantis get to do?

That approach to designing all of the interactions in Metal Gear Solid games -- making them innovative from the design side in a way that gave those moments expressivity from the character side -- is one of the things that especially sets the series apart, and it was MGS1 that defined it.

Best of all, those boss fights characterize Snake, too -- or, they let the player characterize Snake. Who is this ultimate soldier? His world is full of people who think they know, allies and enemies alike, and no one ever seems to be right. Or they all are, to some degree, with the deciding vote cast by the player's concept and play style. Vulcan Raven predicts that Snake will never get respite from war, always haunted by the spirits of his enemies. He'll be shown right a decade later.

That common complaint about the cutscenes, like the director is divorced from the value of interactivity? I advise anyone who thinks that to consider MGS1 more closely.

Throughout MGS, every character and boss reveals to you the ways their childhood and their relationships with family or lack thereof shaped their lens on war and informed their actions. At the end of the game, Snake learns where he himself comes from: He, like his rival, Liquid, are "sons" -- direct copies, more like -- of Big Boss. Isn't it interesting to think of your ultimate rival as your original progenitor, an ending that's a beginning?

Hang onto that idea of begin and end. The series comes right back round to it. Meta. I love meta.

More soon.

Revisiting My Favorites

How's everyone been? I could talk about how many brand new video games I have over here; I could talk about Skyward Sword or Skyrim or something like that. But I won't, actually -- there are a lot of places you can read that stuff, and since I so rarely get time to update SVGL, I figured I'd talk about something different, though hopefully no less timely.

The Metal Gear Solid HD collection is out, and it looks shockingly good. I think it's a pretty well-known fact that I'm a huge, sentimental fan of the franchise. To be quite honest, it's one of those few I love enough that I don't know where my personal reaction begins and my critical lens -- you know, the distanced thought I try to give games so that I can talk to you guys about them independently of my own taste -- ends.

Okay, I'm a huge fan. But then, even in my work I'm known to prefer games with voice and character. In MGS, that voice and character often veers into the arena of self-indulgence, and jeopardizes things like mass appeal or conventional design wisdom, and even still I prefer it to games that are cleaner and much better crafted.

MGS demands a lot from its players in terms of investment and patience. Its story is not accessible, and it turns over and over on itself like a coiling snake in its attempts to make its numerous meta-meta-plot loops connect. Yes, you have to sit through a lot of dialogue and cut scenes that are nakedly imitative of film. Some people argue that Hideo Kojima, who is director of the series and thus assumedly responsible for its tone and character, is plainly resentful of his audience and of the industry in which he works (I agree). Plenty don't like that.

But to me, a work of creative storytelling needs to reflect the creator. I want to be able to talk about what he or she wants to say, and what their work says about them. I always have something to say about MGS. The media I know I really love will put the hair up on my arms no matter how much time passes, and no matter how many times I experience it (sidenote: I feel this way about Neutral Milk Hotel's song 'Naomi,' one of my favorite songs ever).

My dear game industry: I rarely write scored reviews, but if I had, I would put an eight and higher on everything you have released this fall and winter. You have done well, you have done so, so well. Congratulations. It's one of the highest-quality crops of games I've ever seen. But I will not remember them in ten years. I am sorry.

I've never met a working game designer that thinks MGS is great. I spoke to one lately who said that Tetris is perfect and MGS is not, end of story -- but the thing I think the games industry fails to understand about its audience is that we care a lot less about perfection than it thinks. So for the people who always are asking me what's the big deal about MGS for me, even that'd suffice as an answer: Because it's interesting and I want to talk about it.

I've started sort of replaying all of them since the HD collection came out. My friend Sarah is my copilot, having read in Tom Bissell's lovely book's appendix about the time when he spent a few hours playing MGS4 with me and listening to me chatter about how I feel it's a metaphor for the things Kojima wants to say about the 21st century games industry. No, I'm serious.

People ask me a lot if I have written much about my thoughts on MGS, which I've mostly shared through conversations with others and on Twitter and stuff. Writing it out formally has always seemed too fangirlish. But in the next couple weeks I'm going to try to do it, like, to some extent. Hope you guys join in.

Meanwhile, here's some of what I have done over the last few weeks that I haven't linked yet:

Also, I was on NPR with Ian Bogost in a segment that was based on my recent Kotaku piece on his Cow Clicker game. Cool!

Friday, November 11, 2011

Tough Act

"As game creators, we put up too much front in our creations and we don't make ourselves nearly vulnerable enough. I think our audience senses this, and they emotionally withdraw from our games."

-- Richard Lemarchand, Naughty Dog lead designer

Monday, October 31, 2011

Thank You

My latest Kotaku column is an expression of some of my anger, fatigue and frustration at the "woman in games" role I have adopted, at times uneasily and at other times poorly, throughout my career. It's stirring up a lot of controversy, which naturally I predicted, so I wanted to share a couple more thoughts.

When I say I'm tired of always being identified as a "female games journalist," I absolutely don't mean to entirely diminish the relevance of being an outspoken woman in a male-dominated space. My perspectives in my writing come from my identity and my life experience, and being a woman is a part of that I absolutely don't intend to reject.

For example, I was happy to be photographed by Gay Gamer and called a "fabulous femme fatale". Some of my earliest writing was on sex games, and I don't know if that would have gone over so well if I'd been a man (I still write about sex games-- just last week I published a new Escapist column about Anna Anthropy's unusual text-based sex adventure). As everyone always points out, yes, my blog is called Sexy Videogameland and there are pretty girls on it. Everyone knows I think Big Boss is hot. I'm proud to be a strong woman, and sometimes I'm happy to be a silly girly-girly-girl. I am who I am.

It's not that I've suddenly decided I no longer want to be a voice for women, or to speak from a female perspective -- how can I possibly do anything but? I'm just frustrated at the role I'm often asked to take in the constant wars that go on in gaming culture.

I write on a daily basis about things that have zero to do with my gender. I'm a survival horror aficionado. I'm obsessed with experimental storytelling. I love indie games; I love game development and technology. I love all kinds of culture and media. I'm not just here to fill the "lady quota."

Some of the feedback I received so far concerns the hostility in the tone of the piece -- yeah, I was angry. I'm not sorry for that. But there's one thing I need to make clear: For all the anger I felt toward the people I told to grow up else crawl back to forums where they can argue about review scores? That's how grateful I am for an equal number of you right now.

Thank you so much to my colleagues and friends, my longtime readers and my Twitter followers who've stuck with me and watched me publicly fumble as I try to figure all this out. I've had a lot of growing up to do, and I still do, and I've been doing it openly and messily in front of all of you. When I was younger I was one of those people who believed that if I didn't speak about my gender then no one would make a big deal out of it. Not only did that attitude ignore all the women who wanted to look to me for an example, but it also didn't work. I'm unhappy that it took me attaining a larger public profile and a painful degree of attack from the wider core community for me to start listening, learning and taking responsibility for being able to help change things.

These days I tweet about my crazy parties, I tweet snippy things about music, I tweet mean things from bars about the outfits of people who push me. I drink, I can be flippant, I can be arrogant, I can be confrontational. Sometimes I hardly tweet about video games at all, which is the reason you're here, I know.

But there are so many of you who support me anyway, because you share my hopes and dreams about video games and because you believe in my work.

I couldn't get through all the comments on the Kotaku piece. And I got all kinds of those emails that you think are just stereotypes, the "get back in the kitchen" and "quit attention-whoring" and all of that. I've heard it all before and it's lost its ability to hurt me, but it can be disheartening.

I heard from so many of you on Twitter telling me you're behind me, that you read the piece and you support me, and that you, like me, believe that nobody has to tolerate an environment of closed minds and cruel comments in video game culture. I often go around saying I don't care what people think of me or if they find me controversial -- that I'm going to focus on my work, on games and the people who make them, and do the writing I want to do anyway, and that's true to an extent.

Yet it's wonderful to know that so many of the folks who matter to me will stand with me and speak up, too. It makes me feel supported, but it also gives me hope that we can do this, you know? We -- writers, players, creators -- can have a wonderful, healthy culture in video games with discourse, debate, respect and equality. We can all keep helping each other learn and grow together. I'm really lucky to have you with me.

NOW GO GET DRUNK IT'S HALLOWEEN ~ !!

PRACTICE Makes Perfect

I had a whole Silent Hill tribute post planned for Halloween, but I've been too busy. I went to GDC Online with Gamasutra -- and I also spoke at the Game Narrative Summit with friends Chris Dahlen, Kirk Hamilton, N'Gai Croal, John Davison and Ben Fritz (Kirk wrote about our panel and shared his slides).

Right back from GDC Online, I had my gigantic 1990s-themed birthday party (feat. Ava Luna, Radical Dads, EULA, Ovlov and Casiorossi, check 'em!) Then it was CMJ week, and then the Halloween parties began.

I went as Laura Palmer -- what about you? Also over this past weekend was the fascinating inaugural PRACTICE game design conference at New York University's Game Center. Eric Zimmerman and Frank Lantz explain what it's all about here, and I attended some great talks as well!

PopCap's Scott Jon Siegel spoke about the need for more prototyping specifically in the arena of social games. In a recent column of mine that EDGE published (in the print edition; it won't be online until later), I compared the design methods used by popular Zynga games -- and the player behavior they incite -- to the methodology of drug pushers and the behavior of the addicted. I also wrote not too long ago about how disappointed I was to see some of these methodologies adopted by The Sims Social.

Scott told me on Twitter he was disappointed that folks like me seem to be throwing out his entire industry with the bathwater, but while I've gone after specific examples, design forms and business models with my fists up, I actually do believe there's potential to do special things with this new frontier and don't wish to dismiss that.

Last week I talked to online game veteran Raph Koster, who said that while he feels a sense of loss as games evolve into the social mainstream, he's also excited by the unprecedented opportunity to reach so many people with our love for games. I share Raph's feeling of loss, but I also share his enthusiasm for the possibilities the social space can doubtless attain when the right people are working in it for the right reasons.

Long story short, Scott Jon Siegel is one of those good guys, and he believes that more prototyping -- the experimental rapid sort that is core to process in traditional design -- can help address a lot of the risk aversion and idea-cloning that slows genre emergence and innovation in the social space, and that's a great idea!

Speaking of game design, Harmonix's Matt Boch took us inside Dance Central's prototyping process. The part I wish I'd written down verbatim was when he mentioned the way the game doesn't legislate gender in dance performance ("gender is performance," he said), and showed a video of how a man and a woman could interpret the same feminine, sexy song in their own ways and still succeed in the game.

In other good talks, we had Steve Gaynor on how the design of progression gates can lead to both better storytelling and more interesting use of space, and there was a fascinating, rapid-fire debate among Manveer Heir, Chris Hecker and Nick Fortugno about the extent to which the ability to program is -- or isn't -- essential to the game designer's role.

PRACTICE was such a good time, and is heartening evidence of the fact that we're starting to collect a cohesive, diverse and wonderful game design hub in New York City! I mean, look at this awesome segment on games as art that was shot by PBS -- everyone in it is a New Yorker (I'm in it, too)!

Kotaku's Stephen Totilo was also at PRACTICE, and he wrote about the surprising and interesting discussion that emerged when Seth Killian and Arturo Sanchez were asked about sexism in the Street Fighter community.

I also wrote about sexism at Kotaku today, but I'm going to save the discussion for its own post. Stay tuned!

Thursday, October 6, 2011

Melancholy Moo

I was finally able to do a pretty in-depth story that's been important to me for some time. The subject is my friend, Ian Bogost, and the two major projects he's worked on in the last year or so. At a glance those projects are diametric opposites; perhaps if you read the story you'll be able to find some commonalities that might have even escaped their creator.

I've been getting excellent feedback from you guys via social media since this article ran at the beginning of the week -- thanks to those who've spent time with the story and if you haven't, please do. And for follow-up, you can check out a blog post by Frank Lantz, who's also featured in the piece.

One of Bogost's colleagues is Molleindustria's Paolo Pedercini, of whom I'm a big fan. Something interesting happened when he released a mobile game that was critical of the mobile hardware industry on iOS, and I interviewed him about that here.

I like standing up for what you believe in. As long as you're being rational about it. As you may or may not know, I've been doing a monthly column in Edge's print magazine for the past few months, and it looks like they've begun to make their way online. Check out the debut piece!

When people care about complex issues, discussion is challenging. Read about how MIT's GAMBIT team tackled the difficulty in making an RPG about LGBTQ identity issues in a community context, and check out Auntie Pixelante's scathing response.

Other things: I checked out Mindbloom and Glitch, and I spoke to former AAA execs Ben Cousins and Senta Jakobsen about Ngmoco's innovative new Stockholm office. Spending a lot of time getting ready for GDC Online -- not only have we Gamasutras got a lot of coverage to do, but I'm giving a microtalk on the critics' panel at the Game Narrative Summit. If you'll be at GDC Online next week, come say hi to us!

Sigh. It's a lot of stuff. Sometimes I feel I'll never be able to get it together.

Tuesday, September 13, 2011

Fans Are Intense

I attended the Call of Duty XP event out in Los Angeles a bit over a week ago, and it was really elaborate. My summary of the event itself is here. The main draw was ostensibly the opportunity for core fans to spend an entire weekend playing and competing at Modern Warfare 3, but it was also their first look at Activision's Elite premium content service and social networking platform for the franchise.

The company had been rolling out information on Elite in careful bits and pieces, but it wasn't until XP that it announced the price. The company's digital VP, Jamie Berger, feels deeper social features will create a more positive community, and Beachhead, the Activision studio in charge of developing Elite, talked to me about working closely with the other studios, plus some important lessons from the beta.

I imagine that most of the SVGL readers aren't that into Call of Duty, given that the longtime crew usually tells me that you found my work or my blog because of my writing on weird JRPGs, or on survival horror games, or  hentai games or something. Those of you in the latter crew might be happy to learn that I'm back on the pervy games with a new monthly at The Escapist.

This month I start out fairly tame with the sexuality of Catherine, but I'm the kind of person who gets a little bored and rebellious writing the same kinds of articles for too long, and then I write things that are weird. Speaking of Catherine, I also wrote about it in my Kotaku feature and reviewed it at Paste. Catherine, Catherine, Catherine. It's a good thing I like that game a lot.

And speaking of weird RPGs, things I like, intense fans, and me writing things that are weird when I get bored, my latest editorial at Gamasutra is about "Persona_ebooks," the Persona-themed Twitter tribute to both that series and internet sensation "Horse_ebooks." Maybe you don't know what I'm talking about, but trust me, you want to. Give it a read.

I've started Persona 2: Innocent Sin on the PSP. It's so weird. I don't even... like, I need to spend several more hours on it before I know what to tell you. But I'm looking forward to those hours, so take that bit for what it's worth.



[Today's Good Song: Broken Water, 'Kamilche House']

Sunday, August 28, 2011

Live From Hurricane Irene


Hi everybody -- sadly, I'm not at PAX like EVERY SINGLE ONE OF MY GAMING FRIENDS. I'm coming to you live from a "Zone B Hurricane Bunker" at the border of Bushwick, Brooklyn. The picture you see above you depicts the eerie cast the sky here had yesterday evening, before the inclement weather descended.

...Not an actual bunker. I'm just at home at 3:40 AM watching all-night Irene reports with my cats, Zelda and Yorda. I only had enough duct tape for one window, so I'm going to try not to exhaust my flashlight battery by using the light to play with the cats, who seem entirely unconcerned.

Actually, there's not much to be concerned about just yet; so far there's just been an intense amount of rain, since the brunt of the hurricane won't hit for a few more hours yet. I'm pretty safe where I am, but I'm kind of a disaster fetishist -- check out my Thought Catalog piece on thoughts about the hurricane.

Since the last time I've updated, kind of a lot has happened; I went to MA to visit some video game developers (and my parents!), so here's interview 1, 2 and 3 from my trip to Irrational. The main reason I went to MA will soon be unveiled!

I've done a couple of editorials at Gamasutra, too. I'm ambivalent in the truest sense of the word about the extent to which I've been sucked into Facebook games. Initially I meant to do some research for my monthly Edge column -- by the way, the current print issue features a piece I wrote on what I perceive to be a disconnect between games critics and the average players, and thanks to those of you who've shot some feedback my way on Twitter about that.

But anyway, yeah, I decided to play some Facebook games, and gradually my wall and my notifications list are being overtaken by game spam. It's driving me crazy, and yet I'm still logging into the stupid things every day. I had thought The Sims Social might be a little different, or a little smarter, but it's kind of the worst offender yet. You can read my Gamasutra analysis for details.

If you are of an industry mind, I've got a couple of things for you: Fellow Gamasutra editor-at-large Chris Morris feels the "revolving door", in his words, of executives at Atari is concerning, and I spoke to the company's latest mobile and digital executive hires about their hopes for the future of the venerated brand. Second, what's former Microsoft Games Studios VP Shane Kim doing these days? You got questions, I got answers!

Some of y'all might be playing Deus Ex: Human Revolution, but of my favorite things I'm doing these days is continuing my letter series with my pal Kirk Hamilton (fairly-newly of Kotaku staff!) about the original Deus Ex. I assume all core PC gamers will have a coronary when I say my persistent impression of it is "eh, it's not Metal Gear Solid." But if you pay even a little attention to this blog, you know I'm almost irrationally fangirlish in regards to MGS, so hopefully you can forgive me.

More seriously, I get why everyone loved Deus Ex so much. It's so, so smart, and I'm having a lot of fun with it. If you aren't up-ons, please enjoy The Deus Ex letters part one, two and three.

When Kirk and I did The FF7 Letters at Paste, one of the conclusions at which we mutually arrived is that sometimes stylization is more immersive than what's passing for "realism" these days. Now that it's au courant to do remakes, HD re-releases and the like of beloved games, I've thought about how pushing for lifelike graphics and "realism" can actually make some games ultimately alienating because they don't age well.

If you happen to be a NYLON Guys subscriber, or to see one on the newsstand, please take a look -- I edit the games section, and have kinda quietly been doing so for the better part of 2011. I just finished assembling NYLON Guys' October/November issue. Uh... did you realize how many major, major games are coming out around then? Here's a fun game: Count how many of them are third in their series.

I went to Capcom's Fight Club in New York, where I hung with Hip Hop Gamer and saw ladies dressed as Phoenix and Felicia. Vs. Tekken plays so, so well, for someone like me who's hardly hardcore about fighters. People take fighting games quite seriously, you realize. There was a line around the block to attend the event; a pair of limo drivers on the next corner asked me what all of those men were waiting for. Because it was in the Chelsea neighborhood, they thought it was a gay lifestyle event and approached me to find out what a woman could possibly be doing there. Wince.

Next week, I'll be at Call of Duty XP. I've never been to such a large-scale event around a single franchise. It should be exciting. Shout out if you're going too, and say hi if you see me! You know the world of the FPS isn't my natural habitat, so I've no idea what to expect.

You can imagine I'm a little tired. I'm half-hoping the power goes out this weekend so I can tell everybody I owe Monday deadlines to that I simply couldn't. Maybe I shouldn't say that in public. Oops.

Finally, thanks to Allan Offal for making an MP3 of DBZ's Launch saying "WELL HELLO", as I'd hoped someone would in my last post.


[Today's Good Song: 'Marquee Moon,' Television (my fave storm jam!)]

Thursday, August 4, 2011

WELL HELLO!


Had this boyfriend once I lived with who played a concerning number of Dragonball Z video games -- you know, the hybrid fighting/RPG ones. I mean, not that I didn't watch them. Like, a lot, to where whenever I am writing a new blog post, or whenever I'm talking to folks I haven't seen in a long time, I have this urge to go, 'WELL HELLO!' in the voice of Launch.

She was running the shop in one of those games... I think it was Budokai Tenkaichi 3... or maybe it was like, some equipment upgrade station... dang man, I dunno. But when you went in she was all WELL HELLO, and so, yeah. Cred points if any commenters can find a clip of that voice audio for me.

(UPDATE: Here is is! Thank you, OffalAl, for making this for us!)

So. Well, hello -- sorry I've been MIA from SVGL a little bit, but I've taken on some longer-term articles (which, like fruit, will bear slowly, stay tuned!) and had my hands full, and when I'm not doing that, I've been traveling. I'm coming to you live from midnight on Cape Cod, where my parents live.

I was raised here in MA, where summer meant Atlantic Ocean, the cold salted stone that borders it, and all of the shellfish that were dashed on its shores. This time of year, I love to visit whenever I've got time; this weekend we visited the Edward Gorey House, swam on a private beach in Yarmouth, ate lobster (favorite food, if I had to pick) -- working vacation, I suppose.

Personal junk aside, the last time we talked, I had been getting ready to stage the Bad Bitches exhibit's opening at Babycastles' Williamsburg locale, and I am happy to report it went lovely. Motherboard covered the proceedings here, and at Kotaku this month, I used my column to address some of the response to the exhibit and, loosely, the reasons I wanted to stage it.

Related to challenging norms, Brandon Sheffield talks to BioWare Montreal's Manveer Heir (friend of mine; I'm sometimes called "Womanveer") about diversity in game characters, I talk to Metanet's brilliant Mare Sheppard about Toronto's Difference Engine Initiative, and interview Starhawk's senior producer at Sony on inclusiveness.

Finally, my bro Kirk Hamilton (who works at Big K now, whoa) writes on the "Mass Effect beauty pageant" that took place to much controversy on Facebook. As a mixed race woman with pretty non-traditional features I can identify with folks who are tired of media ideals that don't look like them, but how I feel about Blonde FemShep is two things: One, lovely blonde women have probably had enough of being told they can't possibly be smart or admirable, so piss off; and two, please stop saying "FemShep." It drives me crazy.

Or, like, I guess, go ahead. I'm pretty not-into Mass Effect, so you guys have fun. I presume most of you guys like Mass Effect for the same reasons I like Twilight: trope-heavy pair bonding in the environment of beloved fantasy cliches where it's fun to laugh at yourself, or, at the very least, to laugh at yourself while secretly being kind of serious about it. Pair bonding is quintessential. I wrote about it here.

Preceding article has nothing to do with video games, bee-tee-dubs. You know how important I think it is that we enjoy things that have nothing to do with video games. Like music! So if you're on Spotify, please add this 1990S MUSIC PLAYLIST, entitled "liquid television," an enormous 11-hour trip back to an era when flannel wasn't ironic. You're welcome.


[Today's Good Song: Broken Water, 'Peripheral Star']

Tuesday, July 19, 2011

Quick Bits

Long time no see! Yes, blah blah I'm busy, you know the drill. I finished playing Catherine (I liked it) and I am finishing up Ocarina and I wrote this little love-letter to young Link. SO CUTE.

I also curated an exhibit themed around alt-sexuality games at Babycastles in Williamsburg, and the opening party was ah-mazing. Here's the event page, and there are Flickr galleries by attendees posted on the wall if you want to see a little of what it was like. I was so excited about how well-attended it was, and what meant most of all to me is that everyone was interested in and curious about the games, their creators and what it was like to play them. I lost my voice from giving so many little tours of the cabinets.

Now for some bad news: Silent Barn, Babycastles' first home in Ridgewood, Queens, has been burglarized. Not only is it the home of my friends, it's an important art and show space for our neighborhood and for New York City in general. Audio gear was stolen and people's creations were destroyed, which is a horrible thing to have happen to people who literally live their lives to create a community for artists. Please stay tuned -- if there's anything we can do to help them recover I'd like us to try, because they're the kind of folks who deserve our caring, even if it's just to keep them in our thoughts and send good karma.

[UPDATE: Kickstarter to relaunch the space. Please consider helping!]

Other stuff as I try to catch up with you guys: Awesome Madoka pixel art video; Anamanaguchi remixes Ra Ra Riot. More soon.

Monday, June 27, 2011

Sup Ladies

The feature on female protagonists I wrote for OXM is now online, featuring thoughts from Hideki Kamiya, Valve's Erik Wolpaw, Crystal Dynamics' Darrell Gallagher and BioWare's Mac Walters. In it, I aimed to take the standard wisdom about how to make good female characters from "cover their boobs and make them admirable" to "let female protagonists be people above all." Okay, so it's a bit more complex than that, but the industry folk I spoke to for the piece had some pretty interesting thoughts, and I'd be psyched for you to give it a read.

Also online is video of the Jesse Schell talk I told you about recently -- have a look if you get a sec. Finally, I also recently published an analysis on the state of games for social good, with a list of the Games For Change Festival winning games.

Friday, June 24, 2011

Please Keep Being Stupid

I've decided something: In some games, I want the voice acting to be bad, I want the environments to be listlessly unbelievable, and I want all the characters to be two-dimensional, stupid and annoying. Just let them stay that way, please.

Nope, not going crazy. First of all, in my latest Kotaku feature, I explain how the wildly fantastic Infamous 2 helped me loosen up a little and learn to be the bad guy.

I've always been kind of uncomfortable with pointless violence in video games. Not because I think it makes people violent, or because I think it's immoral, or because I think it's "making a statement" of any kind on the real world. It's just because, when I think of all of the possibilities in interactive entertainment, and the incredible things we can do with games -- it's a way to play, something fundamental to human nature, that can't be emulated in any other medium -- it's always just kind of seemed weird to me that all we want to do is shoot things. Shoot people.

In that context, the content out there and the way some people play often perplexes me, even occasionally grosses me out. I feel uncomfortable with games that look too much like real war, for example. I dislike that developers sometimes utilize sensitive real-world imagery or events to create "impact" for their shallow, repetitive, cheez-ball cover shooters. Like, if you're going to leverage real horrific imagery, real suffering, at least do something creative with it.

Right now, though, for once, I am wrecking the shit out of New Marais. I am a little bummed at how far my Serious-Critic thinking cap has taken me from that kind of pure, mindless joy that can keep you playing video games for hours.

These days, when I write, I feel responsible for encouraging people to ask for more than what we've got, to create more than what there is. But I used to love that pure chaos, the freedom to wreak havok. Loved it about Grand Theft Auto games, too, far more than the ponderous storylines or the missions, most of which I would avoid or let someone else play for me. Until the fourth one. It took itself too seriously.

Then it kind of hit me. In order for unadulterated destruction and killing sprees in games to be fun, it has to be funny.

Its context must be so absurd that you can't possibly take it seriously even if you're trying. In Vice City, I, advocate of respect for women in games, passionate evangelist for games as more-than-toys, blah blah blah, was "that player" -- yes, the one who would beat up a prostitute to get my money back, as the old adage goes. I mean, I literally did that.

Because Vice City was flipping hilarious. It was a perfect illustration of absurdist Miami excess, an excellent satire of what was "cool" in the 1980s, and its humor was, very wisely, an indictment of an entire culture and era.

I mean, do I feel awesome explaining to my non-gamer friends about how I had fun running over everyone whose outfit I thought was too tacky? Is that what I want them to think of when they think of video games? Probably not, because they would then glaze over in the middle of my "satire... indictment... so canny" whatever apologia that I break out whenever I talk about GTA.

And I would be bummed if every game were like that. But Infamous 2 -- granted, much less crude and overt in its opportunities for violence than GTA -- is reminding me that it's okay if some games are just there to pretty much let me explode buildings and cars and people and whatever.

Infamous 2 is not a smart game. I have been playing it every free minute I get for the past four days, and I've done a ton of missions and I still don't really know what the plot is. Something something Ray Spheres, powers, this lady, a different lady, science, powers, a guy named Bertrand, powers and powers, that's about all I got. Cole McGrath is such a douchey cliche that he has to be less annoying as a bad guy than as Mr. Hero Helperton. The voice acting makes me climb the walls (although I do go for that gravelly-type voice Cole has).

The citizens of New Marais dodder around awkwardly like weird little scarecrows, wandering into one another and into firefights; I'm in the center of town throwing vehicles at some giant monster and the cars continue driving around, beeping at me because I'm standing in their way. They say stupid things, or sometimes they just run around in screaming hysterics.

But the game world -- you know, the things I need to climb on and jump off of -- is beautifully made. The game feels brilliant. All the important stuff is perfect, and everything else should stay just the way it is. Because if it were less funny and more real, maybe I wouldn't feel so awesome about ripping it all apart.

Now if you'll excuse me, I'm going back to massacring as many civilians as possible to evolve my rank from "Outlaw" to "Infamous." I mean, that's what the game is called, so it seems like that's what I ought to do.